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Returning 35 results for 'before beam deck charges reveals'.
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Magic Items
Dungeon Master’s Guide
Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Magic Items
Dungeon Master’s Guide
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.
The
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
Magic Items
The Book of Many Things
The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges
action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
Gem of Brightness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at
random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An
Magic Items
Waterdeep: Dungeon of the Mad Mage
the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the
creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to
Magic Items
Tasha’s Cauldron of Everything
figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
itself on a success.
Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam
Gem of Brightness Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
itself on a success.
Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam
Gem of Brightness Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Gem of Brightness Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Gem of Brightness Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: Gem of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Smugglers’ Ship The name of the vessel, Sea Ghost, is painted on both sides of the prow. It has a length of nearly 90 feet, a beam of 26 feet, a draft of 8 feet, and stands 9 feet above the
waterline to the top of its main deck rails and 17 feet above the waterline to the top of both its forecastle and poop deck. A jolly boat is lashed upside down on the main deck. Normal doors are 6 feet
Compendium
- Sources->Dungeons & Dragons->Divine Contention
party to the Ethereal Plane. Before beginning his ritual, Gallio shows the characters the monsters held in his dimensional cells. He reveals that the planar beacon freezes any extraplanar beings caught
in its beam: to bring the monsters home, the characters must grab hold of them, then return to this world and imprison the monster inside one of his dimensional cells.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
two tyrant ships look alike, but they all have one or more features reminiscent of their creators, such as a bulbous shape and eyestalks. A spherical chamber on the ship’s command deck functions as a
(beholders) Damage Threshold: 20 Keel/Beam: 100 ft./100 ft. Speed: fly 40 ft. (4½ mph) Cost: — 3 Eyestalk Cannons (Crew: 1 Each) Armor Class: —
Hit Points: —
Cost: — (included in ship cost
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
becoming fouled during a long voyage. This ship’s main distinctive feature is the fully grown treant on the aft deck. The treant has a speed of 0 because its roots are woven into the deck; it and the
Armor Class: 15 (wood) Cargo: 10 tons Hit Points: 250 Crew: 5 (plus the treant) Damage Threshold: 15 Keel/Beam: 80 ft./20 ft. Speed: fly 40 ft. (4½ mph) Cost: 25,000 gp Ballista (Crew: 3) Armor
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
to the ship’s mangonel turret. The ship’s cargo hold can easily be turned into crew cabins or another weapon deck. Damselfly ships are often used as courier vessels and armored transports. Explorers
Threshold: 15 Keel/Beam: 100 ft./20 ft. Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 15 (wood) Cargo: 150 tons Hit Points: 300 Crew: 12 Damage Threshold: 20 Keel/Beam: 140 ft./30 ft. Speed: fly 35 ft. (4 mph) Cost: 50,000 gp Bombard Deck PlansView Unlabeled Version 2 Ballistae
deck is used to load the cannon balls on board. A bombard can float and sail on water, but it can’t land safely on the ground (its keel would cause it to roll on its side). Bombard Summary Armor Class
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
. Lamprey Ship Summary Armor Class: 15 (wood) Cargo: 6 tons Hit Points: 250 Crew: 15 Damage Threshold: 15 Keel/Beam: 115 ft./25 ft. Speed: fly 35 ft. (4 mph) Cost: 20,000 gp 4 Ballistae (Crew: 3 Each
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
ground and move across a solid surface at a walking speed of 30 feet. The ship can’t float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The
Crew: 12 Damage Threshold: 15 Keel/Beam: 75 ft./25 ft. Speed: 30 ft. (3½ mph), fly 30 ft. (3½ mph) Cost: 25,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Icingdeath Locations The following locations are keyed to the map of Icingdeath. I1. Icingdeath Main Deck A rowboat on this deck of the ship covers a hatch used for loading and unloading large cargo
into the main hold (area I7). A 3-foot-high capstan near the middle of the deck is locked in place. A character who succeeds on a DC 15 Intelligence (Investigation) check finds that one of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Deck of Illusions Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is
usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Deck of Illusions Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
but isn’t built for traveling on water and sinks quickly in rough seas. Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck, and one on
: 15 Keel/Beam: 100 ft./20 ft. Speed: fly 70 ft. (8 mph) Cost: 20,000 gp 3 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Deck of Illusions Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is
usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
flying fish ship include a forward-mounted mangonel and an aft-mounted ballista. Flying Fish Ship Summary Armor Class: 15 (wood) Cargo: 13 tons Hit Points: 250 Crew: 10 Damage Threshold: 15 Keel/Beam: 120
targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
Flying Fish Ship Deck PlansView Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 13 Damage Threshold: 15 Keel/Beam: 200 ft./20 ft. Speed: fly 50 ft. (5½ mph) Cost: 40,000 gp 2 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It
Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
Star Moth Deck PlansView Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
) Cargo: 20 tons Hit Points: 400 Crew: 20 Damage Threshold: 15 Keel/Beam: 130 ft./30 ft. Speed: fly 35 ft. (4 mph) Cost: 30,000 gp 2 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50
.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
Space Galleon Deck PlansView Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Twinkle Locations The following locations are keyed to the map of Twinkle. T1. Twinkle Main Deck A rowboat on this deck of the ship covers a hatch used for loading and unloading large cargo into the
main hold (area T6). T2. Twinkle Forecastle. This deck contains a ballista and ten bolts for the siege weapon, secured with rope. T3. Twinkle Aftercastle This deck holds the ship’s wheel, which is






