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Returning 35 results for 'charges rune guild to have reverse'.
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Magic Items
Guildmasters’ Guide to Ravnica
guild’s recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes
Magic Items
The Book of Many Things
create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
Magic Items
Fizban's Treasury of Dragons
.
Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
.
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
Flight. As a bonus action, you can
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
Skill Proficiencies: Insight, Intimidation
Languages: Two of your
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a
that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet’s spellcasting ability for this spell.
Reverse Gravity. Baphomet chooses a
Magic Items
Vecna: Eve of Ruin
(Third Piece);Third
Reverse Gravity (spell save DC 18)
Rod of Seven Parts (Fourth Piece);Fourth
Regenerate
Rod of Seven Parts (Fifth Piece);Fifth
Find the Path
Rod of Seven Parts (Sixth
rolls made with it.
Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast
Magic Items
Tomb of Annihilation
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
you harm them.
You can wield the staff as a quarterstaff, +3;+3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7 charges and
Magic Items
Waterdeep: Dragon Heist
The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
Magic Items
The Wild Beyond the Witchlight
, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
Three hags
with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can’t be used again for 8 days.
If you spend 1
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
the lodestone, you have advantage on Strength saving throws. The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
the lodestone, you have advantage on Strength saving throws. The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tomes held between two golden, upside-down bookends shaped like bulettes bursting out of the ground.
The reverse gravity field can’t be negated, though it is suppressed within an antimagic field
blank. Placing the other books in alphabetical order by school of magic between the bookends causes Halaster’s rune to appear on the cover of the ninth book and spells to appear on its pages. This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tomes held between two golden, upside-down bookends shaped like bulettes bursting out of the ground.
The reverse gravity field can’t be negated, though it is suppressed within an antimagic field
blank. Placing the other books in alphabetical order by school of magic between the bookends causes Halaster’s rune to appear on the cover of the ninth book and spells to appear on its pages. This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, characters will see a recurring symbol that looks like a circle with ten equidistant spokes radiating out from its circumference. This symbol is Xanathar’s personal rune as well as the symbol used to represent the Xanathar Guild.
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, characters will see a recurring symbol that looks like a circle with ten equidistant spokes radiating out from its circumference. This symbol is Xanathar’s personal rune as well as the symbol used to represent the Xanathar Guild.
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Words of the Oracle Etched into the floor of area 11 and hidden under a thin layer of frost is a 20-foot-diameter, mithral-inlaid circle inscribed with the kong (king) rune (see "Giant Runes" in the
Introduction) and the words “Ask Your Question and Know Truth” in Dethek, the Dwarvish script. The kong rune, which is nearly as big as the circle enclosing it, is often associated with Annam the All
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Iymrith” section later in this chapter. Giant Statues and Their Weapons Son of Annam God of… Weapon Weight Matching Rune Grolantor Hill giants Bone greatclub 500 lb. Haug Skoraeus Stonebones Stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Iymrith” section later in this chapter. Giant Statues and Their Weapons Son of Annam God of… Weapon Weight Matching Rune Grolantor Hill giants Bone greatclub 500 lb. Haug Skoraeus Stonebones Stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Words of the Oracle Etched into the floor of area 11 and hidden under a thin layer of frost is a 20-foot-diameter, mithral-inlaid circle inscribed with the kong (king) rune (see "Giant Runes" in the
Introduction) and the words “Ask Your Question and Know Truth” in Dethek, the Dwarvish script. The kong rune, which is nearly as big as the circle enclosing it, is often associated with Annam the All
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
): disintegrate, flesh to stone 7th level (1 slot): reverse gravity, teleport 8th level (1 slot): feeblemind, maze 9th level (1 slot): true polymorph Unable to abide normalcy and consistency, Arcturia fixates
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
): disintegrate, flesh to stone 7th level (1 slot): reverse gravity, teleport 8th level (1 slot): feeblemind, maze 9th level (1 slot): true polymorph Unable to abide normalcy and consistency, Arcturia fixates
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
personal rune. Floating 10 feet above the rug is a golden wand with spinning orbs of colored glass at one end (see “Treasure” below). It attacks any creature that enters the room unaccompanied by Halaster
spirit inside it. The spirit can do nothing other than animate and discharge the wand, which currently has 7 charges. The animated wand has the statistics of a Tiny animated object (see the animate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flee when confronted by adventurers. If one or both goblins are captured, they can lead adventurers to the nearest Xanathar Guild watch post as well as describe its defenses, since they have observed
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flee when confronted by adventurers. If one or both goblins are captured, they can lead adventurers to the nearest Xanathar Guild watch post as well as describe its defenses, since they have observed
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
personal rune. Floating 10 feet above the rug is a golden wand with spinning orbs of colored glass at one end (see “Treasure” below). It attacks any creature that enters the room unaccompanied by Halaster
spirit inside it. The spirit can do nothing other than animate and discharge the wand, which currently has 7 charges. The animated wand has the statistics of a Tiny animated object (see the animate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sample Guild Representatives Once it becomes known around the city that the tavern in Trollskull Alley is planning to reopen its doors to the public, the adventurers receive visits from guild
doing and to offer his well-wishes. If none of the characters are members of the guild, he strongly urges them to join “to avoid further harassment.” The cost of membership in the Fellowship of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sample Guild Representatives Once it becomes known around the city that the tavern in Trollskull Alley is planning to reopen its doors to the public, the adventurers receive visits from guild
doing and to offer his well-wishes. If none of the characters are members of the guild, he strongly urges them to join “to avoid further harassment.” The cost of membership in the Fellowship of
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Vampire A twisted figure lurks in the shadows of a castle wall as the roaring infantry charges through a breach. In a flash of black mist, the figure appears in front of the soldiers, one by one
as the lord announces further powers be granted to the resident merchants’ guild.
A terrified villager flees through the forest, hoping to outrun his pursuer. His eyes burn with tears, sweat, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 10 on level 6, in the closest unoccupied
. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
thralldom, while others now rely on trade, diplomacy, and espionage to gain what they need. The clans of Thrull—Clans Rune, Sýr, and Völgr—fervently follow the Prismatic Circle and its Grand Druid Hjadana
incursion.
Valikan Clan Emblems
(Row 1, L-R) Clan Sýr — Clan Mithra — Clan Limgri
(Row 2, L-R) Clan Völgr — Clan Morgöng — Clan Rune
Clan Rune Magic lies at the heart of Clan Rune. Its settlements are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 10 on level 6, in the closest unoccupied
. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trying to drive the Xanathar Guild out of Skullport. His ties to the Black Network make Rizzeryl an enemy of the Xanathar Guild, which currently controls Skullport and is trying to secure the uppermost
levels of Undermountain. Rizzeryl has begun haranguing the Xanathar Guild forces on this level with the help of the wererat gang, which hails from Skullport. The drow wizard and the wererats have no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trying to drive the Xanathar Guild out of Skullport. His ties to the Black Network make Rizzeryl an enemy of the Xanathar Guild, which currently controls Skullport and is trying to secure the uppermost
levels of Undermountain. Rizzeryl has begun haranguing the Xanathar Guild forces on this level with the help of the wererat gang, which hails from Skullport. The drow wizard and the wererats have no