Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being breaking diffusing charges religious'.
Other Suggestions:
being beating diffusing charge religion
being beating diffusing change religion
being breaking diffusing change religious
being breaking diffusing change religion
being beating diffusing charges religion
Monsters
Waterdeep: Dungeon of the Mad Mage
Spells. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12):
cone of cold (5 charges)
fog cloud (1 charge)
ice storm (4
charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
Magic Items
Storm King's Thunder
decisions of the throne’s master.
Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a
property doesn’t expend any charges.
Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a hit. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
charges), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed. A creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a hit. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
charges), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed. A creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a hit. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
charges), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed. A creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harshnag’s Sacrifice If Harshnag encounters Iymrith in area 6, he charges the dragon and yells for the characters to flee while he keeps her distracted. If the characters heed the frost giant, they
entire temple shudders. The frost giant scowls, dodges the dragon, and strikes the statue once more, this time breaking off a large chunk. This act of desecration causes cracks to form in the ceiling, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harshnag’s Sacrifice If Harshnag encounters Iymrith in area 6, he charges the dragon and yells for the characters to flee while he keeps her distracted. If the characters heed the frost giant, they
entire temple shudders. The frost giant scowls, dodges the dragon, and strikes the statue once more, this time breaking off a large chunk. This act of desecration causes cracks to form in the ceiling, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harshnag’s Sacrifice If Harshnag encounters Iymrith in area 6, he charges the dragon and yells for the characters to flee while he keeps her distracted. If the characters heed the frost giant, they
entire temple shudders. The frost giant scowls, dodges the dragon, and strikes the statue once more, this time breaking off a large chunk. This act of desecration causes cracks to form in the ceiling, and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
d4 Desired Offering 1 Oil to apply to the construct’s joints 2 A magic item with charges, to be used as fuel 3 A vessel infused with elemental power 4 Adamantine or mithral components Dragons
Desired Offering 1 Your soul 2 A desecrated holy object 3 Blood from a living or recently slain loved one 4 Breaking a sacred promise in the fiend’s presence Giants d4 Desired Offering 1 A dwarf
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
d4 Desired Offering 1 Oil to apply to the construct’s joints 2 A magic item with charges, to be used as fuel 3 A vessel infused with elemental power 4 Adamantine or mithral components Dragons
Desired Offering 1 Your soul 2 A desecrated holy object 3 Blood from a living or recently slain loved one 4 Breaking a sacred promise in the fiend’s presence Giants d4 Desired Offering 1 A dwarf
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
d4 Desired Offering 1 Oil to apply to the construct’s joints 2 A magic item with charges, to be used as fuel 3 A vessel infused with elemental power 4 Adamantine or mithral components Dragons
Desired Offering 1 Your soul 2 A desecrated holy object 3 Blood from a living or recently slain loved one 4 Breaking a sacred promise in the fiend’s presence Giants d4 Desired Offering 1 A dwarf
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
. Treasure. The unlocked chest next to the cot contains a selection of threadbare garments and worn sandals. It also holds a religious icon set with fourteen small diamonds (100 gp each), two blocks of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
. Treasure. The unlocked chest next to the cot contains a selection of threadbare garments and worn sandals. It also holds a religious icon set with fourteen small diamonds (100 gp each), two blocks of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
. Treasure. The unlocked chest next to the cot contains a selection of threadbare garments and worn sandals. It also holds a religious icon set with fourteen small diamonds (100 gp each), two blocks of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
’ status to that of hunters and reducing the number of castes in the host to two. Leaders and religious figures of the tribe still maintain some of their authority, but the lowliest hobgoblin or bugbear can
, occasionally breaking off small garrisons (often of one type of goblinoid) to guard territory that needs to be held. A host usually marches at night, with outriders, who carry messenger ravens, traveling ahead
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
’ status to that of hunters and reducing the number of castes in the host to two. Leaders and religious figures of the tribe still maintain some of their authority, but the lowliest hobgoblin or bugbear can
, occasionally breaking off small garrisons (often of one type of goblinoid) to guard territory that needs to be held. A host usually marches at night, with outriders, who carry messenger ravens, traveling ahead
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
’ status to that of hunters and reducing the number of castes in the host to two. Leaders and religious figures of the tribe still maintain some of their authority, but the lowliest hobgoblin or bugbear can
, occasionally breaking off small garrisons (often of one type of goblinoid) to guard territory that needs to be held. A host usually marches at night, with outriders, who carry messenger ravens, traveling ahead
