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Returning 35 results for 'staff of rune days variants'.
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Magic Items
Dungeon Master’s Guide
successful save, the Fiend can’t try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).
When the tome is discovered, it has 1d4 Fiends occupying its pages&mdash
lies a long-lost Artifact, Fraz-Urb’luu’s Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx, the work that
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While
holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action.
The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and psychic damage. The
Monsters
Forgotten Realms: Adventures in Faerûn
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Elemental Restoration"} days, reviving with all her Hit Points somewhere on the Plane of Water.
Legendary Resistance (3/Day). If Biha Babir fails a
traveled across Calimshan, infiltrating rival genie courts and eliminating remnants of the Twisted Rune. Some accounts even tell of her fighting alongside Sultana Songal during the Night of Fleeing
Monsters
Bigby Presents: Glory of the Giants
Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its
Thunderous Clap action and Negate Spell reaction.
The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at
Monsters
Bigby Presents: Glory of the Giants
the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to
Death Rune. The giant has a death rune inscribed on a giant’s skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and
Magic Items
Bigby Presents: Glory of the Giants
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that
spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff
Monsters
Phandelver and Below: The Shattered Obelisk
Special Equipment. Nezznar has a fully charged spider staff (see appendix B).
Fey Ancestry. Nezznar has advantage on saving throws to avoid or end the charmed condition on himself, and magic can
13 unless otherwise noted):
At will: dancing lights, mage hand, spider climb (from spider staff), web (from spider staff; save DC 15)
1/day each: darkness, faerie fire, invisibility, mage armor
Monsters
Dragonlance: Shadow of the Dragon Queen
least 1 hit point.Multiattack. Virruza makes three attacks: one with his bite and two with his claws or staff. Alternatively, he uses his Hurl Flame twice.
Bite. Melee Weapon Attack: +7;{"diceNotation
":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Staff. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Staff"} to hit, reach 5 ft., one target
Monsters
Tomb of Annihilation
Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
Legendary Resistance (3/Day). If Acererak
after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak’s
Magic Items
Tomb of Annihilation
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the
Monsters
Icewind Dale: Rime of the Frostmaiden
Icy Doom. When Avarice dies, her corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.
Special Equipment. Avarice wields a staff
hit","rollAction":"Fire Bolt"} to hit, range 120 ft., one target. Hit: 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Fire Bolt","rollDamageType":"fire"} fire damage.
Staff of
Magic Items
Waterdeep: Dragon Heist
The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see “Personality” below).
The Blackstaff has the magical properties of a staff
Monsters
Eberron: Rising from the Last War
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Magic Staff"} to hit, reach 5 ft., one target. Hit: 36 (5d12 + 4);{"diceNotation":"5d12+4","rollType":"damage
Spells
Xanathar's Guide to Everything
crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if
7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Backgrounds
Baldur’s Gate: Descent into Avernus
determine your role:
d8
Specialty
1
Officer
2
Scout
3
Infantry
4
Cavalry
5
Healer
6
Quartermaster
7
Standard bearer
8
Support staff (cook
your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you’re required to take a
Monsters
Curse of Strahd
thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform
sneak out of the closet in the middle of the night, smother the guest with a pillow, and then retreat back to the closet. The castle staff never considered that the effigy might be responsible
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days.
When the tome is discovered
within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb’luu’s Staff. If the staff is dragged from the pocket plane, the tome is reduced to a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
staff of power taken from him by those who imprisoned him and commands his servants to do likewise.
The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with
navigation in the area exceedingly difficult.
If Fraz-Urb’luu dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Fraz-Urb’luu
Fraz
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.
The Prince of Deception’s true form is like
’luu dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Fraz-Urb’luu
If a creature goes mad in Fraz-Urb’luu’s lair or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Hidden Treasure Pentagram. A large pentagram is inscribed on the floor.
Statue. A life-size stone statue of Halaster wearing a blindfold stands in an alcove. The statue holds a stout staff that
has a red dragon’s head at each end of it and is pointing the staff toward the pentagram.
Secret Door. A secret door in the northern alcove conceals a staircase that leads up to area 32.
The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rest Variants The rules for short and long rests presented in chapter 8 of the Player’s Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to
within an inch of their lives, yet still be ready to fight again the next day. If this approach doesn’t fit your campaign, consider the following variants. Epic Heroism This variant uses a short rest
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Stone Giant Rockspeaker Stone giants practice rune magic more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic
fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
truesight 30 ft. (requires Cloud Rune), passive Perception 19
Languages Common, Giant
Challenge 19 (22,000 XP) Proficiency Bonus +6
Cloud Rune. The giant has a cloud rune inscribed on a mask in its
possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its Thunderous Clap action and Negate Spell reaction. The mask bearing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mushrooms growing on them. If a creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of
darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Homecoming Ten days after their encounter near the asteroid, the characters return to Toril: Shortly after Saerthe parks the tyrant ship in orbit around Toril, the hammerhead ship Flighty
Foundling arrives to give you, Saerthe, and Boatswain Tarto a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship.
After returning to Spelljammer Academy on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Blackstaff Staff, legendary (requires attunement by the Blackstaff heir, who must be a wizard) The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office
for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Veneficus Hazlik’s crimson-towered palace stands atop the jagged mesa called the Red Rise. The Darklord dwells here alone, attended by a staff of servile constructs and magical creations. Although
displease him never return from the Darklord’s palace. Left to his solitude, Hazlik spends days at a time within his personal meditation chambers, avoiding sleep and using the Eyes of Hazlik throughout the domain to search for useful magic—and to identify any who might be acting against him.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals the way to activate the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
issue the Craft order to this facility, you commission the facility’s hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in
for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still have it. Craft: Sacred Focus. When you
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giants. Each of the giants of the ordning has new variants in this chapter. The cloud giant destiny gambler, fire giant forgecaller, frost giant ice shaper, hill giant avalancher, stone giant rockspeaker
, and storm giant tempest caller all wield the traditional rune magic of their kind. They are joined by the death giant shrouded one and the fomorian warlock of the dark, giants outside the ordning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the School of Transmutation. Marambra Nyghtsteel is a striking woman with long auburn hair and an empty, distant gaze. She wears a black robe and holds a staff topped with a rune. A successful DC 10
handsome, slender man with thinning hair and a penetrating stare. He wears a plain black robe and many rings on his steepled fingers. Tattooed on his forehead is a tiny black rune. A successful DC 10
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rune magic to create a shadowy scythe blade at the end of a staff and to conjure an aura of tormented souls for protection. Death Giant Shrouded One Huge Giant (Wizard), Any Alignment
Armor Class 12
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no