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Returning 35 results for 'before blinding draw charges release'.
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Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
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
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
monsters
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 13 Constitution saving throw or be blinded until the end of the
, it immediately uses its Blinding Flash legendary action option (without expending any actions), and a small sun coalesces 10 feet above the owlbear and follows it for the next hour, shedding bright
monsters
release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 15 Constitution saving throw or be blinded until the end of the creature’s
hit points, its current hit point total instead resets to 95 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
monsters
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 18 Constitution saving throw or be blinded until the end of the creature
hit points, its current hit point total instead resets to 138 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
Gem of Brightness
Legacy
This doesn't reflect the latest rules and lore.
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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
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
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
magic-items
3d8. You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance * spell from the suncatcher.
*See Appendix B
them from succumbing to others’ charms.
While attuned to the suncatcher, you have advantage on ability checks and saving throws made to resist being charmed.
This weapon has 7 charges. It
Mace of Terror
Legacy
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Magic Items
Basic Rules (2014)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must
has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
magic-items
3d8. You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance * spell from the suncatcher.
*See Appendix B
them from succumbing to others’ charms.
While attuned to the suncatcher, you have advantage on ability checks and saving throws made to resist being charmed.
This weapon has 7 charges. It
magic-items
3d8. You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance * spell from the suncatcher.
*See Appendix B
them from succumbing to others’ charms.
While attuned to the suncatcher, you have advantage on ability checks and saving throws made to resist being charmed.
This weapon has 7 charges. It
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
, but enough to make the caster take notice.
A fractine needs light and magical energy to survive. It can draw sustenance from a nearby light source, spellcaster, magic item, or magical effect without
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Magic Items
The Book of Many Things
Each of these black leg guards is decorated with a motif of monstrous skulls screaming in terror.
The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1
charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
classes
Basic Rules (2014)
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the effect on itself on a success. The third command 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
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->Basic Rules (2014)
itself on a success. The third command 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
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
Magic Items
Tasha’s Cauldron of Everything
pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
itself on a success. The third command 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
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->Basic Rules (2014)
itself on a success. The third command 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
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