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Returning 29 results for 'before before drawing charges rarity'.
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Magic Items
Dungeon Master’s Guide
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 level of the spell bound into the armor determines the spell’s saving throw DC
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
determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
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
Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
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
The Book of Many Things
The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus.
The armor has 4 charges. If you make a d20 roll while
wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn.
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 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
Magic Items
The Book of Many Things
. The wyrmling views you as its parent and is staunchly loyal to you and your allies.
Elemental. You become immune to one of the following damage types (choose immediately upon drawing this card
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->Dungeon Master’s Guide
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
belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the ram, however, gives a character the ability to deal force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if
doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity Max Spell Level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, however, gives a character the ability to deal Force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if it has
Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity. Magic Item Power by Rarity Rarity Max. Spell Level Max. Bonus Common 1 — Uncommon 3 +1 Rare 5 +2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon
items might even be for sale, each with a cost double that of its magic item.
Spells Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
items found in the adventure. Because of their power and rarity, the items in this section (or at least those that aren’t cursed) are best suited for characters in a high-magic campaign. Alternatively
. When an item’s charges run dry, its magic drains away — or the item might malfunction or explode, with effects determined by you. The “Alien Technology” section in chapter 9 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Attunement) The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus. The armor has 4 charges. If you make a d20 roll while
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Figurine of Wondrous Power Wondrous Item, Rarity Varies A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the
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 or portion thereof it spends in goat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Figurine of Wondrous Power Wondrous item, rarity by figurine A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and
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 portion thereof it spends in beast form costs 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Figurine of Wondrous Power Wondrous item, rarity by figurine A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and
riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Figurine of Wondrous Power Wondrous Item, Rarity Varies A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the
with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder. Expert. Your Dexterity score increases by 2, to a maximum of 22. Fey. A fey crossing opens into the Feywild, and
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->Dungeon Master’s Guide (2014)
happens to the character, or you choose. Carousing d100 + Level Result 01–10 You are jailed for 1d4 days at the end of the downtime period on charges of disorderly conduct and disturbing the peace
any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item’s rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
.
Roleplaying the Monks The Monastery of the Distressed Body has been secretly drawing in outlaws for decades. As such, you might add to the ranks of the monks with any number of villainous NPCs the players
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as they sense movement. If the mine entrance has not yet collapsed and all the characters are in or near this room, Itzmin detonates his charges (see the “Cave-In!” section earlier in the adventure
Intelligence (Investigation) check finds a spell scroll of lesser restoration and a book containing rituals for the alarm, find familiar, and illusory script spells. Drawing Desk. Nubs of charcoal and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, however, Avery is visibly troubled. Recently, someone managed to break into the upper workshop while he was sleeping and steal four kegs of smokepowder. In their place, he found a drawing of a phoenix
the jutting outcropping still known as Dumper’s Rock. The main appeal of Insight Park is the Drawing Tree. Planted by Torimesh and grown to full-size in a matter of days, the tree is of a species no one
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the upper workshop while he was sleeping and steal four kegs of smokepowder. In their place, he found a drawing of a phoenix. Avery is terrified of what the thieves might do with the powder — he’s all
Insight Park is the Drawing Tree. Planted by Torimesh and grown to full-size in a matter of days, the tree is of a species no one can identify, and Torimesh steadfastly refuses to say anything about its
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
arms lashes a hand-tentacle across the face of a shriveled mind flayer with a single, staring eye, drawing blood. Several strange pods line the walls (area X12). A mental message rings out, “You will
spell fails, but any spell slots or charges aren’t wasted.
X8: Voalsh’s Quarters The door to this room from the hall bears small dots that read, in Qualith, “Chambers of Voalsh, whose fearsome wings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
center of this room. Battered pots and kettles are stacked all over; clearly, this space serves as a crude kitchen. You feel a distinct draft drawing the smoke up through a rough hole in the ceiling
booms. “Vak! Thrag! At them!”
It drops the chains and, as the wolves spring forward, it charges at you with a roar of rage.
Creatures. Great Ulfe is a fierce ogre who leads the orcs of the Mountain
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
pistol with 4 charges remaining. One Pixel Brush A worker robot roams the wreckage of an abandoned dining room S8: Lounges This messy lounge is in ruins. Skeletons rest in its torn recliners, clutching
characters attack the android or otherwise interfere with its work, the android broadcasts a loud alarm, drawing two combat robots from area S26 to its location in 1 minute. The android defends itself
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters can move around without drawing attention to themselves. Ironbeard and Rizwin are both here, and the characters can speak to them to try to pick up clues as to the location of the orrery
wand blinks with blue and green light and is a failed experiment at combining a wand of fireballs and a wand of lightning. It functions as a wand of fireballs, except it has only two charges per day
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the city. Even though it has no ability to move, the ooze is aware of all activity around it, and has extensive experience with drawing prey into itself. Treat the ooze as a massive, immobile
found in Kwalish’s lab in part 3 of the adventure, are two such devices. Alongside countless dead energy cells spread across this area, the characters also find 1d6 charged cells, each holding 20 charges






