Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barred bow diffusing charge release'.
Other Suggestions:
bard bow diffusing change release
based bow diffusing change released
bard bow diffusing charges release
barrier bow diffusing charge released
barrier bow diffusing charge releases
Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
.
Spell
Charge Cost
Magic Circle
1
Magic Jar
3
Planar Ally
3
Planar Binding
2
Plane Shift (to the Abyss only)
3
Summon Fiend
3
Tasha's Hideous Laughter
0
Magic Items
Netheril’s Fall
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10
Magic Items
Bigby Presents: Glory of the Giants
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
Mace of Terror
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must
Magic Items
The Book of Many Things
charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
magic.
You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and clay roof tiles. The wereravens come and go through holes in the roof of the attic (areas C16 and C17). The chalet’s doors are unlocked, although the outer door (see area C4) can be barred from
, metal fixtures to rust, and floors to bow and creak. Whatever grandeur the chalet possessed in its heyday is gone, replaced by the sight and stench of mold and decay. The following locations are keyed to the map of Chalet Brantifax. Map 4.1: chalet brantifax View Player Version
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by
Magic Items
Waterdeep: Dragon Heist
deactivate one or more of the walking statue of Waterdeep;walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended
expend the charge to cast the spell.
Drain Magic. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Hat of Vortexes Wondrous Item, Uncommon (Requires Attunement) This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the
hat to release a magical vortex from it. The vortex fills a 10-foot Cube originating from you and lasts for 1 hour. While the vortex is present, its area is Difficult Terrain. You decide a vortex’s visual details when you create it. For instance, the vortex might be multicolored or glittery.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
33. Slaad in the Octobass The door to this room is locked, its key lost. Windows. Two crystal-barred windows look out over the courtyard (area 23).
Furnishings. Four overstuffed chairs face each
other with a low circular table between them.
Octobass. An octobass, a 12-foot-tall fiddle, leans in the northeast corner, its bow on the floor nearby. Trapped in the octobass is a naked old man (a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Bow of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck. A lamprey
until the grapple ends. As an action, a creature can use the grappling jaws’ controls to release the target. Otherwise, the effect ends when the target or the lamprey ship drops to 0 hit points.
Lamprey Ship Deck PlansView Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
river of gold until they reach the castle in the sky. Sadly, their path will be filled with hardship and blood. To aid them, it offers the character a +1 longbow. The bow appears on the ground before
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
river of gold until they reach the castle in the sky. Sadly, their path will be filled with hardship and blood. To aid them, it offers the character a +1 longbow. The bow appears on the ground before
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Making a Deal with Zariel Characters out of other options might simply bow to Zariel’s power. If the characters make a deal with Zariel to save Elturel, they must specify that the city is to be freed
from its chains and returned to the Material Plane. Otherwise, Zariel will release the chains but leave Elturel in Avernus with no hope of salvation. To Destroy a Demon Lord Baphomet and Yeenoghu are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
wages for construction workers, signed by Moghadam. Manipulating Time Having a mechanical guide spend 1 charge in this area causes a number of the dwarves to erupt into squabbling, allowing the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
release the owlbears and the two-headed owlbear to take on the characters, then flee to alert the rest of the laboratory section of the temple (areas 1 through 23). If the owlbears or their two-headed kin
labeled “Distilled Ettin Blood” (worth 25 gp to an alchemist), all used to facilitate the experiments here. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the owlbears
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, the shamans release the renders to take on the characters, then one shaman flees to alert the rest of the laboratory section of the temple (areas 1 through 23). If the locathah are freed, they
guide spend 1 charge in this area causes the lizardfolk renders on the tables to devolve back into standard lizardfolk.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no
. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
the mouth of the great green devil face in this area when the Tomb of Horrors is complete. Manipulating Time Having a mechanical guide spend 1 charge in this area reverts Tarnhem to an earlier period before so much of his life force was drained, awakening him if he is unconscious.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
are a typical adventuring party, they charge in without a plan. However, they might favor caution and knowledge over brute force. A more cautious party can better catch the lizards unaware and might
peaceful resolution. If the party approaches peacefully and succeeds on some DC 15 Charisma (Persuasion) checks, they might convince the lizardfolk to release the prisoners if the party defeat the rot trolls for them.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A
the Blackstaff before you can expend the charge to cast the spell. Drain Magic. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sanctuary from the evils of this land. In the event of trouble, the windows and doors can all be barred shut from within. A bed for the night costs 1 ep. Characters looking for something to eat are
fed hot beet soup and fresh bread at no additional charge. A cooked wolf steak costs 1 ep. The inn offers a pint of Purple Grapemash No. 3 wine for 3 cp, or a pint of the superior Red Dragon Crush wine
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
combatants enter a fight not knowing whether their boots have come untied.
6 You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your
it
8 A hammer forged to resemble a giant’s fist on one side and a dragon’s head on the other
9 A helmet shaped like the head of a hare, with tiny diamonds for eyes
10 A bow carved
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. On a failed check, the guard signals the goblins in area H7 to release a flood (see “Flood!” below), then uses a bow to shoot at the characters. Rope Bridge. This bridge spans the passage 20 feet
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wealth tend to be more responsible and quicker to put their paperwork together, but none with worthy cause to be here are barred.”
Some of the Sharn Watch’s most important people are as follows: Lord
Commander Iyan ir’Talan is a male human in charge of the Sharn Watch. As long as the city’s wealthy elite are content to keep Iyan in power, he does little more than maintain the status quo. Commander
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the journal from Kwalish’s original expedition — and a final brain in a jar. Creature. The brain in a jar in this area belongs to the bone devil that founded the monastery. It is in charge of the
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest
cast the spell. Spell Charge Cost Magic Circle 1 Magic Jar 3 Planar Ally 3 Planar Binding 2 Plane Shift (to the Abyss only) 3 Summon Fiend 3 Tasha’s Hideous Laughter 0 Destroying the Demonomicon. To
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that
at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or






