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Returning 35 results for 'collectively rune guild to have restrained'.
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Monsters
Bigby Presents: Glory of the Giants
Death Rune. The giant has a death rune inscribed on a giant’s skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and
Shroud of Souls bonus action.
The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn
Monsters
Bigby Presents: Glory of the Giants
Hill Rune. The giant has a hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and
Hill Rebuff reaction.
The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its
possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action.
The object bearing the rune has AC 15; 40 hit points; and immunity to
Monsters
Bigby Presents: Glory of the Giants
Frost Rune. The giant has a frost rune inscribed on a chunk of ice or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Ice Wolves
action and Ice Armor reaction.
The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn
Magic Items
Bigby Presents: Glory of the Giants
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that
grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Monsters
Guildmasters’ Guide to Ravnica
, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Obzedat
let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Mostly Unanimous. The ghosts of the
Monsters
Guildmasters’ Guide to Ravnica
grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 7 (2d6
the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild — the only exceptions to a rule
Monsters
Guildmasters’ Guide to Ravnica
throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw
around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.
Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the
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
Magic Items
The Book of Many Things
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can’t cast spells, and any magic items you’re
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
crime family, the Orzhov Syndicate Raucous performance troupes collectively known as the Cult of Rakdos, which bends to the whims of a powerful demon Two widely divergent groups devoted to nature, the
Golgari Swarm and the Selesnya Conclave Citizens of Ravnica aren’t born into guilds. An individual can choose to belong to any guild — or no guild. Some guilds, such as Selesnya and Boros, actively
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
crime family, the Orzhov Syndicate Raucous performance troupes collectively known as the Cult of Rakdos, which bends to the whims of a powerful demon Two widely divergent groups devoted to nature, the
Golgari Swarm and the Selesnya Conclave Citizens of Ravnica aren’t born into guilds. An individual can choose to belong to any guild — or no guild. Some guilds, such as Selesnya and Boros, actively
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->Bigby Presents: Glory of the Giants
, the target has the restrained condition until the end of its next turn. On a successful save, the target’s speed is reduced by 10 feet until the end of its next turn.
Ice Wolves (Requires Frost Rune
Frost Giant Ice Shaper Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls
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->Bigby Presents: Glory of the Giants
, the target has the restrained condition until the end of its next turn. On a successful save, the target’s speed is reduced by 10 feet until the end of its next turn.
Ice Wolves (Requires Frost Rune
Frost Giant Ice Shaper Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Avalancher Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly
Throws Str +9, Con +8, Wis +8
Skills Nature +7, Perception +8
Senses passive Perception 18
Languages Common, Giant
Challenge 12 (8,400 XP) Proficiency Bonus +4
Hill Rune. The giant has a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Avalancher Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly
Throws Str +9, Con +8, Wis +8
Skills Nature +7, Perception +8
Senses passive Perception 18
Languages Common, Giant
Challenge 12 (8,400 XP) Proficiency Bonus +4
Hill Rune. The giant has a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no
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->Giants of the Star Forge
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
restrained (frozen in place) for 1 minute. The creature may use an action on its turn to make a DC 15 Strength check, ending the effect on itself on a success. Each suit of plate armor is mounted on a
crude wooden stand vaguely shaped like a headless elf. A freezing rune can be remove with dispel magic (DC 15), whereupon the armor becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
restrained (frozen in place) for 1 minute. The creature may use an action on its turn to make a DC 15 Strength check, ending the effect on itself on a success. Each suit of plate armor is mounted on a
crude wooden stand vaguely shaped like a headless elf. A freezing rune can be remove with dispel magic (DC 15), whereupon the armor becomes nonmagical.
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->Baldur's Gate: Descent into Avernus
, and other ceremonial functions. Because of this, the Citadel maintains the only stable within the city walls. Patriar Gates. The four gates known collectively as the patriar gates — Gond Gate, Heap
tightly guarded than the public gates. Officially, none may use them without bearing a patriar’s livery or letter of permission, although rumors persist that Guild kingpins and veteran servants among
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, and other ceremonial functions. Because of this, the Citadel maintains the only stable within the city walls. Patriar Gates. The four gates known collectively as the patriar gates — Gond Gate, Heap
tightly guarded than the public gates. Officially, none may use them without bearing a patriar’s livery or letter of permission, although rumors persist that Guild kingpins and veteran servants among
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, and other ceremonial functions. Because of this, the Citadel maintains the only stable within the city walls. Patriar Gates. The four gates known collectively as the patriar gates — Gond Gate, Heap
tightly guarded than the public gates. Officially, none may use them without bearing a patriar’s livery or letter of permission, although rumors persist that Guild kingpins and veteran servants among
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