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Returning 27 results for 'before being decide charges reflections'.
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Magic Items
Netheril’s Fall
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10
-foot Cube originating from you and lasts for 1 hour. While the vortex is present, its area is Difficult Terrain.
You decide a vortex's visual details when you create it. For instance, the vortex might be multicolored or glittery.
Magic Items
Forgotten Realms: Adventures in Faerûn
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
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Hat of Vortexes Wondrous Item, Uncommon (Requires Attunement) This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the
hat to release a magical vortex from it. The vortex fills a 10-foot Cube originating from you and lasts for 1 hour. While the vortex is present, its area is Difficult Terrain. You decide a vortex’s visual details when you create it. For instance, the vortex might be multicolored or glittery.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
its ability scores. Each guide has 6 charges, and regains 1d6 expended charges daily at dawn. Teleporting itself and the party to either adventure locale or back to its home manor costs a guide 1
charge. A guide can also be commanded to spend 1 or more charges to manipulate time in the local area at either adventure location. See “Manipulating Time” below for more information. All damage dealt to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
Magic Items
Lost Laboratory of Kwalish
. It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw
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
column suggests an appropriate bonus based on the item’s rarity. Attunement Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges
reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and longing a matter for judges to decide? The heart knows what the soul wants.
— Amlaruil Moonflower, Last Queen of Evermeet
Long before elves existed, Corellon danced from world to world and
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
twenty-foot-high cave is polished to a mirror finish, such that you are faced with countless distorted reflections of yourself. Your head spins as you try to keep your bearings.
If Tekeli-li is
in this cave have disadvantage because of the disorienting reflections. If Tekeli-li is here, the gnoll vampire (see appendix C) uses its Frightful Cackle first, then targets enemies with its Sickening
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the cycles of an adventurer’s life. He often cuts a break for customers who are between jobs, allowing them to stay here on credit and then presenting them with a bill inflated by interest charges to be
fish unless he’s well compensated, and unless the deed can be done without ruining his trophy. (The ring, if you decide it’s here, is stuck in the fish’s throat and can be retrieved without surgery.)
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
the item’s rarity. Attunement Decide whether the item requires a character to be attuned to it to use its properties. Consider the following guidelines. Limit Sharing. If having all the characters in a
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
boggle steward in areas 36 and 37, who betrayed and left this boggle here in order to pose as both stewards and reap twice the salary. You decide whether this boggle bolts and flees the dungeon if
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
which is worth 750 gp if the characters decide to shop it elsewhere) 515 cp, 11,215 sp, 1,925 gp, and 85 pp stored in various containers and coffers 425 tiny gemstones worth 1 gp each, 44 small
find 1d6 + 4 charged cells, each holding 20 charges. These are useful for powering the elder monks’ force pikes, or for temporarily powering a brain in a jar’s canister so it can be detached from the
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
× 5 gp. 21–30 You make an enemy. This person, business, or organization is now hostile to you. The DM determines the offended party. You decide how you offended them. 31–40 You are caught up in a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
another and decide to form a group. In those years when Shieldmeet falls, the town is instead treated to a great festival on that day, sponsored mainly by the local temple to Tymora, the Happy Hall of
wife, Tiarshe, shortly before the accusations came to light did little to help her reputation, or the impression of her innocence. When she was finally cleared of the charges, Waterbaron Ruthiol made
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage a creature. (You can decide whether to allow Tannus to fight to protect himself or others, but should encourage the player running him to think about creative nonattack ways to influence the fight
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->Candlekeep Mysteries
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to make sure they don’t wander. Meanwhile, after a private discussion, Mirran and Nym decide that the adventurers must be eliminated. Nym goes to inform Serissa that assassins have breached
divination magic. The basin has 3 charges. As long as the water in the basin is unpolluted, a creature can touch the basin and expend 1 charge to cast a scrying spell from the basin. The subject of the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
customers and ensures that only those who seem vulnerable get the “special” tea, avoiding suspicion from any who might decide to fight back if the truth were to come out. Jopalin also runs a more
always a few inmates rotting in these cells, ranging from petty criminals to political prisoners locked away on trumped-up charges. Characters who run seriously afoul of the law in Baldur’s Gate might wind
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with no choice but to keep coming back. Jopalin personally watches over the customers and ensures that only those who seem vulnerable get the “special” tea, avoiding suspicion from any who might decide
locked away on trumped-up charges. Characters who run seriously afoul of the law in Baldur’s Gate might wind up in the Seatower. While the Fist treats the prison as something of an afterthought, any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters decide to call in the favor, Dral contacts his employers, and High Captain Horix Zoar does everything in his power to give the characters what they want, provided it’s within his power and isn’t
, they must pay for her services. She charges 250 gp per person for training and another 25 gp per person per day of travel. Characters who want to be trained must undergo three days of intense lessons






