For example, the Gibbering Mouther: "Blinding Spittle (Recharge 5–6)" What is the 5-6? Sorry if it is obvious to most of you but I have been very thankful that every one of my questions has been expertly explained by members here...thank you in advance.
The notation "Recharge X- Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
For the Gibbering Mouther, that means you roll a d6 and if it comes up with 5 or 6, then it can use the spittle attack again (it's recharged).
I think the reason is because it is more simple to do it at the beginning of the next turn than at the end.
Also the idea in 5th is combat is quick and its already going to take 3+ rounds on average for a monsters ability to refresh. Which if the monster is lucky it might get to use it twice in an encounter.
Also technically it doesn't matter if the monster gets it back twice in a row because that's probably the only two times they will get it that combat. You could spread them out by a round or so, but you will still take the same damage, so it woukdnt really matter. Not sure if there is a case where it would.
The notation "Recharge X- Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
For the Gibbering Mouther, that means you roll a d6 and if it comes up with 5 or 6, then it can use the spittle attack again (it's recharged).
Thanks! Is this info in the Monster manuals? I do not own any books yet.
The notation "Recharge X- Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
For the Gibbering Mouther, that means you roll a d6 and if it comes up with 5 or 6, then it can use the spittle attack again (it's recharged).
Thanks! Is this info in the Monster manuals? I do not own any books yet.
Also technically it doesn't matter if the monster gets it back twice in a row because that's probably the only two times they will get it that combat. You could spread them out by a round or so, but you will still take the same damage, so it woukdnt really matter. Not sure if there is a case where it would.
My problem is leaving such powerful abilities to the dice gods, RNJesus is rarely a kind deity. As I said, I've seen a monster recharge EVERY turn, because if it's on a "hot streak" that can happen... Probability applies over hundreds of rolls.
I personally wished Wizards had made Recharge at the *end* of a Monster's next turn.
I feel like powers should have a minimum cool down of 1 turn.
...I've been on the receiving end of a Dragon on a "hot streak"... the *($@% thing recharged its breath every single turn for 4 rounds.
Surely this is all down to your DM? If I was DM'ing a dragon encounter, I might feel cruel and do the subsequent breath weapon, but on the third subsequent turn I definitely wouldn't unleash that on my party because of this exact reason. If you've taken a breath every turn for 4 rounds, and your DM isn't lying to you, they clearly want a kill.
I got a question but does recharge work out of combat? Such as if a Dragonborn got the Black Dragon Mask from Horde of the Dragon Queen that gives rest Breath Weapons a 6 recharge instead. IE the combat end before the breath weapon recharge die rolled a 6. Would you have to to take a rest and or wait till new combat to roll again?
Yes it works. It becomes a DM's call. Keep in mind that a round is about six seconds, so if there's a period of 30 seconds (5 rounds) or a minute (10 rounds) then make the call on whether you think a given ability should have recharged by that point.
After 10 rounds out of combat (a minute) it will be almost guaranteed to have come back. It's like a 98% chance to have gotten at least one 5 or 6 when rolling a d6 10 times.
At a minute and a half, it's about 99.5% likely to happen and at 2 minutes it's about 99.7% likely to happen. The one minute mark does seem like a reasonable cut off, but I would rule that by 1.5 minutes it's definitely happened if I didn't want the ability to factor heavily into the first of combat.
Regarding the recharge mechanic, if a monster hits it's recharge and uses it, can they then make a regular attack or does the recharge consume their action?
Regarding the recharge mechanic, if a monster hits it's recharge and uses it, can they then make a regular attack or does the recharge consume their action?
The recharge itself does not take their action. It's just a check you make at the beginning of their turn.
Recharge is such a cool feature for when you want something to be more frequent than a short rest, but still some level of infrequency. I know there are the dragon masks that take your breath weapon from once per rest to a recharge of 6. Is there anything else that brings the recharge system into the character's repertoire?
I get the point of it being a check at the beginning of a round, but if the monster actually uses it...does that consume their action for the turn, or can the monster then make an attack?
Regarding the recharge mechanic, if a monster hits it's recharge and uses it, can they then make a regular attack or does the recharge consume their action?
The recharge itself does not take their action. It's just a check you make at the beginning of their turn.
Recharge is such a cool feature for when you want something to be more frequent than a short rest, but still some level of infrequency. I know there are the dragon masks that take your breath weapon from once per rest to a recharge of 6. Is there anything else that brings the recharge system into the character's repertoire?
Ironically...this is one of my many noob questions from 3 years ago, lol...I love that people have added detail to it. To answer your question. Ask your DM if he or she allows for homebrew. I created this for my Dragonborne, but never used it: Greater Dragonborn Breath feat. Probably should have had recharge only be 6. not 5-6. As now I know it might be OP.
"Recharge X-Y. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6." MM page 11.
ACTIONS When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player's Handbook. MM page 10.
If the monster can do a multi-attack, it typically lists the type of multi-attack it can do. For example, a Behir's multi attack is a bite and a constrict. If it does a lightning breath, it can't also do a bite and constrict. The lightning breath would be one action and the multi-attack bite/constrict a different action and a monster can only do one action per turn.
[...] To answer your question. Ask your DM if he or she allows for homebrew. I created this for my Dragonborne, but never used it: Greater Dragonborn Breath feat. Probably should have had recharge only be 6. not 5-6. As now I know it might be OP.
Wow, I love that idea for a Feat. I'm thinking that there should be at least some cost for the player, since the recharge property is something you normally only gain through the use of powerful magic items such as the dragon masks, and even then, it's only recharge (6). Although I don't think the cost needs to be too high, maybe the player has to use their action or even only their bonus-action in order to attempt the recharge. That by itself already guarantees that the player will have access to the breath weapon at the beginning of every encounter, even if they don't rest beforehand.
