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Returning 35 results for 'barrier bound diffusing charge rolling'.
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Magic Items
Dungeon Master’s Guide
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
Magic Items
Dungeon Master’s Guide
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
.
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
Galeb Duhr
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then
hits it with a slam attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Rolling Charge","rollDamageType":"bludgeoning"} bludgeoning damage
Scroll of Protection
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.
d100
Creature Type
01-10
you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything
Monsters
Icewind Dale: Rime of the Frostmaiden
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage
","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Sure-Footed. The goat has
Monsters
The Wild Beyond the Witchlight
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
of the staff's charges, dealing an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage for each expended charge.
Fiery
Monsters
Vecna: Eve of Ruin
dryads are immune to this toxic bog’s deleterious effects.
A deadbark dryad is typically bound to the spot where it failed to protect its charge. When a dryad transforms into a deadbark dryad
Magic Items
Tasha’s Cauldron of Everything
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while
ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the
Magic Items
Tasha’s Cauldron of Everything
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find
the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you cast a conjuration spell
Magic Items
Tasha’s Cauldron of Everything
This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book’s cover and cause it to lock as if you cast
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).
Kalashtar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to
spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them
Magic Items
Baldur’s Gate: Descent into Avernus
be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
An evil creature can
. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scroll of Protection Scroll, rare Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. d100 Creature Type
01–10 Aberrations 11–20 Beasts 21–30 Celestials 31–40 Elementals 41–50 Fey 51–75 Fiends 76–80 Plants 81–00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scroll of Protection Scroll, rare Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. d100 Creature Type
01–10 Aberrations 11–20 Beasts 21–30 Celestials 31–40 Elementals 41–50 Fey 51–75 Fiends 76–80 Plants 81–00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scroll of Protection Scroll, rare Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. d100 Creature Type
01–10 Aberrations 11–20 Beasts 21–30 Celestials 31–40 Elementals 41–50 Fey 51–75 Fiends 76–80 Plants 81–00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends
Magic Items
Waterdeep: Dragon Heist
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
radiant damage to the target.
Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Staff Staff, Rarity Varies (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any
school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Staff Staff, Rarity Varies (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any
school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Staff Staff, Rarity Varies (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any
school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam
sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam
sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam
sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following
Enspelled Weapon Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following
Enspelled Weapon Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and
must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and
must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and
must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following
Enspelled Weapon Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts






