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Returning 35 results for 'based become diffusing charges reduce'.
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Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
Magic Items
Dungeon Master’s Guide
regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
Magic Items
Dungeon Master’s Guide
been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour
until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30
Magic Items
Dungeon Master’s Guide
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
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
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Feats
Forgotten Realms: Heroes of Faerûn
reduce to 0 Hit Points can't become Undead.
Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
Monsters
Forgotten Realms: Adventures in Faerûn
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a
Monsters
Forgotten Realms: Adventures in Faerûn
that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a creature
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Monsters
Waterdeep: Dungeon of the Mad Mage
Spells. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12):
cone of cold (5 charges)
fog cloud (1 charge)
ice storm (4
charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
Monsters
The Wild Beyond the Witchlight
Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain 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 retains its +2 bonus to attack and damage
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
Monsters
Tomb of Annihilation
":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
Magic Items
Basic Rules (2014)
addition, you have access to properties based on the Elemental Plane of Fire.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
.
You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire
Staff of the Magi
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Magic Items
Basic Rules (2014)
).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good
charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While
classes
Xanathar's Guide to Everything
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
Magic Items
Basic Rules (2014)
addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
17.
You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were
Magic Items
Basic Rules (2014)
addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
17.
You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak
classes
Xanathar's Guide to Everything
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
equipment
reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the
powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate
Magic Items
Basic Rules (2014)
addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Orcus
Legacy
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
Duergar
Legacy
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Monsters
Basic Rules (2014)
size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks
and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4;{"diceNotation
Spells
Xanathar's Guide to Everything
Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Cube of Force
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Magic Items
Basic Rules (2014)
action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an
Monsters
Icewind Dale: Rime of the Frostmaiden
/day each: detect magic, enlarge/reduce (self only), faerie fire, invisibility (self only), polymorph, stoneskin (self only)
Sunlight Sensitivity. While in sunlight, Grandolpha has disadvantage on
"} poison damage.Grandolpha Muzgardt, the grand dame of the Muzgardt duergar clan, has recently arrived at the fortress after being invited here by Xardorok Sunblight;Xardorok. The Muzgardts are based
Robe of Scintillating Colors
Legacy
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Magic Items
Basic Rules (2014)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling
rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
"} expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.Vellynne Harpell is a member of the prestigious Harpell
Staff of Power
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Magic Items
Basic Rules (2014)
rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2
bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to






