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Returning 35 results for 'bards bottom diffusing charges reality'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
of frost with 10 charges (see “Actions” below).
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6;{"diceNotation":"1d20+6
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
Equipment
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip
. Placing a full energy cell in the pistol gives the pistol 6 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see
Magic Items
Storm King's Thunder
unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
decisions of the throne’s master.
Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
Wand of Magic Detection Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
Wand of Magic Detection Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
+ 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wands Top to Bottom: Lightning Bolts, Magic
Detection, Magic Missiles, Paralysis, and Secrets
Wand of Magic Detection Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The
platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Paralysis Pistol This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored
in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Paralysis Pistol This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored
in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Paralysis Pistol This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored
in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The
platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The
platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Instrument of the Bards Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
formation occupies the bottom of the pool. With a successful DC 15 Wisdom (Perception) check, a character identifies the formation as a limed-over skeleton. Tunnels The tunnel to the north has no air space
smudge; and the passage to area 26, starting about 20 feet south of the secret door in area 3. Manipulating Time Having a mechanical guide spend 1 or more charges in this area creates a 10 percent
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
formation occupies the bottom of the pool. With a successful DC 15 Wisdom (Perception) check, a character identifies the formation as a limed-over skeleton. Tunnels The tunnel to the north has no air space
smudge; and the passage to area 26, starting about 20 feet south of the secret door in area 3. Manipulating Time Having a mechanical guide spend 1 or more charges in this area creates a 10 percent
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
formation occupies the bottom of the pool. With a successful DC 15 Wisdom (Perception) check, a character identifies the formation as a limed-over skeleton. Tunnels The tunnel to the north has no air space
smudge; and the passage to area 26, starting about 20 feet south of the secret door in area 3. Manipulating Time Having a mechanical guide spend 1 or more charges in this area creates a 10 percent






