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Ruby of the War Mage
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the
weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby canât be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Monsters
Fizban's Treasury of Dragons
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at
half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft
Monsters
Spelljammer: Adventures in Space
contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs
ancient or adult lunar dragonâs lair is warped by the dragonâs magic, which produces one or more of the following effects:
Black Frost. A thin layer of black frost covers the ground
Monsters
Spelljammer: Adventures in Space
contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.
Regional Effects
The region
containing an ancient or adult lunar dragonâs lair is warped by the dragonâs magic, which produces one or more of the following effects:
Black Frost. A thin layer of black frost
Monsters
The Wild Beyond the Witchlight
wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The diamond spell gem is a legendary item and can store up to a 9th level spell. The
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The amber spell gem is a very rare item and can store up to a 4th level spell. The stored
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The quartz spell gem is a rare item and can store up to a 2nd level spell. The stored spell's
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The bloodstone spell gem is a rare item and can store up to a 3rd level spell. The stored
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The lapis lazuli spell gem is a uncommon item and can store up to a 1st level spell. The
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The topaz spell gem is a very rare item and can store up to a 6th level spell. The stored
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The ruby spell gem is a legendary item and can store up to a 8th level spell. The stored
Monsters
Guildmastersâ 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
Guildmastersâ Guide to Ravnica
15 ft., one target. Hit: 33 (6d8 + 6);{"diceNotation":"6d8+6","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must
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
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
+ the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The start ruby spell gem is a legendary item and can store up to a 7th level spell. The
Monsters
Fizban's Treasury of Dragons
or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragonsâ favorite prizes are weapons and armor, records of military
, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive
Magic Items
Storm King's Thunder
the ground and is a massive thing made of polished obsidian with oversized feet â the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue
choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragonâs bite and claw attacks.
Destroying the Throne. The Wyrmskull Throne can be destroyed by
Monsters
Fizban's Treasury of Dragons
to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragonsâ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragonâs hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each
, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Backgrounds
Tomb of Annihilation
century old.
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain
and cataclysms.
Skill Proficiencies: History, SurvivalTool Proficiencies: Cartographerâs tools or navigatorâs toolsLanguages: One of your choiceEquipment
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
to its final destination. When the characters arrive, there is no one here, but there are several closed crates awaiting transport. Most of the crates contain commercial goods like cloth, crafted
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
Backgrounds
Guildmastersâ 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
choice
Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a bottle of blue ink, a pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall above the arch are the following words in Draconic: âOnly a dragon can unlock this gate.â
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). 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
retreatâs flooded library holds five crystalline, coral archives that contain knowledge preserved in crackling lightning. The formations are 10 feet across and 20 feet high. Two are shattered and useless
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 âStorm Callâ below). Trench. The oceanic trench dives into darkness (see âPlanar Crossingâ below).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see âArchway and Runesâ). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate triggers an elder rune (see âElder Runesâ). A creature that passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
Weapons The racks contain a total of twenty suits of dwarf-sized scale mail, twenty battleaxes, twenty war picks, and twenty steel shields emblazoned with the symbol of Dumathoin. All the equipment
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same.
These rooms contain crystals of many
, monoliths, and stelae fitting neatly in niches carved into the walls of every room. Thanks to the libraryâs comprehend languages effect, anyone can easily decipher and understand the runes and glyphs
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
between the segments contain a multitude of hungry astral predators. The creatures trapped in the segments donât traverse the wreck for this reason. When the characters enter one of these areas, roll on
lock himself in his quarters, where one of the safe roomâs ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Special Effects These areas contain some of the Mad Mageâs harmless regional effects (see âHalasterâs Lairâ). The earthen floor throughout is covered by a 2-foot-thick layer of fog. 6a. âHelp Me
or higher to pass through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A creature that passes through the gate
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the crateâs sides. These devils burst forth and attack intruders on sight. The other crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other assorted
foodstuffs â enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
âcratedâ here. The hell hounds canât leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spore drifted into this cave from area 8. Its spores contain memory fragments of the dead beholder that birthed it. A creature that inhales the spores inherits a random memory, determined by rolling on
must be 16th level or higher to pass through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A creature that passes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Inscribed on the floor in the middle of the room is a 40-foot-diameter circle of glowing runes. Halaster uses it to summon an empyrean who owes him a favor. (The circle serves no other purpose
of runes on the floor to summon Nalkara (see âNalkara the Empyreanâ below). He then uses the power of the throne to throw his voice so that he doesnât betray his location when he speaks to the empyrean
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spellbooks that Arcturia has accumulated over the years. They contain most of the wizard spells in the Playerâs Handbook, plus any others of your choosing. All the 8th-level and 9th-level spells that
arcane runes and phrases. The book is titled Arcturiaâs Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
alchemical materials. In addition, two of the vials contain potions of healing. Puzzle Book. The puzzle book with the letter B on its spine is propped up against a large beaker. M18. Summoning Room This dark
, stone-walled room contains only a few objects. A five-foot-diameter circle of intricate runes covers the floor. Thereâs an empty wooden bookstand opposite the door and bronze braziers at the other






