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Returning 35 results for 'property from and device'.
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properly from and divine
Magic Items
Planescape: Adventures in the Multiverse
can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn.
Planar Knowledge
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.
As a bonus action, you can toss the device into the air, whereupon
Magic Items
Acquisitions Incorporated
Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the
power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.
Magic Items
Legendary Magic Items
Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the
). The zombie obeys the commands of the horn’s creator, the lich Szass Tam.
Once you use the horn’s property, it can’t be used again for 1 year.
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
Magic Items
Acquisitions Incorporated
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
determined properties:
2 minor beneficial properties
1 major beneficial property
1 major detrimental property
The random properties of the orrery might function only when all its components
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
properties:
2 minor beneficial properties
1 major beneficial property
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
controls to direct a deadly bolt of magical energy at a point it can see, including locations viewed through the observatory’s Remote Viewing property (but not through any other means of scrying or magical
property gains 6 levels of exhaustion. Immunity to lightning or thunder damage reduces the number of levels gained by 1 for each such immunity. Remote Viewing. As an action, a creature operating the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
controls to direct a deadly bolt of magical energy at a point it can see, including locations viewed through the observatory’s Remote Viewing property (but not through any other means of scrying or magical
property gains 6 levels of exhaustion. Immunity to lightning or thunder damage reduces the number of levels gained by 1 for each such immunity. Remote Viewing. As an action, a creature operating the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Horn of Beckoning Death Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when
Humanoid killed in this way instantly transforms into a zombie (see the Monster Manual). The zombie obeys the commands of the horn’s creator, the lich Szass Tam. Once you use the horn’s property, it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
itself. However, the magically created demiplane has one peculiar property: Looped Gravity. The outer boundary of the demiplane warps space. Anything that falls without being arrested passes through the
creature uses an action to change the puzzle’s configuration. Puzzle cubes don’t function while on Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Horn of Beckoning Death Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when
Humanoid killed in this way instantly transforms into a zombie (see the Monster Manual). The zombie obeys the commands of the horn’s creator, the lich Szass Tam. Once you use the horn’s property, it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
itself. However, the magically created demiplane has one peculiar property: Looped Gravity. The outer boundary of the demiplane warps space. Anything that falls without being arrested passes through the
creature uses an action to change the puzzle’s configuration. Puzzle cubes don’t function while on Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
Properties. The orrery has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 1 major detrimental property The random properties of the orrery
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
humiliation or insult 2 Avenge a past imprisonment or injury 3 Avenge the death of a loved one 4 Retrieve stolen property and punish the thief 8 Wealth (d4) 1 Control natural resources or trade 2 Marry into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
humiliation or insult 2 Avenge a past imprisonment or injury 3 Avenge the death of a loved one 4 Retrieve stolen property and punish the thief 8 Wealth (d4) 1 Control natural resources or trade 2 Marry into
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
Properties. The orrery has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 1 major detrimental property The random properties of the orrery
Magic Items
Infernal Machine Rebuild
This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything
Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
device known as the Machine of Lum the Mad. The best details on the device’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the
code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other. If the crew members successfully implement the code, at the end of the third round, the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
device known as the Machine of Lum the Mad. The best details on the device’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the
code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other. If the crew members successfully implement the code, at the end of the third round, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
his party paid the price. As an artifact, the Orrery of the Wanderer comes with a random major detrimental property (see the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide). The
specifics of that property when the orrery housing was found are left up to you, but whatever it was (compulsion to evil for someone in the party, hostile life force, imprisoned death slaad, yadda yadda
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
his party paid the price. As an artifact, the Orrery of the Wanderer comes with a random major detrimental property (see the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide). The
specifics of that property when the orrery housing was found are left up to you, but whatever it was (compulsion to evil for someone in the party, hostile life force, imprisoned death slaad, yadda yadda
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hit points, and immunity to poison and psychic damage. In addition to functioning as a normal mirror, each security mirror acts as a magical scrying device, allowing guards in the security office
(area A16) to see through it like a window. Casting dispel magic on a security mirror suppresses its scrying property for 10 minutes. Breaking a mirror or suppressing its magic leads two guards from area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hit points, and immunity to poison and psychic damage. In addition to functioning as a normal mirror, each security mirror acts as a magical scrying device, allowing guards in the security office
(area A16) to see through it like a window. Casting dispel magic on a security mirror suppresses its scrying property for 10 minutes. Breaking a mirror or suppressing its magic leads two guards from area
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that she won’t leave Oyaviggaton without bringing along as much of the Arcane Brotherhood’s stolen property as she can. If the characters agree, Maccath shares the following information: Arauthator is
. After negotiation with Arauthator, they took the device away. (The characters recognize Cult of the Dragon regalia in Maccath’s description of the humans.) In addition to this, Maccath can tell the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that she won’t leave Oyaviggaton without bringing along as much of the Arcane Brotherhood’s stolen property as she can. If the characters agree, Maccath shares the following information: Arauthator is
. After negotiation with Arauthator, they took the device away. (The characters recognize Cult of the Dragon regalia in Maccath’s description of the humans.) In addition to this, Maccath can tell the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals
action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals
action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, or any other device with one or two lenses. When you look through the obviator’s lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this
lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through a magic gate into Undermountain. He then boarded the vessel, stole its spelljamming helm (the magic device that propels and steers the craft), and took the helm to level 23, leaving the captain
magical property. Any creature that sprinkles the dust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components. Chest 4 contains 320 gp and a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, or any other device with one or two lenses. When you look through the obviator’s lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this
lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through a magic gate into Undermountain. He then boarded the vessel, stole its spelljamming helm (the magic device that propels and steers the craft), and took the helm to level 23, leaving the captain
magical property. Any creature that sprinkles the dust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components. Chest 4 contains 320 gp and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sending property of the cave to arrange meetings with lesser giants and used the teleport property from time to time to send guests to far-flung destinations. If Serissa is on speaking terms with the
party, she can use the cave’s teleport property to send the characters wherever they wish to go, once their business in Maelstrom is concluded. 19. Shark Pens These caves are submerged. A lowered
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sending property of the cave to arrange meetings with lesser giants and used the teleport property from time to time to send guests to far-flung destinations. If Serissa is on speaking terms with the
party, she can use the cave’s teleport property to send the characters wherever they wish to go, once their business in Maelstrom is concluded. 19. Shark Pens These caves are submerged. A lowered