Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'deep slots runes'.
Other Suggestions:
dead slot runes
deep scouts rules
deal slot runes
deep spots rules
deep slot rules
Feats
Bigby Presents: Glory of the Giants
slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
Rune Magic. You know a number of runes equal to half your
, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune
Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
Monsters
Mythic Odysseys of Theros
with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see “Actions” below)
1st level (4 slots): color spray, expeditious retreat
, sleep
2nd level (2 slots): blur, cloud of daggers, invisibilityMultiattack. The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.
Spear. Melee or Ranged Weapon
Monsters
Tales from the Yawning Portal
spell attacks). She has the following wizard spells prepared:
Cantrips (at will): light, prestidigitation, ray of frost
1st level (2 slots): color spray, magic missile, shield, sleep
Tree Thrall. If
finds herself enslaved deep inside the Sunless Citadel, an unwitting supplicant of the Gulthias Tree. The corrupting influence has turned her skin thick and rough, as though she were affected by a barkskin spell, and has turned the normally good-aligned Sharwyn into an evil adversary.
Monsters
Bigby Presents: Glory of the Giants
fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian
colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants’ empires.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAcid, Cold, Fire, Lightning
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
)
3rd level (3 slots): mass healing word, tonguesMultiattack. The sahuagin makes two attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
Monsters
Baldur’s Gate: Descent into Avernus
:
Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation
1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield
2nd level (3 slots
): darkness, misty step, scorching ray (see “Actions” below)
3rd level (2 slots): animate dead, fireballMultiattack. The master of souls attacks twice with its flail.
Silvered Skull Flail. Melee
Monsters
Baldur’s Gate: Descent into Avernus
the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions
” below), shield
2nd level (2 slots): darkness, misty stepMultiattack. The skull lasher makes two attacks with its flail.
Iron Skull Flail. Melee Weapon Attack: +2;{"diceNotation":"1d20+2
Monsters
Guildmasters’ Guide to Ravnica
":"Claws","rollDamageType":"slashing"} slashing damage.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Acquisitions Incorporated
":"Spellcasting"} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch
blast, mending, prestidigitation, thorn whip, vicious mockery
1st–3rd level (2 3rd-level slots): dissonant whispers, fly, hex, misty step, sending, shatterMultiattack. K'thriss makes two attacks with his
Monsters
Eberron: Rising from the Last War
(4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weaponMultiattack. The knight attacks twice with
, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside — still bound to
Monsters
Guildmasters’ Guide to Ravnica
"} slashing damage.
In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
succeed on a DC 19 Strength saving throw or be knocked prone.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Magic Items
Waterdeep: Dragon Heist
weapon is searching for a new owner.
Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rune Shaper Prerequisite: Spellcasting Feature or Rune Carver Background You’ve studied the magic of Giant runes, granting you the following benefits: Comprehend Languages. You learn the comprehend
languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you
Monsters
Van Richten’s Guide to Ravenloft
somatic or material components to cast its spells. The priest has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots
","damageType":"necrotic"}) necrotic damage.Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests’ malevolent magic. Using this soul power, each priest can defy
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
five reels of Infernal runes). The player’s goal is to roll as many of the same number on the dice as possible. The payout, if any, varies according to the results, as shown in the Copper Slots Payouts
pays double their bet. Copper Slots These machines, referred to by some casino patrons as “tricky devils,” are simple clockwork devices that accept copper coins. Each machine has a spring-loaded lever
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery
table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Runic Circle Magic The Runic Circle has the following properties: Magic Archive. The inscribed runes make up a gigantic archive of spells. With 1 hour of study, a creature that is capable of casting
spells can try to decipher a spell coded in the carvings. The spell is subject to your approval and must belong to the conjuration, divination, or evocation school. If the creature has spell slots of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery
table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
grasp
1st level (4 slots): magic missile, shield, thunderwave
2nd level (3 slots): mirror image, web
3rd level (3 slots): dispel magic, fear, haste, stinking cloud
If Burket is killed or if
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield 2nd level (3 slots): blur, detect thoughts, misty step, shatter 3rd
level (3 slots): counterspell, dispel magic, fireball, haste 4th level (3 slots): blight, greater invisibility 5th level (3 slots): animate objects, Bigby’s hand, scrying 6th level (1 slot): chain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Mad Mage’s Puzzle Indentation. A 4-inch-deep, 8-foot-wide, 10-foot-long rectangular indentation is carved into the floor of this 20-foot-high cavern.
Jigsaw Pieces. A loose pile of carved
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rockslide originates from the Elemental Plane of Earth, emerging from a planar portal near the mountain peak and plunging through a second portal deep in the crevice, ending in a different area of the
bridges spanning the fissure it pours into. The Giant runes these folk carved into the bridges still glimmer with crystalline light as they harness elemental earth magic.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep Features Dyson Logos Map 4.6: Forsaken Deep View Player Version Map 4.6 shows the ruins of the storm giant retreat and the trench, including the following features: Library. The
spirits of the slain storm giants congregate in this chamber, harmlessly but mournfully wailing their sorrow. A circle of Giant runes on the floor hums softly (see “Storm Call” below). Trench. The oceanic trench dives into darkness (see “Planar Crossing” below).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
pass 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 8b on level 17, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far-flung plane where a
:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one of the corpses. (The gnome is really a troll named Xlorp, transformed by the runes in area 11b.)
In its current form, the troll has the statistics of an unarmored (AC 12), chaotic evil deep gnome
3. Hungry Gnome Corpses. Eight drow corpses are splayed like rag dolls across the floor of this 10-foot-high cavern.
Troll in Gnome Form. A naked, hairless, gray-skinned deep gnome is gnawing on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Trap In front of the double door, situated between the Dwarvish runes carved into the floor, is a hidden 20-foot-deep pit that opens if the lock on the doors is successfully picked. The cover of the
9. Mustering Hall Decor. Blunted picks hang with shields every 10 feet along the walls.
Double Door. Dwarvish runes for strength and safety are etched in the floor in front of the double doors to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Deep Gnome Traits As a deep gnome, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a
also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, rests within the sarcophagus. When the characters approach within a few paces of it, a deep, clear voice issues from the coffin, saying, “You approach Diderius in repose. I know what you seek
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the mummy lord, rests within the sarcophagus. When the characters approach within a few paces of it, a deep, clear voice issues from the coffin, saying, “You approach Diderius in repose. I know what
illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, enlarge/reduce, Melf’s acid
arrow, mirror image 3rd level (3 slots): counterspell, dispel magic, fireball, slow 4th level (3 slots): blight, polymorph 5th level (3 slots): animate objects, telekinesis 6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Open Pit. In the middle of the floor is a 10-foot-wide, 30-foot-long, 20-foot-deep pit with a fine layer of dust and rubble on its floor.
Levers. Two stone levers protrude from the wall opposite the
door to area 36c. Dwarvish runes are inscribed above each lever.
The pit is a trash compactor designed to flatten garbage into sheets that can be easily carted away and disposed of. The first lever