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Returning 35 results for 'being before declare charges round'.
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Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Magic Items
Dungeon Master’s Guide
While these pipes are on your person, ordinary rat;rats and giant rat;giant rats are Indifferent toward you and won’t attack you unless you threaten or harm them.
The pipes have 3 charges and
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
Scarab of Protection
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have
advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your
Magic Items
Basic Rules (2014)
.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and
addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended
swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended
charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In
Magic Items
Tasha’s Cauldron of Everything
’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more
of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges
1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ending a Session Try not to end a game session in the middle of an encounter. It’s difficult to keep track of information such as Initiative order and other round-by-round details between sessions
character back when the player returns. Sometimes a cliffhanger can serve this purpose: the character charges in to help their beleaguered companions. Allow a few minutes at the end of play for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ending a Session Try not to end a game session in the middle of an encounter. It’s difficult to keep track of information such as Initiative order and other round-by-round details between sessions
character back when the player returns. Sometimes a cliffhanger can serve this purpose: the character charges in to help their beleaguered companions. Allow a few minutes at the end of play for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the
property without expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
“Artifacts” section of the Dungeon Master’s Guide: Crook of Rao 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Spells. The crook has 6 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of
Magic Items
The Wild Beyond the Witchlight
—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The
with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can’t be used again for 8 days.
If you spend 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King of
statistics). Roll 2d10 to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
above the pit while preventing the ball from reaching the northern end of the hall. If all the characters fail to hit the ball for 1 round, the faint sound of a drum dirge will be heard. A character who
attacks the ball successfully sends it flying south up to 15 feet. To knock the ball into the southern goal, the ball must be within 15 feet of the goal, and a player must declare that the character
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
berserk invaders charges through the gate.
In moments, dozens of Rigus guards and berserkers from Acheron clash in battle. Three massive projectiles—slivers of the great iron cubes that make up the
During this battle, roll on the Gate to Acheron Battlefield Events table each round on initiative count 0. Also consider rolling on the table if a character tries to leave the mapped battlefield. Gate
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). Turn Undead. As a Magic action, you present your Holy Symbol and
qualify. (This is included above.) Equipment Niko’s Mace Weapon (Mace), Very Rare (Requires Attunement by a Spellcaster) This Mace has 6 charges and regains 1d6 expended charges daily at dawn. While holding the Mace, you can expend 1 of its charges to cast Summon Celestial (+9 to hit with spell attacks).
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
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their weight around. Unless the characters brazenly declare their intention to attack a noble house, the Bregan D’aerthe leader flips them a platinum coin and cheerfully sends them on their way after
district. All noble houses go on high alert as reinforcements arrive every round for the next 1d8 rounds. Each wave of reinforcements consists of an elite drow patrol (see below) and 1d4 gargoyles
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Subclass Level 3: Assassinate You’re adept at ambushing a target, granting you the following benefits. Initiative. You have Advantage on Initiative rolls. Surprising Strikes. During the first round of each
combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
migrations, moving southwest in the winter and northeast in the summer. The barbarians live in large, round tents made of deerskin and supported by beams of wood or whalebone. In the past, the Reghed tribes
supernatural entity known as the Ice Witch. Her demise also spelled Wolvig’s doom, allowing the sole remaining chieftain, Günvald Halraggson, to declare himself the Bear King. He tries to be honorable
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
rounds, while his flesh knits and swells out with the apparent vigor of the living. He gains 27 hit points in the first round and 28 hit points in the second round, and he has his normal AC of 17 but
wall and then uses it for each of his two attacks per round. He is a blood-drinker and attempts to subdue opponents, if not vastly outnumbered, so as to assure himself a constant supply of blood. To
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. 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
individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to kill everyone within. At the start of the second round of combat, a gnoll pack lord and six gnolls join the fray from the south. At the start of the third round of combat, a vrock swoops down from
a three-headed flail charges out of the haze from the west. Gore drips from his red maw, open in a violent laugh.
Yeenoghu attacks any creature not allied with him that he notices. If Yeenoghu
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
outside with images of bats, toads, cats, lizards, and snakes—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle
the water-filled cauldron transforms the branch into a wand of polymorph with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of






