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Returning 35 results for 'climbing witch rune'.
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Magic Items
The Wild Beyond the Witchlight
Iggwilv the Witch Queen;Iggwilv crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the
minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar), all creatures within 1,000 feet of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rune Knight You’re researching ancient arts and drawing runes. It’s okay to just say you want to be a witch!
Tasha
Rune Knights enhance their martial prowess using the supernatural power of runes
, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rune Knight You’re researching ancient arts and drawing runes. It’s okay to just say you want to be a witch!
Tasha
Rune Knights enhance their martial prowess using the supernatural power of runes
, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
realize that the mind flayer fanatics placed their bolstering rune before the slaadi arrived and don’t care about returning. The characters can access Spawn Hollow from area X5 in Illithinoch. The
tadpoles cavort in the pit, climbing in and out of the whirlpool. A single red slaad carefully watches over them, giving them a whack when they nip at each other. The slaadi are eager to attack intruders
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
realize that the mind flayer fanatics placed their bolstering rune before the slaadi arrived and don’t care about returning. The characters can access Spawn Hollow from area X5 in Illithinoch. The
tadpoles cavort in the pit, climbing in and out of the whirlpool. A single red slaad carefully watches over them, giving them a whack when they nip at each other. The slaadi are eager to attack intruders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a bas-relief of a flaming skull. Next to the sixteenth level is a bas-relief of a comet. Next to the twenty-third (lowest) level is a bas-relief of a tower with a tiny rune engraved above it. Close
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a bas-relief of a flaming skull. Next to the sixteenth level is a bas-relief of a comet. Next to the twenty-third (lowest) level is a bas-relief of a tower with a tiny rune engraved above it. Close
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, leading characters to seek a way to end the cycle by soothing the slumbering titan’s nightmares, which might require climbing its mountainous form and carving the Giant rune for “friend” into its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Master’s Guide) 1 minor detrimental property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide) THE WITCH QUEEN’S CAULDRON
As explained in the description of
Iggwilv’s Cauldron, the poem titled “The Witch Queen’s Cauldron” is an incantation that hints at the time-freezing property of the artifact:
Eight cats perch atop eight dead attending
Eight lizards
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, leading characters to seek a way to end the cycle by soothing the slumbering titan’s nightmares, which might require climbing its mountainous form and carving the Giant rune for “friend” into its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Master’s Guide) 1 minor detrimental property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide) THE WITCH QUEEN’S CAULDRON
As explained in the description of
Iggwilv’s Cauldron, the poem titled “The Witch Queen’s Cauldron” is an incantation that hints at the time-freezing property of the artifact:
Eight cats perch atop eight dead attending
Eight lizards
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
threat has passed. MOON WRITING
The moon writing is magical Dwarven rune script left by ancient worshippers of Dumathoin. The runes writhe and wriggle until a living creature gets within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
threat has passed. MOON WRITING
The moon writing is magical Dwarven rune script left by ancient worshippers of Dumathoin. The runes writhe and wriggle until a living creature gets within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
black tentacles, fly, greater invisibility, lightning bolt, mage armor, magic missile, misty step, sending, shield, sleep, spider climb, web, and witch bolt. 11c. Arch Gate to Level 2 Drow. Two male
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Gates”). A creature that passes through the gate appears in area 5 on level 2, in the closest
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
top at any cost. Characters can climb to the top of the promontory, but the weathered sandstone crumbles easily. It takes a successful DC 14 Strength (Athletics) check to reach the top, with climbing
gear or a rope providing advantage on the check. Twisting Steps and Rune Traps. The steps leading up the mesa shift underfoot as a result of Far Realm energy flooding through them, making them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
black tentacles, fly, greater invisibility, lightning bolt, mage armor, magic missile, misty step, sending, shield, sleep, spider climb, web, and witch bolt. 11c. Arch Gate to Level 2 Drow. Two male
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Gates”). A creature that passes through the gate appears in area 5 on level 2, in the closest
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
top at any cost. Characters can climb to the top of the promontory, but the weathered sandstone crumbles easily. It takes a successful DC 14 Strength (Athletics) check to reach the top, with climbing
gear or a rope providing advantage on the check. Twisting Steps and Rune Traps. The steps leading up the mesa shift underfoot as a result of Far Realm energy flooding through them, making them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Chamber This room is connected to the levels above and below by invisible staircases (see “Kolat Towers Features”), one descending 20 feet to area K11 and the other climbing 20 feet to area K16. This
can force it open from this side. Nat, Jenks, and Squiddly make the best of Waterdeep’s harsh winter. K18. Arcane Rune This unlit hall is choked with dust and cobwebs. It contains the following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Stairs. Two stone staircases rise on either side of the north entrance, climbing to the balcony.