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
creatures, many neighbors fear that Ubis doesn’t take security seriously enough, and that his desire to coddle such dangerous beasts could lead to them breaking free and rampaging through the district
city in miniature, with its interior divided into multiple drudachs (neighborhoods). Each drudach is walled off and inhabited by a particular family or tribe, with its own religious site, inn or tavern
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
creatures, many neighbors fear that Ubis doesn’t take security seriously enough, and that his desire to coddle such dangerous beasts could lead to them breaking free and rampaging through the district
city in miniature, with its interior divided into multiple drudachs (neighborhoods). Each drudach is walled off and inhabited by a particular family or tribe, with its own religious site, inn or tavern
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
them breaking free and rampaging through the district. Hamhocks Slaughterhouse This huge complex of pens, barns, and abattoirs is the largest slaughterhouse and knackery in Baldur’s Gate. Located in the
extended family or clan, with its own religious site, inn or tavern, marketplace, and places of industry such as smithies, armories, tanneries, or mills. While such an abundance of walls might make
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
creatures, many neighbors fear that Ubis doesn’t take security seriously enough, and that his desire to coddle such dangerous beasts could lead to them breaking free and rampaging through the district
city in miniature, with its interior divided into multiple drudachs (neighborhoods). Each drudach is walled off and inhabited by a particular family or tribe, with its own religious site, inn or tavern
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
them breaking free and rampaging through the district. Hamhocks Slaughterhouse This huge complex of pens, barns, and abattoirs is the largest slaughterhouse and knackery in Baldur’s Gate. Located in the
extended family or clan, with its own religious site, inn or tavern, marketplace, and places of industry such as smithies, armories, tanneries, or mills. While such an abundance of walls might make
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
them breaking free and rampaging through the district. Hamhocks Slaughterhouse This huge complex of pens, barns, and abattoirs is the largest slaughterhouse and knackery in Baldur’s Gate. Located in the
extended family or clan, with its own religious site, inn or tavern, marketplace, and places of industry such as smithies, armories, tanneries, or mills. While such an abundance of walls might make
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
2
gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
2
gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
2
gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
southeast corner of the room. Amid the remains are a blue key card, a red key card, and a needler pistol with 0 charges remaining, as well as three gem-encrusted bracelets worth 600 gp each. S38: Invasive
here, breaking down the cargo doors in the process. S38b: North Growth. This area is blocked by a 10-foot-tall, unruly mass of razorvine. S38c: West Growth. Three conical, carnivorous plants with
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
southeast corner of the room. Amid the remains are a blue key card, a red key card, and a needler pistol with 0 charges remaining, as well as three gem-encrusted bracelets worth 600 gp each. S38: Invasive
here, breaking down the cargo doors in the process. S38b: North Growth. This area is blocked by a 10-foot-tall, unruly mass of razorvine. S38c: West Growth. Three conical, carnivorous plants with
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
southeast corner of the room. Amid the remains are a blue key card, a red key card, and a needler pistol with 0 charges remaining, as well as three gem-encrusted bracelets worth 600 gp each. S38: Invasive
here, breaking down the cargo doors in the process. S38b: North Growth. This area is blocked by a 10-foot-tall, unruly mass of razorvine. S38c: West Growth. Three conical, carnivorous plants with
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
around the colossus, the ground quakes, breaking the mages’ focus. The colossus is buried in crumbling stone, surrounded by shifting mountains and sickly gray clouds. Years pass in rapid succession while
Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
around the colossus, the ground quakes, breaking the mages’ focus. The colossus is buried in crumbling stone, surrounded by shifting mountains and sickly gray clouds. Years pass in rapid succession while
Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
around the colossus, the ground quakes, breaking the mages’ focus. The colossus is buried in crumbling stone, surrounded by shifting mountains and sickly gray clouds. Years pass in rapid succession while
Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
: General Features” sidebar). Development If the characters desecrate the statue of Stronmaus by breaking it, blood seems to seep from within the statue, polluting the surrounding water and attracting two
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->Storm King's Thunder
: General Features” sidebar). Development If the characters desecrate the statue of Stronmaus by breaking it, blood seems to seep from within the statue, polluting the surrounding water and attracting two
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->Storm King's Thunder
: General Features” sidebar). Development If the characters desecrate the statue of Stronmaus by breaking it, blood seems to seep from within the statue, polluting the surrounding water and attracting two
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






