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Returning 35 results for 'been barrel declared charges robe'.
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Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Magic Items
Dungeon Master’s Guide
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Manshoon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Waterdeep: Dragon Heist
":"Special Equipment"} to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other
Special Equipment. Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his statistics). Roll 2d10;{"diceNotation":"2d10","rollType":"roll","rollAction
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
hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Magic Items
Lost Laboratory of Kwalish
, counting both draws as one of your declared draws.
Gem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has
your declared draws.
Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
Key. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of Scintillating Colors Wondrous item, very rare (requires attunement) 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 hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
11 for light or DC 15 for daylight), ending the blindness on a success.
Robe of Scintillating Colors Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3
Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
stop drawing from the deck, regardless of how many cards you initially declared.
Lance. All your ability scores increase by 1, to a maximum of 20.
Mage. Your Intelligence score increases by 2, to a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics). Roll 2d10 to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and
humanoid (human), lawful evil
Armor Class 19 (robe of the archmagi, staff of power)
Hit Points 126 (23d8 + 23)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1)
INT
23(+6
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
draw from the deck again, counting both draws as one of your declared draws. Gem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that
card beyond your declared draws. Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws. Key. A common
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes Woodcarver’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes Woodcarver’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
immediately choose to stop drawing from the deck, regardless of how many cards you initially declared. Lance. All your ability scores increase by 1, to a maximum of 20. Mage. Your Intelligence score
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Discoveries table to determine what a character discovers, or as inspiration for unusual discoveries of your own. Manipulating Time Having a mechanical guide spend 1 or more charges in this area has a 20
laboratory experiments). The bird claims their name is ‘Hector.’
36–45 A small barrel holds a live boggle, bound, gagged, and marinating in their own excreted oil. This is the former partner of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
doesn’t count as one of your declared draws. Gem Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester You have Advantage on D20 Tests for the next
72 hours, or you can draw two additional cards beyond your declared draws. Key A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon. Knight You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Things You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. Gem Twenty-five pieces of jewelry worth 2,000 GP each or fifty
gems worth 1,000 GP each appear at your feet. Jester You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key A Rare or rarer magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you. This enmity lasts until either you or the devil dies. Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that
1,000 gp each appear at your feet. Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Jester. You gain 10,000
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just
a minimum score of 1). You can draw one additional card beyond your declared draws. Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Key. A rare or rarer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings 2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb
, Iron 10 lb. 2 GP Potion of Healing 1/2 lb. 50 GP Pouch 1 lb. 5 SP Priest’s Pack 29 lb. 33 GP Quiver 1 lb. 1 GP Ram, Portable 35 lb. 4 GP Rations 2 lb. 5 SP Robe 4 lb. 1 GP Rope 5 lb. 1 GP Sack 1/2 lb
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s
Priest’s Pack 29 lb. 33 GP Quiver 1 lb. 1 GP Ram, Portable 35 lb. 4 GP Rations 2 lb. 5 SP Robe 4 lb. 1 GP Rope 5 lb. 1 GP Sack 1/2 lb. 1 CP Scholar’s Pack 22 lb. 40 GP Shovel 5 lb. 2 GP Signal
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
No. 3. Several empty wine bottles are strewn about the floor around the cot. Roleplaying Clovin Clovin stands 4 feet, 7 inches tall and has a barrel-like shape. His right head is fully formed and
. Clovin has a crab’s pincer in place of his left hand and a bear’s paw where his right foot should be. He wears an ill-fitting monk’s robe with a belt made of hempen rope. Clovin is the Abbot’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tattered black robe and wearing a golden face mask is trapped in the western wall and has no way to free itself from the ice. The mummy was created by Netherese priests to serve as a lore-keeper in
, this charm vanishes from you.
20 Charm of Restoration. This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for the Lords’ Alliance today, and she rarely turns down a chance to earn a little extra coin on the side. Each dawn, she tosses a barrel of fish and a cask of whiskey into the sea as offerings to
griffon won’t stay for more than 24 hours due to the unbearable cold. The goliaths don’t have enough griffons to carry Vellynne Harpell’s kobold entourage, which forces Vellynne to leave her charges
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her soft shoulders. She seems lost in her own thoughts.
The Abbot is normally here. If he is here, add: A handsome young man in a brown monk’s robe gently takes the woman by her hand. A painted
, but he turns hostile if they threaten him or his charges. Treasure The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a potion
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements
before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frozen corpse or leaving a gift, but otherwise expects the characters to withdraw from its presence so it can mourn in private. If the characters fail to calm Norsu or flee from it, the mammoth charges
southern wall, providing an alternate entrance into the lodge. A foul scent pervades the room, which contains five barrels of whale oil. An intact barrel of whale oil weighs 500 pounds and can be sold
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
returned. They could see that Urogalan had been deeply affected by his experiences, since he didn’t speak for a long time. He merely sat in a white robe with his hound by his side, watching the world go by
the comforts of home. Urogalan declared that all who have gone before still watch over their loved ones from this place of eternal peace, sending messages to the material world. In acknowledgment of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stocked for as long as anyone can remember. The two barrels contain a fine wine called Red Dragon Crush, created by the Wizard of Wines winery—facts burned into the side of each barrel. N3i. Upstairs
to master (see “Teleportation Circle” below). The trunk contains several bolts of silk cloth, needles and thread, and a half-finished wizard’s robe. Victor started to make the robe for himself but
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(worth 2,500 gp each) and weigh 2,500 pounds each. The sea chest is 12 feet long, 9 feet tall, and 9 feet deep, with a lid shaped like a half-barrel. The large padlock that hangs from its latch is
search of the room yields four quarterstaffs carved from sunken ship masts, a large barrel holding six tridents, an open crate containing ten coral-encrusted rocks, and a storm giant-sized mannequin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sizes. Against the south wall are four open barrels and a lidless wicker basket. Against the west wall are three large clay jars, a wooden chest, and a sealed barrel. Against the east wall is a large
wild cherries. The three jars are filled with light, edible oil. The chest is full of wild herbs, and the sealed barrel is full of salt. The waterfowl are ordinary and pose no threat. Carcasses. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
staff’s charges to accomplish. If a creature attuned to the staff uses an action to expend 10 or more of its charges while touching the staff to the obelisk, power surges from the staff and triggers
climb to the tower’s peak find the statue of Metaltra lying in a corner. The statue depicts a woman in a wizard’s robe, posed as if she is completing a spell. As her statue was being thrown about
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
table piled with food. The grease-stained tablecloth is tucked under the giant’s chin, and she washes down each slobbering mouthful of food with a gulp from a barrel of beer.
A tea cart in one corner
them, Iggwilv and Mercion have a robe of the archmagi, an amulet of the planes, and a +1 quarterstaff. Iggwilv also keeps a gray stone (the control gem for the gray slaad in area P33) in the pocket of






