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Returning 35 results for 'draw items are both'.
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Magic Items
Dungeon Master’s Guide
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can
, Quarterstaff;Quarterstaffs, or Spear;Spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Magic Items
Acquisitions Incorporated
into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn.
Portable Hole Satchel
At
upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
Magic Items
The Book of Many Things
each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of
yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Magic Items
Tasha’s Cauldron of Everything
pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
Efficient Quiver
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold
, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Magic Items
Lost Laboratory of Kwalish
bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able
to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Species
Eberron: Rising from the Last War
cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
House Jorasco
Leader: Ulara d’Jorasco
Headquarters: Vedkyar Enclave (Vedykar
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms
capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.
Despite their lack of wings, kenku love dwelling in towers and other tall structures
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Magic Items This section contains twenty-two magic items, each inspired by a different card from the Deck of Many Things. Some items emulate a card’s effects, while others draw inspiration from a card’s iconography or name.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Handling the Cards The Deck of Many Things has the power to transform anyone who draws from it, but to trigger its effects, the individual handling the cards must state their desire to draw from it
, as well as the number of cards they intend to draw. Otherwise, the deck’s magical powers lie dormant. Anyone who identifies a deck learns this about the deck in the process, per the rules for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Quiver of Ehlonna Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. Conceptopolis Quaal’s Feather Tokens (Fan, Tree), Quiver
of Ehlonna, Quarterstaff of the Acrobat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Quiver of Ehlonna Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. Quiver of Ehlonna
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Quiver of Ehlonna Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Efficient Quiver Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of afflictions and find the best solution. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
also includes character creation advice and magic items appropriate for clerics, druids, paladins, and other characters with a connection to the divine. Chapter 9: Knight. Characters who draw the
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow
two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the
deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the settlers who they have come to know. For those characters, the tasks of the town may draw more attention. Below are some longer-term tasks that the characters might perform before moving on to the
. Most of the people are still living in tents outside of town. The fishing industry, which will sustain Leilon in the future, needs piers and docks and breakwaters and other structures. Making items. With
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
egg will lead the characters toward suitable hoards. In fact, any character who sleeps within 15 feet of the egg has vivid dreams leading them toward the start of the next adventure. To draw power from
a dragon’s hoard, the egg must spend 8 hours in the midst of the treasure, covered with coins and surrounded by other items. However, as soon as the empowered egg is brought within Anthradusk’s hoard
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of Moloch, one of either agents’ couriers, and so forth. As she does in Lost Laboratory of Kwalish, she offers to let the characters draw from her deck of several things. Some of the deck’s cards
determines. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards. Flames. A powerful artificer (Moghadam or Thessalar, at the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself
. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
their walking speed while in the Endless Void and can hover. Unattended items in the void simply float in place. The enormous nodules floating in the Endless Void exert their own gravity to 100 feet
. Creatures can still fly within this gravity bubble, but unattended items fall to the ground as normal in the nodule. Illumination Swirling, colored light suffuses the entirety of the Endless Void
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no






