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Returning 35 results for 'before both drink charges reload'.
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magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 12 charges and regains all expended charges daily at dawn.
Splinterspray. As an action
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 4d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 9 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 3d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 9 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 3d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 12 charges and regains all expended charges daily at dawn.
Splinterspray. As an action
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 4d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 12 charges and regains all expended charges daily at dawn.
Splinterspray. As an action
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 4d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 9 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 3d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
with this weapon, you must reload it using an action.
Rare variant: Increase the number of charges to 9 and Splinterspray’s damage to 3d4.
Very rare variant: Increase the number of charges to 12 and Splinterspray’s damage to 4d4.
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
Magic Items
Icewind Dale: Rime of the Frostmaiden
An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.
The chest has 20 charges. A
creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Rare variant: Increase the number of charges to 9 and
-load bolts from an attached magazine, while magically enhancing the attacks to spray splinters of wood and metal towards a target. This magical tommybow has 6 charges and regains all expended charges
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
proprietor, charges standard prices for food, drink, and lodging (see chapter 5 of the Player’s Handbook for costs). The Yawning Portal attracts adventurers from every corner of the Forgotten Realms and the D&D multiverse. Not sure who a numbered character is? Go to Appendix C for the answer key.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
proprietor, charges standard prices for food, drink, and lodging (see chapter 5 of the Player’s Handbook for costs). The Yawning Portal attracts adventurers from every corner of the Forgotten Realms and the D&D multiverse. Not sure who a numbered character is? Go to Appendix C for the answer key.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
proprietor, charges standard prices for food, drink, and lodging (see chapter 5 of the Player’s Handbook for costs). The Yawning Portal attracts adventurers from every corner of the Forgotten Realms and the D&D multiverse. Not sure who a numbered character is? Go to Appendix C for the answer key.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning
battle skills.
3
I always appear like I am about to kill everyone around me.
4
I love a good brawl.
5
I drink the blood of monsters to consume their power.
6
I chant orcish war
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing. A skeletal knight charges from
the grave to the battlefield
Skeletal Knight
skeletal knight doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.
Enervating Blade. Melee
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
charges. [Tooltip Not Found] Potion, Uncommon
When you drink this potion, you take 2d4 Necrotic damage. For 1 hour, you have Resistance to Radiant damage, and whenever you deal damage with your Unarmed
New Magic Items Magic items are presented in alphabetical order. [Tooltip Not Found] Potion, Rarity Varies (Requires Attunement) When you drink this potion, a type of creature you are thinking of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing. A skeletal knight charges from
the grave to the battlefield
Skeletal Knight
skeletal knight doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.
Enervating Blade. Melee
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing. A skeletal knight charges from
the grave to the battlefield
Skeletal Knight
skeletal knight doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination.
Enervating Blade. Melee
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up. VARIANT: MIXING POTIONS
A character might drink one
other material. VARIANT: WANDS THAT DON’T RECHARGE
A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up. VARIANT: MIXING POTIONS
A character might drink one
other material. VARIANT: WANDS THAT DON’T RECHARGE
A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up. VARIANT: MIXING POTIONS
A character might drink one
other material. VARIANT: WANDS THAT DON’T RECHARGE
A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
Vanishing Wondrous Item, Uncommon (Requires Attunement)
This cap has 3 charges and regains all expended charges daily at dawn. While wearing the cap, you can take a Magic action and expend 1 charge to
Healing, Varies
As a Bonus Action, you can drink this potion or administer it to another creature within 5 feet of yourself. The creature that drinks the potion regains 2d4 + 2 Hit Points.
The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Candied apple on a stick Euphoreo cookie (saucer-sized cookies dusted with particles of faerie dragon euphoria gas) Eveningberry wine (a sweet, nonalcoholic drink) Faerie bell nectar (harvested from
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Candied apple on a stick Euphoreo cookie (saucer-sized cookies dusted with particles of faerie dragon euphoria gas) Eveningberry wine (a sweet, nonalcoholic drink) Faerie bell nectar (harvested from
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Candied apple on a stick Euphoreo cookie (saucer-sized cookies dusted with particles of faerie dragon euphoria gas) Eveningberry wine (a sweet, nonalcoholic drink) Faerie bell nectar (harvested from
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, 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
charges) or lesser restoration (2 charges). Once all its charges have been expended, this charm vanishes from you.
H37. Weird Insights Huddled together at the west end of this ten-foot-high cave
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, 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
charges) or lesser restoration (2 charges). Once all its charges have been expended, this charm vanishes from you.
H37. Weird Insights Huddled together at the west end of this ten-foot-high cave
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, 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
charges) or lesser restoration (2 charges). Once all its charges have been expended, this charm vanishes from you.
H37. Weird Insights Huddled together at the west end of this ten-foot-high cave
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
drink blood, Tloques must first drain it into a receptacle and then drink it, which can reduce the target’s hit point maximum as a normal vampire spawn bite does. Tloques will not pursue fleeing grave
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
drink blood, Tloques must first drain it into a receptacle and then drink it, which can reduce the target’s hit point maximum as a normal vampire spawn bite does. Tloques will not pursue fleeing grave
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6