If we want to make it more costly, maybe they have a certain number of "recharge-tokens", making it so after they use their action and successfully roll to recharge, they then spend a token in order to actually recharge, limiting a bit the number of times they can use it. Thinking now that they could get a number of tokens equal to their proficiency bonus, maybe... and the tokens recharge on a short rest. Or maybe just on long rests, since the breath itself already recharges on short rests.
Now I'm just rambling too much, so I'll go write the other ideas I had somewhere else, lol
For example, the Gibbering Mouther: "Blinding Spittle (Recharge 5–6)" What is the 5-6? Sorry if it is obvious to most of you but I have been very thankful that every one of my questions has been expertly explained by members here...thank you in advance.
Hi clear-Seeker,
The notation "Recharge X- Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
For the Gibbering Mouther, that means you roll a d6 and if it comes up with 5 or 6, then it can use the spittle attack again (it's recharged).
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I personally wished Wizards had made Recharge at the *end* of a Monster's next turn.
I feel like powers should have a minimum cool down of 1 turn.
...I've been on the receiving end of a Dragon on a "hot streak"... the *($@% thing recharged its breath every single turn for 4 rounds.
I think the reason is because it is more simple to do it at the beginning of the next turn than at the end.
Also the idea in 5th is combat is quick and its already going to take 3+ rounds on average for a monsters ability to refresh. Which if the monster is lucky it might get to use it twice in an encounter.
Also technically it doesn't matter if the monster gets it back twice in a row because that's probably the only two times they will get it that combat. You could spread them out by a round or so, but you will still take the same damage, so it woukdnt really matter. Not sure if there is a case where it would.
As I said, I've seen a monster recharge EVERY turn, because if it's on a "hot streak" that can happen...
Probability applies over hundreds of rolls.
Surely this is all down to your DM? If I was DM'ing a dragon encounter, I might feel cruel and do the subsequent breath weapon, but on the third subsequent turn I definitely wouldn't unleash that on my party because of this exact reason. If you've taken a breath every turn for 4 rounds, and your DM isn't lying to you, they clearly want a kill.
I got a question but does recharge work out of combat? Such as if a Dragonborn got the Black Dragon Mask from Horde of the Dragon Queen that gives rest Breath Weapons a 6 recharge instead. IE the combat end before the breath weapon recharge die rolled a 6. Would you have to to take a rest and or wait till new combat to roll again?
Yes it works. It becomes a DM's call. Keep in mind that a round is about six seconds, so if there's a period of 30 seconds (5 rounds) or a minute (10 rounds) then make the call on whether you think a given ability should have recharged by that point.
"Not all those who wander are lost"
After 10 rounds out of combat (a minute) it will be almost guaranteed to have come back. It's like a 98% chance to have gotten at least one 5 or 6 when rolling a d6 10 times.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
At a minute and a half, it's about 99.5% likely to happen and at 2 minutes it's about 99.7% likely to happen. The one minute mark does seem like a reasonable cut off, but I would rule that by 1.5 minutes it's definitely happened if I didn't want the ability to factor heavily into the first of combat.
Regarding the recharge mechanic, if a monster hits it's recharge and uses it, can they then make a regular attack or does the recharge consume their action?
The recharge itself does not take their action. It's just a check you make at the beginning of their turn.
Recharge is such a cool feature for when you want something to be more frequent than a short rest, but still some level of infrequency. I know there are the dragon masks that take your breath weapon from once per rest to a recharge of 6. Is there anything else that brings the recharge system into the character's repertoire?
"Not all those who wander are lost"
I get the point of it being a check at the beginning of a round, but if the monster actually uses it...does that consume their action for the turn, or can the monster then make an attack?
it's still an action even when it recharges.
"Not all those who wander are lost"
Ironically...this is one of my many noob questions from 3 years ago, lol...I love that people have added detail to it. To answer your question. Ask your DM if he or she allows for homebrew. I created this for my Dragonborne, but never used it: Greater Dragonborn Breath feat. Probably should have had recharge only be 6. not 5-6. As now I know it might be OP.
"Recharge X-Y. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6." MM page 11.
ACTIONS When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player's Handbook. MM page 10.
If the monster can do a multi-attack, it typically lists the type of multi-attack it can do. For example, a Behir's multi attack is a bite and a constrict. If it does a lightning breath, it can't also do a bite and constrict. The lightning breath would be one action and the multi-attack bite/constrict a different action and a monster can only do one action per turn.
Thank you for explaining this! Is it okay that I use it for one of my homebrew items?
Wow, I love that idea for a Feat. I'm thinking that there should be at least some cost for the player, since the recharge property is something you normally only gain through the use of powerful magic items such as the dragon masks, and even then, it's only recharge (6). Although I don't think the cost needs to be too high, maybe the player has to use their action or even only their bonus-action in order to attempt the recharge. That by itself already guarantees that the player will have access to the breath weapon at the beginning of every encounter, even if they don't rest beforehand.
If we want to make it more costly, maybe they have a certain number of "recharge-tokens", making it so after they use their action and successfully roll to recharge, they then spend a token in order to actually recharge, limiting a bit the number of times they can use it. Thinking now that they could get a number of tokens equal to their proficiency bonus, maybe... and the tokens recharge on a short rest. Or maybe just on long rests, since the breath itself already recharges on short rests.
Now I'm just rambling too much, so I'll go write the other ideas I had somewhere else, lol