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Returning 35 results for 'being before double charges robe'.
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Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Manshoon
Legacy
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Monsters
Waterdeep: Dragon Heist
":"Special Equipment"} 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 other
Special Equipment. Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his statistics). Roll 2d10;{"diceNotation":"2d10","rollType":"roll","rollAction
Robe of Scintillating Colors
Legacy
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Magic Items
Basic Rules (2014)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack
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
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
.
Skull. You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks
Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of Scintillating Colors Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and
expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
11 for light or DC 15 for daylight), ending the blindness on a success.
Robe of Scintillating Colors Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3
Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all
Magic Items
Lost Laboratory of Kwalish
tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it
), whichever comes later in the adventure.
Throne. You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T12: Ghastly Work Jodie Muir npc with zombies The stench of death fills this pillared hall. Two ten-foot ladders lean against the west wall. A rotting figure in a crimson robe clings to each ladder
pallid skin stands in the middle of the hall, presiding over the work. She wears a crimson robe and a horned headdress. Surrounding her are four gaunt creatures with sharp claws, long tongues, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
- perhaps you’re a rogue with the Use Magic Device feature - your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. Charges Some magic items have charges that you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
major detrimental property Spells. The book has 8 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
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
humanoid (human), lawful evil
Armor Class 19 (robe of the archmagi, staff of power)
Hit Points 126 (23d8 + 23)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1)
INT
23(+6
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
illuminated by six nightlight mushrooms (see “Fungi of the Underdark” in chapter 2). A tunnel in the south wall leads to a set of double stone doors. Guarding the fungi grove are four invisible
duergar that attack intruders on sight. Four more invisible duergar stand in front of the double doors and attack any non-duergar that come into view. 5b. Duergar Warehouse The stone double doors to the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
building’s entrance is a double door carved to resemble interlocking hands, and centered above the doorway is a golden pick with a short handle.
Map 5.2 includes an inset map that shows the interior of
by svirfneblin (particularly miners and stone carvers). Abbey Interior. A 4-foot-tall statue of Callarduran, his face and figure hidden under a cowled robe, stands in an alcove just inside the
Magic Items
Tasha’s Cauldron of Everything
Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
(rainbow-colored donkey molar)
1 unicorn
The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
frustration, possibly even their freedom and their lives—by helping them avoid or get around the illogical logic. While visitors are easily vexed by roads that lead nowhere and forest trails that double back
on themselves, a capable guide can see the road through the road and the trail beneath the trail. In doing so, the guide sidesteps the confusion and leads charges safely to their intended destination
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of one potion are doubled. If neither potion has anything to double in this way, they work normally. 00 Only one potion works, but its effect is permanent. Choose the simplest effect to make
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->Vecna: Nest of the Eldritch Eye
an individual in a hooded gray robe. Zombie Infestation. The crypt to the south of the rotunda was desecrated and now swarms with zombies. N5: Tomb of the Mage The smell of old parchment fills this
takes damage. N11: Door of the Eldritch Eye A double door made of green-tinged stone seals off further progression into the catacombs. Facing the double door is a large carving of a grinning skull; one
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tattered black robe and wearing a golden face mask is trapped in the western wall and has no way to free itself from the ice. The mummy was created by Netherese priests to serve as a lore-keeper in
, 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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the room in front of a double door. Another door stands along the west wall, and the wall opposite that appears to have collapsed, revealing a rough passageway beyond.
Two grells and four cultists
. South Doors. This double door is unlocked. B2. Arcane Study Bundles of papers, diagrams, scrolls, and books lie scattered on a desk and across the floor of this room, which is lit by two glowing crystal
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her soft shoulders. She seems lost in her own thoughts.
The Abbot is normally here. If he is here, add: A handsome young man in a brown monk’s robe gently takes the woman by her hand. A painted
, but he turns hostile if they threaten him or his charges. Treasure The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a potion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
” below).
Other Furnishings. Against the northwest wall stands a low double bed. In the middle of the room, a locked iron strongbox rests atop a low marble table flanked by two stone chairs
.
Valtagar Steelshadow Valtagar wears a black robe with a cowl that obscures his face. Suspicious and volatile, he is a duergar archmage, with these changes: Valtagar is lawful evil. He has the Otiluke’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Feywild, but the carriage and its glass pegasi shatter if the vehicle leaves the Feywild. P12. Hall of Stars The double door on the south side of this area is sealed with a hart crown lock (see “Crown Locks
tower and the staircases suspended above it. P13. Court of Storms The double door on the stone balcony between this area and area P22 is sealed with a lion crown lock (see “Crown Locks” earlier in the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
adventure. Skull. You summon an avatar of death — a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and
Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure. Throne. You gain proficiency in the Persuasion skill and you double your proficiency bonus on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
past it. Beyond the plug is a small foyer holding three sealed urns on the east and west sides. To the south are double doors of bronze with glyphs worked into their faces.
The ancient glyphs are
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->a2
. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2
.
Round 4. Wark and Thark slip through to area 5 to spread the alarm, alerting the orcs in areas 11 and 14.
Round 5. The orc that shut the double doors in area 3 moves to area 4 or 4a while the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, the spell slot is expended as normal, but the spell has no effect. Instead, the magic is absorbed by the relief, filling it with a number of charges equal to the level of spell slot expended and causing
the relief’s eyes to glow green. Once the relief has absorbed 6 or more charges, the door opens. The door closes on its own after 10 minutes unless it is held or wedged open. When the door closes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the
skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
black robe and carrying a spectral scythe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until
. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren’t destroyed but do vanish. Throne. You gain proficiency in the Persuasion skill, and you double your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
, is a seven-foot-tall statue of a female duergar in a scale mail robe. The top of its head above the eyes has been sheared off, making a space for a stone brazier that gives off a flickering flame
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
tinged with aquamarine blue. She typically wears a patchwork robe. Abra sits behind a high desk in the main hall. Six open archways lead from the main hall to wings where the bulk of the library’s books
that bears a Wizard spell of level 5 or lower. See the Player’s Handbook for the time required to craft a scroll; the scribes charge double the cost shown there.
High Tower Inn Conveniently located
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, on the south side, is a 12-foot-high arched double door made of carved stone. A rope hanging next to the door rings a bell when tugged. If the characters knock or ring before entering, Wyllow’s
archdruid dislikes. If a rose is chosen, a daisy grows instead. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff has 10 charges and regains 1d6 + 4 expended
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
flames. In the fire stand four dignified statues of Knights of Solamnia. At the east end of the room lies an antechamber before a stone double door. There, a fifth statue depicts a bison-headed warrior
Supernatural Gift (Charm)
Two heroic steeds find you worthy and agree to serve you. This charm has 2 charges. As an action, you can expend 1 charge to summon a warhorse wearing plate barding (AC 18






