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Returning 35 results for 'draw some'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Draw In the Players If an adventure situation directly affects the characters or the people and places they care about, that is often enough motivation for the characters to get involved. (However
things they care about, you can use other techniques to draw in the players. These are best tailored to the motivations of your players and their characters. For example, some adventuring groups are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Draw Players’ Attention Good narration invites the players to examine details of the environment that lead to encounters or important information. Anything you describe with extra, subtle details
Equipment
Using Ink (1 ounce bottle);Ink, an Ink Pen is used to write or draw.
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
Dungeon Master’s Guide
, 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
temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.
Spells
Player’s Handbook
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
Weapon Property
A weapon with the Strong-Draw quality requires great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"cold"} cold damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic
Monsters
Spelljammer: Adventures in Space
hand is invisible)
1/day: invisibility (self only)Ssurran defilers can lay waste to the plant life around them and draw vital energy at the same time from other creatures that are caught in the area
Monsters
Heroes of the Borderlands
"} Poison damage.Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky pools to track down
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
among the fae, magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Magic Items
Acquisitions Incorporated
kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
Monsters
Fizban's Treasury of Dragons
manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating
Monsters
Fizban's Treasury of Dragons
":"Slam","rollDamageType":"acid"} acid damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on
Monsters
Spelljammer: Adventures in Space
by sending flashes of light from their eyes and draw their nourishment from the light of suns and stars.
A kindori is large enough to have its own gravity plane and air envelope, enabling smaller
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"lightning"} lightning damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on
Monsters
Fizban's Treasury of Dragons
":"Slam","rollDamageType":"poison"} poison damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on
Magic Items
The Book of Many Things
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
Monsters
Spelljammer: Adventures in Space
vampire’s but doesn’t use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by
Monsters
Quests from the Infinite Staircase
, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.
A single pech can draw on the magic of the Elemental Plane of
Magic Items
Acquisitions Incorporated
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
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
Monsters
Strixhaven: A Curriculum of Chaos
Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as
Monsters
Strixhaven: A Curriculum of Chaos
College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.
Monsters
Strixhaven: A Curriculum of Chaos
magic.
Lorehold Scholars
The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad
Monsters
Phandelver and Below: The Shattered Obelisk
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
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
Monsters
Guildmasters’ Guide to Ravnica
crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.
The current leader of the kraul is a death priest named Mazirek.
Monsters
Strixhaven: A Curriculum of Chaos
sometimes just bashing things with a glowing scroll.
Lorehold Scholars
The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the
Magic Items
Planescape: Adventures in the Multiverse
stone.
Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.
Magic Items
The Book of Many Things
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
Monsters
Waterdeep: Dragon Heist
. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn't work, she usually needs only to draw her dagger. Of course, some of the
Monsters
Fizban's Treasury of Dragons
dragon’s lair to draw unwitting intruders away from the real riches—and into the mimic’s maw. If faced with unexpectedly fierce opposition, though, a hoard mimic might offer information about the true hoard in exchange for its life.






