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Returning 35 results for 'provided attuned and his cards'.
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provide attained and his calls
promised attend and his carry
promised attend and his calls
Monsters
Mordenkainen Presents: Monsters of the Multiverse
half damage if it fails, provided the thief isn’t incapacitated.Multiattack. The thief makes three Shortsword or Shortbow attacks.
Shortsword. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.
Master Thief Calling Cards
d10;{"diceNotation
Magic Items
Dungeon Master’s Guide (2024)
corrupted by the Eye and Hand of Vecna.
Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to unmake the Sword of
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Monsters
Tomb of Annihilation
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
Monsters
Spelljammer: Adventures in Space
with a touch.
An esthetic can survive indefinitely on the Astral Plane, provided its creator is alive. If the esthetic’s creator dies, the esthetic sickens over a period of 1d12;{"diceNotation
":"Jammerscream (Days)"} days. If the ship has more than one helm aboard it, randomly determine which helm is affected. A creature attuned to that helm can choose to make a DC 17 Charisma saving throw
Magic Items
The Book of Many Things
draw the same card multiple times.
The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
Magic Items
Bigby Presents: Glory of the Giants
harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the
harp resizes to suit you.
Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10.
Feast of Plenty. If you spend 10 minutes
Magic Items
Waterdeep: Dungeon of the Mad Mage
This ornate chair is designed to propel and maneuver a ship through space.
Passive Properties. The following properties of the helm come into play even when no creature is attuned to it:
When
the vessel’s beam.
Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you
Magic Items
Eberron: Rising from the Last War
’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
Magic Items
The Wild Beyond the Witchlight
causes the henge to cast shadows, and these shadows allow the watch’s owner to track the passage of time.
Carnival Setup and Takedown. The creature attuned to the watch can use an action to
initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the
Magic Items
Icewind Dale: Rime of the Frostmaiden
attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet’s attuned wearer can
Magic Items
Spelljammer: Adventures in Space
The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the
ship is built for such travel. The ship in question must weigh 1 ton or more.
The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one
Magic Items
Keys from the Golden Vault
the painting knows and what it doesn’t.
While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane
Portrait. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting’s enemies. The painting performs this function
Magic Items
Keys from the Golden Vault
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
Magic Items
The Wild Beyond the Witchlight
cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside
can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.
Random Properties. Regardless of the form it takes, the
magic-items
D&D Free Rules (2024)
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but 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
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rat;rats and Giant Rat;giant rats are indifferent toward you and will not attack you
charge, provided that enough rat;rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rat;rats to form a swarm, the charge is wasted. Called
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a
new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
also provided, allowing characters who find only a few cards to engage with this magic item in their adventures. You’ll also find guidelines for characters who want to create new cards for the deck’s complement, the Deck of Many More Things.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
also provided, allowing characters who find only a few cards to engage with this magic item in their adventures. You’ll also find guidelines for characters who want to create new cards for the deck’s complement, the Deck of Many More Things.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
Customizing Your Deck The easiest way to ensure the Deck of Many Things doesn’t radically alter your campaign is to limit the cards you include, selecting cards appropriate for the characters’ level
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
d’Avenir perform a card reading for them, provided she has her deck of tarokka cards. Ezmerelda’s cards are hidden in her wagon (chapter 11, area V1). Appendix E shows all the cards of the tarokka deck
Fortunes of Ravenloft The events of this adventure are part of dark twists of fate that a fortuneteller can discern with the cards of a tarokka deck. Before you run this adventure, you must draw
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
Customizing Your Deck The easiest way to ensure the Deck of Many Things doesn’t radically alter your campaign is to limit the cards you include, selecting cards appropriate for the characters’ level
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
d’Avenir perform a card reading for them, provided she has her deck of tarokka cards. Ezmerelda’s cards are hidden in her wagon (chapter 11, area V1). Appendix E shows all the cards of the tarokka deck
Fortunes of Ravenloft The events of this adventure are part of dark twists of fate that a fortuneteller can discern with the cards of a tarokka deck. Before you run this adventure, you must draw
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Unseen Order Difficulty: Medium This guessing game requires characters to use deductive reasoning to determine the correct sequence of four cards. They must use a game board and six stacks of cards
the game board are ten stacks of playing cards. Each stack has four copies of the following six cards: Comet, Gem, Moon, Skull, Star, and Sun.
A ghostly goblin in jester garb manifests on the far side
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Unseen Order Difficulty: Medium This guessing game requires characters to use deductive reasoning to determine the correct sequence of four cards. They must use a game board and six stacks of cards
the game board are ten stacks of playing cards. Each stack has four copies of the following six cards: Comet, Gem, Moon, Skull, Star, and Sun.
A ghostly goblin in jester garb manifests on the far side
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn’t be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Master Thief Calling Cards table to determine what a master thief leaves behind. Master Thief Calling Cards d10 Calling Card 1 Tiny, folded paper cat 2 Red bird feather 3 Rose petal 4 Figurine made from
twigs and twine 5 Small note with the words “It’s been fun!” written on it in an ornate script 6 Glass bead that looks like an eye 7 Pistachio shells 8 Two playing cards balanced against each other
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Master Thief Calling Cards table to determine what a master thief leaves behind. Master Thief Calling Cards d10 Calling Card 1 Tiny, folded paper cat 2 Red bird feather 3 Rose petal 4 Figurine made from
twigs and twine 5 Small note with the words “It’s been fun!” written on it in an ornate script 6 Glass bead that looks like an eye 7 Pistachio shells 8 Two playing cards balanced against each other
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
reappears in the deck, making it possible to draw the same card multiple times. The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
reappears in the deck, making it possible to draw the same card multiple times. The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
no creature is attuned to it: When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not
distance equal in length to the vessel’s beam. Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following