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Returning 20 results for 'channel relatively godlike to have runes'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their
warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their
warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
crystal sheds dim light in a 30-foot radius. Shades of blue swirl within the crystal, occasionally resolving into murky images of giants’ faces or Giant runes. The crystal radiates powerful but
fluctuating magic. Plants. The plants around the crystal grow quite large and can move on their own as if sapient—often uprooting themselves to wander into the forest, keeping the glade relatively free of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of the Land might feel a connection to the giants who inhabit that land. A monk who follows the Way of the Four Elements might seek to emulate Annam, the All-Father, to shape and channel the forces of
) might use the magic of Giant runes, or a paladin’s Sacred Oath could involve allegiance to the tenets of a philosophy or organization of giants (such as those described in chapter 2). Giant-Made
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scrap metal dominates the middle of the cavern. Hiding in it are nine lava children (see appendix A).
Runes carved on the inside walls of the forge channel magical energy from the Elemental Plane
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
within the lens. A successful DC 15 Dexterity (Sleight of Hand) check subtly sabotages the runes scribed into the lens. A character can expend one use of Channel Divinity to force divine power into
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
relatively intact lower levels, but as it climbs toward its eighty-foot height, the upper levels deteriorate. Rather than falling, the crumbling stone hangs in the air, the tower’s disintegration frozen
the platform stands a stone archway sculpted with sharp runes and the heads of five dragons. Within the arch swirls dense gray mist.
The darkness beyond this room’s broken walls is only an illusion
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Training in War and Song When you adopt
. Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
ingredients and spices. V26. Temple of Zariel The iron double door leading to this room has Infernal runes carved into its arched door frame. A character who understands Infernal can translate these
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in this area. The furniture here is of similar construction to that seen in area H3, surviving for centuries in the relatively dry environment of the haven but eventually succumbing to rot. The room is
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
circular main hall leading to three magical simulation chambers. Each simulation chamber is a large circular space with a domed ceiling and arcane runes carved into its stonework. Using preset command
. Although relatively inexperienced in comparison to some of the other instructors at the academy, Saerthe is an experienced spelljammer. Their eyes shimmer like pools of quicksilver, allowing them to see
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) check to jump safely over it. Moving past the rune otherwise deals 5 (1d10) necrotic damage to a creature and teleports it back to the cavern entrance. The runes remain active until disabled. Planar
creature controlling the orrery components at the heart of the ritual can channel their magic as a bonus action with a successful DC 12 Intelligence (Arcana) check. Splugoth has advantage on this check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
along the length of the cavern. Survivors of attacks on the level above will most likely make a stand in the grand entry cavern if they are still in relatively good shape. Secret Exits. The boulders
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
relatively good condition, although half of the tower’s roof is gone. A door leads into the cottage, and several arrow-slit windows are visible in the tower. You notice an eerie quiet in the area and a
of dwarven manufacture. Runes spell out “Hew” in Dwarvish on the axe head and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
and cracked, and the room’s walls are veined with narrow fissures that disappear into darkness.
The Book of Vile Darkness If the characters had a relatively easy time getting here, add two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
disabled by any franchise member. Players are encouraged to be creative in thinking about defensive features. An airship might have a deck that can channel lightning to repel boarders. A wagon might have
franchise’s tavern are inscribed with runes. Anyone who traces a rune while speaking a passphrase can access their choice of ten extradimensional rooms, 20 feet on a side. These rooms can function as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
. Those who know the Draconic language can read the runes as “Ashardalon.” Secret Door. A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
double doors set into the other three walls. Every surface of the walls, floor, and ceiling is exquisitely carved with runes and bas reliefs depicting dwarves at war. Grand pillars shaped like stone
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
network’s innermost chamber is a relic of giantkind left here long ago by a Tree Ghost shaman: a nonmagical electrum torc etched with Giant runes. Formerly the nose-ring of a powerful hill giant chief