If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into
the gate for 1 minute. Characters must be 12th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Stairs. Two stone staircases rise on either side of the north entrance, climbing to the balcony.
If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into
the gate for 1 minute. Characters must be 12th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Chamber This room is connected to the levels above and below by invisible staircases (see “Kolat Towers Features”), one descending 20 feet to area K11 and the other climbing 20 feet to area K16. This
can force it open from this side. Nat, Jenks, and Squiddly make the best of Waterdeep’s harsh winter. K18. Arcane Rune This unlit hall is choked with dust and cobwebs. It contains the following
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Ctenmiir’s coffin has a speed of 30 feet and a climbing speed of 10 feet, and protects the vampire from sunlight even as it prevents him from escaping his servitude. Though Ctenmiir is able to speak
been made with those ancestors’ spirits, but she manages her relationship with them carefully, lest she fall too far under their dark influence. She also claims past tutelage by Thingizzard, a witch
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Ctenmiir’s coffin has a speed of 30 feet and a climbing speed of 10 feet, and protects the vampire from sunlight even as it prevents him from escaping his servitude. Though Ctenmiir is able to speak
been made with those ancestors’ spirits, but she manages her relationship with them carefully, lest she fall too far under their dark influence. She also claims past tutelage by Thingizzard, a witch
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
hag posing as a witch doctor. All the skulls show signs of having been gnawed on. The hag is now Mbala’s sole living resident. To move off the steps, characters must either wade through heaps of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
blast cantrip When you cast eldritch blast, its range is 300 feet. Eyes of the Rune Keeper You can read all writing. Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell
level You can cast speak with dead at will, without expending a spell slot. Witch Sight Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
blast cantrip When you cast eldritch blast, its range is 300 feet. Eyes of the Rune Keeper You can read all writing. Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell
level You can cast speak with dead at will, without expending a spell slot. Witch Sight Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
hag posing as a witch doctor. All the skulls show signs of having been gnawed on. The hag is now Mbala’s sole living resident. To move off the steps, characters must either wade through heaps of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this gate (see “Jhesiyra 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 2d on level 14
, Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. Its climbing and walking speeds are 30 feet, and it can climb difficult surfaces, including upside down on ceilings, without needing to make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this gate (see “Jhesiyra 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 2d on level 14
, Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. Its climbing and walking speeds are 30 feet, and it can climb difficult surfaces, including upside down on ceilings, without needing to make
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1487 DR, the Year of the Rune Lords Triumphant
1488 DR, the Year of Dwarvenkind Reborn
1489 DR, the Year of the Warrior Princess
1490 DR, the Year of the Star Walker’s Return
1491 DR, the
Year of the Scarlet Witch
1492 DR, the Year of Three Ships Sailing
1493 DR, the Year of the Purple Dragons
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1487 DR, the Year of the Rune Lords Triumphant
1488 DR, the Year of Dwarvenkind Reborn
1489 DR, the Year of the Warrior Princess
1490 DR, the Year of the Star Walker’s Return
1491 DR, the
Year of the Scarlet Witch
1492 DR, the Year of Three Ships Sailing
1493 DR, the Year of the Purple Dragons
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
succeed on a DC 16 Intelligence (History) check can recognize one of Iggwilv’s costumes from a woodcut of her that they saw once in a book, where she was identified as “Iggwilv, the Witch Queen of
Iggwilv the Witch Queen (with whom Graz’zt has unfinished business). Nemesatra and Trizzian suspect that Zybilna and Iggwilv are the same person, but the lamias need proof before they return to their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(Athletics) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble. Climbing Out
. Scaling the canyon’s walls without climbing gear or magic requires a successful DC 20 Strength (Athletics) check. The centaurs can’t manage this climb. At the top of the canyon is a golden-barked