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Returning 35 results for 'become being deals charges returned'.
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Magic Items
Dungeon Master’s Guide
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1
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
Spells
Player’s Handbook
spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall
Magic Items
Dungeon Master’s Guide
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
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
Magic Items
Dungeon Master’s Guide
with it. The wand deals an extra 2d12 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random properties:
2 minor beneficial properties
1 major beneficial property
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Magic Items
Dungeon Master’s Guide
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
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
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
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
Magic Items
Dungeon Master’s Guide
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
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
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.
Magic Items
Netheril’s Fall
The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can
see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Monsters
Eberron: Forge of the Artificer
the target is a Medium or smaller creature, it has the Prone condition. If the target already has the Prone condition, the attack deals an extra 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
has marked. While marked, the target can’t become hidden from the inquisitive, and if it has the Invisible condition, it gains no benefit from that condition against the inquisitive. The mark
Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
Monsters
Astarion's Book of Hungers
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
Monsters
Mythic Odysseys of Theros
Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
Monsters
Mythic Odysseys of Theros
Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
Monsters
Mythic Odysseys of Theros
Pack Tactics. The Returned has advantage on an attack roll against a creature if at least one of the Returned’s allies is within 5 feet of the creature and the ally isn’t incapacitated
.
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
Monsters
Tomb of Annihilation
charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone
":"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
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
Mythic Odysseys of Theros
), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
Monsters
Storm King's Thunder
ran off and never returned.
Ideal: “The bigger the risk, the greater the reward.”
Bond: “I adore my colleague Alaestra, and I’d like to do something to impress her.”
Flaw: “I’ll risk life and limb to become a legend.”
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
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
Branding Smite
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which
becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At Higher Levels. When you cast this spell using
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
This doesn't reflect the latest rules and lore.
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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
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
The Wild Beyond the Witchlight
can’t put her to sleep.
Sneak Attack (1/Turn). Raezil deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage when she hits a target with a weapon
a petrified high elf named Raezil Uthemar (neutral). Raezil served as Zybilna’s spy in other fey courts. She returned from a mission to find nearly everyone in the palace trapped in temporal
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
functions differently from the others. Their properties are as follows:
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or
doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but
Pipes of Haunting
Legacy
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Magic Items
Basic Rules (2014)
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature
within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you
Wand of Fear
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
This wand has 7 charges for the following properties. It 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






