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Returning 35 results for 'comfort water runes'.
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comforts water rules
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Monsters
Storm King's Thunder
the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walkStorvald, a fierce and adventurous frost giant jarl, traveled to the coldest reaches
immortality to its wearer, was last seen in the possession of a human adventurer (and former Harper) named Artus Cimber. Guided by magical runes of tracking, Storvald plans to find the ring and bring about the
Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Magic Items
Bigby Presents: Glory of the Giants
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage
cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bronze dragon spouting water into an ornate stone basin.
The fountains are fed by an underground spring and flow with clean, cool water. The living inhabitants of Vanrakdoom depend on this water for
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 30a on level 15, in the closest unoccupied space next to the similar gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bronze dragon spouting water into an ornate stone basin.
The fountains are fed by an underground spring and flow with clean, cool water. The living inhabitants of Vanrakdoom depend on this water for
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 30a on level 15, in the closest unoccupied space next to the similar gate located there.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
central vessel, channeling the radiance of the forge into a vent so bright it’s painful to look at. Giant runes etched on the iron flare with white light. The Star Forge sheds bright light for 100 feet and
dwellings dot the shore, some collapsed, others carefully maintained. Bridge Remnant. An iron bridge once spanned the water from the lakeshore to the island. Now rusted iron pilings are all that remain.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
central vessel, channeling the radiance of the forge into a vent so bright it’s painful to look at. Giant runes etched on the iron flare with white light. The Star Forge sheds bright light for 100 feet and
dwellings dot the shore, some collapsed, others carefully maintained. Bridge Remnant. An iron bridge once spanned the water from the lakeshore to the island. Now rusted iron pilings are all that remain.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Inner Planes The Inner Planes surround the Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four Elemental Planes—Air, Earth, Fire, and Water
physical essence and elemental nature of air, earth, fire, and water. The entire substance of the Elemental Plane of Fire, for example, is suffused with the fundamental nature of fire: energy, passion
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Inner Planes The Inner Planes surround the Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four Elemental Planes—Air, Earth, Fire, and Water
physical essence and elemental nature of air, earth, fire, and water. The entire substance of the Elemental Plane of Fire, for example, is suffused with the fundamental nature of fire: energy, passion
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
love hearing stories and songs and sharing them with others to bring comfort and calm.
8 I have no patience for people who imagine their lives are the least bit important.
Brass Dragon Ideals
Age Spell Save DC Spells Known
Young 13 create or destroy water, speak with animals
Adult 16 create or destroy water, speak with animals, suggestion
Ancient 18 create or destroy water, locate creature, speak with animals, suggestion
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
love hearing stories and songs and sharing them with others to bring comfort and calm.
8 I have no patience for people who imagine their lives are the least bit important.
Brass Dragon Ideals
Age Spell Save DC Spells Known
Young 13 create or destroy water, speak with animals
Adult 16 create or destroy water, speak with animals, suggestion
Ancient 18 create or destroy water, locate creature, speak with animals, suggestion
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
holy water from the vale, or might instead be honoring the characters with a visit to this sacred place. In any case, it should be made clear that the vale is usually off limits to non-dwarves. Once the
. Lastly, he or she explains that the side path to the Shrine of the Tender Oath is subtly marked with a pair of Dethek runes, the first letter of the dwarven words for “Tender” and “Oath.” The trip to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Cultists’ Quarters Furnishings. Six empty wooden bunk beds line the north and east walls. Between the bunks are stone shelves stocked with rations, casks of water, wooden dishware, and steel
the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Cultists’ Quarters Furnishings. Six empty wooden bunk beds line the north and east walls. Between the bunks are stone shelves stocked with rations, casks of water, wooden dishware, and steel
the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
or public outhouses, members of the Dungsweepers’ Guild make multiple rounds each day, collecting urine and excrement separately — for use in industry and agriculture, respectively. Take comfort that
taxes rendered to the city — although an egregious amount of trash left for pickup does result in a separate bill from the guild. Another amenity soon appreciated by visitors is Waterdeep’s water system
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
or public outhouses, members of the Dungsweepers’ Guild make multiple rounds each day, collecting urine and excrement separately — for use in industry and agriculture, respectively. Take comfort that
taxes rendered to the city — although an egregious amount of trash left for pickup does result in a separate bill from the guild. Another amenity soon appreciated by visitors is Waterdeep’s water system
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
holy water from the vale, or might instead be honoring the characters with a visit to this sacred place. In any case, it should be made clear that the vale is usually off limits to non-dwarves. Once the
. Lastly, he or she explains that the side path to the Shrine of the Tender Oath is subtly marked with a pair of Dethek runes, the first letter of the dwarven words for “Tender” and “Oath.” The trip to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through 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 9d on level
to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 3 on level 8, in the closest unoccupied space next to the identical gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through 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 9d on level
to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 3 on level 8, in the closest unoccupied space next to the identical gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Approach An old yuan-ti trap meant to prevent approach to the gate still functions in this area. A pressure plate under the water and mud extends the full width of the cavern entrance. A character
through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 11a on level 11, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clear water bubbles lazily. A door on the cellar’s west wall is ajar.
Cistern. Operatives of the Six tainted the cistern here. The water might appear pure, but it’s teeming with a magical disease
called ghoul gut. No antacid in this world or any other can beat it. Ghoul Gut. Water polluted with ghoul parts carries ghoul gut. A creature drinking this tainted water must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Upper Level The rooms on this level are decorated for comfort. The artwork and other decor reflects the taste of the merchant prince to whom the villa belongs. 10. Library Chultans are fans of
servants’ quarters are isolated from the family sleeping areas for security. There is nothing remarkable about them. 16. Rain Traps Every room in the house contains (at minimum) a small water basin
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Upper Level The rooms on this level are decorated for comfort. The artwork and other decor reflects the taste of the merchant prince to whom the villa belongs. 10. Library Chultans are fans of
servants’ quarters are isolated from the family sleeping areas for security. There is nothing remarkable about them. 16. Rain Traps Every room in the house contains (at minimum) a small water basin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Caves of the River Coven All the caves in this area are cold and damp, with water dripping from the ceiling to form shallow pools of water everywhere. 10a. Black Pebble Cave This 8-foot-high cave
. The cave’s other features are as follows: Noise. The sound of splashing geysers (see area 10d) echoes throughout.
Pools. The uneven floor has many shallow pits filled with dirty water. The hags use
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
captain’s choice. Hostile creatures aboard the ship don’t move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can’t teleport in this way again for 2d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Battlefield Cavern This 30-foot-high cavern was the main front of the battle between the yuan-ti and the nagas. 17a. Bones in the Mud The water here is 2 feet deep, and the cavern floor beneath
the naga down to be slain and raised as a bone naga. The vision then ends for all characters and can’t take hold of them again. 17c. Mirror Gate to Level 10 A wedge of dry land rises from the water to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
captain’s choice. Hostile creatures aboard the ship don’t move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can’t teleport in this way again for 2d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Approach An old yuan-ti trap meant to prevent approach to the gate still functions in this area. A pressure plate under the water and mud extends the full width of the cavern entrance. A character
through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 11a on level 11, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude