Just wanted to know how a Moonblade with effects that gave it more than a +3 bonus would work; let me explain.
You can get up to a +3 bonus with the runes by rolling on the table; but what if you then roll the property that makes it work as a Defender? The Defender specifically says 'you gain a +3 bonus to attack and damag rolls with this magic weapon' same thing with the Vorpal Sword. So the thing is, by RAW, a Moonblade can give you up to a +9 bonus on attacks and damage. How do you think it should work?
You can get up to a +3 bonus with the runes by rolling on the table; but what if you then roll the property that makes it work as a Defender? The Defender specifically says 'you gain a +3 bonus to attack and damag rolls with this magic weapon' same thing with the Vorpal Sword. So the thing is, by RAW, a Moonblade can give you up to a +9 bonus on attacks and damage. How do you think it should work?
![Dmg 5e properties list Dmg 5e properties list](/uploads/1/3/4/3/134371729/227835917.jpg)
Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. And other countries. Dmg extractor serial key. Sims 2 full version download. ©2019 Wizards. So, to make a long story short, my party recently found a Deck of Many things. Unpack dmg files. And after a miraculous 4 draws with good results, and fighting back my urge to keep gambling with fate, my warlock has ended up with a Moonblade which the DM has ruled I can bind as my pact weapon (ignoring the fact that it's an artifact. Not that it matters much with the properties of the Moonblade. 5e Combat Enhancer (built on retired GPL Advanced Kombat extension) If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed.
![Dmg 5e Properties Dmg 5e Properties](https://oort.nz/magicitems/magic%20item%20table%20f.Screen%20Shot%202016-12-18%20at%202.15.50%20PM.png)
Orb of Dragonkind
Wondrous item, artifact (requires attunement)
Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, or something else the GM decides. Random Properties: An Orb of Dragonkind has the following random properties:
Dmg 5e Properties List
- 2 minor beneficial properties
- 1 minor detrimental property
- 1 major detrimental property
Dmg 5e Properties Inc
Spells: The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour. Destroying an Orb Python for mac os. : An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.