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Returning 35 results for 'set of refine daggers verse'.
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Spells
Player’s Handbook
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Magic Items
The Book of Many Things
This wooden box contains a set of thirty-two parchment cards.
Deck of Miscellany
Card
Item
3 ♦️
Wooden abacus
4 ♦️
Four Perfume (vial);vials of perfume
5
;️
Three dagger;daggers
4 ♥️
Four Oil (flask);flasks of oil
5 ♥️
Five silk robes
6 ♥️
Forgery kit
7 ♥️
Quarterstaff
8 ♥️
Fishing tackle
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations
backgrounds
Player’s Handbook
Ability Scores: Dexterity, Wisdom, CharismaFeat: LuckySkill Proficiencies: Insight and StealthTool Proficiency: Thieves’ ToolsEquipment: Choose A or B: (A) 2 Daggers, Thieves' Tools
, Gaming Set (any), Bedroll, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain
circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify
classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
Monsters
Fizban's Treasury of Dragons
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
classes
Player’s Handbook
;Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP
Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts
Monsters
Fizban's Treasury of Dragons
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
”) Weapon Proficiencies Simple weapons Tool Proficiencies Choose 3 Musical Instruments (see “Equipment”) Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Musical
Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP Invoking magic through music, dance, and verse, Bards are expert at inspiring
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q16. Dragon’s Mausoleum Tarnished, silver-plated gargoyles shaped like dragon wyrmlings cling to the stone-tiled roof of this mausoleum. An eight-foot-tall, four-foot-wide white marble door set into
mausoleum is dark and dusty. You see four empty alcoves with raised floors. Etched into the far wall is a verse written in Draconic. Characters who can read the Draconic script can decipher the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
B: (A) 2 Daggers, Thieves’ Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(History) check recognizes the symbol. Lost Caverns. The Lost Caverns were once the lair of an archmage named Iggwilv. The archmage is long gone, but her treasure remains. Most who set out to find the
appendix A). The margrave is most concerned with ensuring his rivals don’t get the treasure, but the lantern is of special interest. Iggwilv’s Verse The scroll provided by Bannik contains a map of the Yatil
classes
Basic Rules (2014)
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and 1d4 explorer’s packs 14 Wooden box containing 2d10 daggers (low quality, of the type used as trade goods) 15 Set of navigator’s tools 16 1d10 changes of woolen clothing 17 Set of cartographer’s
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
11. White Stag Parlor This room is warm and comfortable, with a large fireplace, stuffed leather chairs, and a table set with smoked sausages and candles. A tapestry displays a magnificent white stag
daggers. The room seems otherwise deserted. The metallic bull’s head is a gorgon, and the trophies are all real, though not valuable except as curiosities. Treasure The tapestry here is worth about 400 gp
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
11. White Stag Parlor This room is warm and comfortable, with a large fireplace, stuffed leather chairs, and a table set with smoked sausages and candles. A tapestry displays a magnificent white stag
daggers. The room seems otherwise deserted.
The metallic bull’s head is a gorgon, and the trophies are all real, though not valuable except as curiosities. Treasure The tapestry here is worth about 400
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the “Lighting and Plumbing” sidebar). 21a. Training Area These rooms were set aside for cultists to spar and hone their martial skills. North Room. A woven black mat covers the floor of this room, and
dented shields hang from wall hooks. South Room. Seven wooden mannequins decked in rusty helms and breastplates occupy this room. Three of the mannequins have rusty daggers sticking out of them. 21b
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Miscellany Wondrous Item, Uncommon This wooden box contains a set of thirty-two parchment cards. Deck of Miscellany Card Item 3 ♦ Wooden abacus 4 ♦ Four vials of perfume 5 ♦ 5 days
9 ♦ Manacles 10 ♦ Ten sheets of parchment 3 ♥ Three daggers 4 ♥ Four flasks of oil 5 ♥ Five silk robes 6 ♥ Forgery kit 7 ♥ Quarterstaff 8 ♥ Fishing tackle 9 ♥ Leather pouch containing 18 gp 10 ♥ 10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
small hole has been bored through the east wall, enabling Turbulence to converse with her sister in area 8b while the two are in their quarters. Treasure. Turbulence’s footlocker contains a set of
the two are in their quarters. Violence has drawn a large, sweeping black mustache on the portrait of Halaster above her desk. Treasure. Violence’s footlocker contains a set of traveler’s clothes, a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spider-silk webbing set with hooks for hanging equipment. As at the watch posts, guard duty here is a dull affair, and the guards are usually distracted enough (talking or passing the time with dice games
armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Feldar, Hong, Khafra, Serenade, and Xandeval. They are chanting the following verse over and over in Common: “Darkness quench the sun. Darkness swallow the moon. We are nothing but the night.” Keresta
the shadow dragon’s memories to specific areas of Vanrakdoom. Treasure. The items on the table include three silver bowls (25 gp each), two ceremonial daggers with wavy obsidian blades (75 gp each), a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Ritual Chamber Purple Flames. Black wax candles set in niches along the walls of this 20-foot-high room burn with a purple flame, filling the room with dim light.
Cult Ritual. Six cult fanatics
Umbraxakar’s memories to this room, which will enable the shadow dragon to pull more of Vanrakdoom into the Shadowfell. They chant the following verse over and over in Common: “Darkness quench the sun
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell
is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sepulcher is a set of phylacteries. See the “Phylacteries” section. Gravity Each floor in the vault’s tetrahedral space has its own gravity. This phenomenon also has the following effects. Flying. A
following: The sepulcher walls hum with arcane power. On stone shelves are leather cases, amulets, daggers, scroll tubes, unholy symbols, and other ornate objects. These are the phylacteries of Szass