Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bits broadcasted diffusing charges ranger'.
Other Suggestions:
both broadcasted diffusing change ranger
both broadcasted diffusing changes ranger
binds broadcasted diffusing change ranger
bliss broadcasted diffusing change ranger
both broadcasted diffusing charged ranger
Magic Items
Baldur’s Gate: Descent into Avernus
within range. The devils receiving your broadcasted thoughts have no special means of replying to them.
The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21
tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.
If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special
means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special
means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special
means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
writing fades when the bottle is emptied of its contents. [Tooltip Not Found] Wondrous Item, Rare This wondrous item has 5 charges. When you reach inside this box, you can expend a charge to pull out a
expended charges daily at dawn. [Tooltip Not Found] Weapon (Club or Greatclub), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you
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->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
divine squabbles. Kruphix’s Favor Kruphix’s champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
divine squabbles. Kruphix’s Favor Kruphix’s champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Champions Alignment: Usually neutral Suggested Classes: Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander
divine squabbles. Kruphix’s Favor Kruphix’s champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high. Two mind flayers dwell here. The
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high. Two mind flayers dwell here. The
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high. Two mind flayers dwell here. The
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island’s birds stopped being frightened by them and began roosting on the figures, so they were removed to the cellars. Bits of old birds’ nests can still be found in the medusa’s snaky hair and between the
skeleton’s ribs. The characters can remove the statuary if they want. The statues weigh 700 pounds each. The mariners’ guild charges a stiff fee for transporting them, and the characters soon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island’s birds stopped being frightened by them and began roosting on the figures, so they were removed to the cellars. Bits of old birds’ nests can still be found in the medusa’s snaky hair and between the
skeleton’s ribs. The characters can remove the statuary if they want. The statues weigh 700 pounds each. The mariners’ guild charges a stiff fee for transporting them, and the characters soon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island’s birds stopped being frightened by them and began roosting on the figures, so they were removed to the cellars. Bits of old birds’ nests can still be found in the medusa’s snaky hair and between the
skeleton’s ribs. The characters can remove the statuary if they want. The statues weigh 700 pounds each. The mariners’ guild charges a stiff fee for transporting them, and the characters soon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
scales as those of a white dragon wyrmling. The firepit, if its ashes are sifted, is found to hold charred bits of kobold bones and armor. Treasure. The bench serves as a sort of tiny altar. Resting on it
of the extra distance it must traverse. 21. Dragon Throne A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
scales as those of a white dragon wyrmling. The firepit, if its ashes are sifted, is found to hold charred bits of kobold bones and armor. Treasure. The bench serves as a sort of tiny altar. Resting on it
of the extra distance it must traverse. 21. Dragon Throne A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
scales as those of a white dragon wyrmling. The firepit, if its ashes are sifted, is found to hold charred bits of kobold bones and armor. Treasure. The bench serves as a sort of tiny altar. Resting on it
of the extra distance it must traverse. 21. Dragon Throne A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cockatrice inn is a low-walled, poorly built oval stone keep in the heart of the village. It features a central yard covered by a rickety roof made of old shields and bits of rusted armor, pounded flat
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cockatrice inn is a low-walled, poorly built oval stone keep in the heart of the village. It features a central yard covered by a rickety roof made of old shields and bits of rusted armor, pounded flat
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
you desire). The containers in the room hold the personal gear of King Snurre, consisting of clothing, footwear, and bits of armor. Arrayed on the table are several small items including pieces of
carved ivory, animal teeth, bits of wood, and stones. Together these items, the king believes, can be made to serve as a divination device. Treasure. Aside from all the mundane armor and weapons, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cockatrice inn is a low-walled, poorly built oval stone keep in the heart of the village. It features a central yard covered by a rickety roof made of old shields and bits of rusted armor, pounded flat
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
you desire). The containers in the room hold the personal gear of King Snurre, consisting of clothing, footwear, and bits of armor. Arrayed on the table are several small items including pieces of
carved ivory, animal teeth, bits of wood, and stones. Together these items, the king believes, can be made to serve as a divination device. Treasure. Aside from all the mundane armor and weapons, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
you desire). The containers in the room hold the personal gear of King Snurre, consisting of clothing, footwear, and bits of armor. Arrayed on the table are several small items including pieces of
carved ivory, animal teeth, bits of wood, and stones. Together these items, the king believes, can be made to serve as a divination device. Treasure. Aside from all the mundane armor and weapons, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
spell appears in the water’s surface. The basin regains all expended charges daily at dawn. The northwest wall has a giant-sized secret door set into it. It leads to a spiral staircase that climbs to area
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
contains several unnumbered rooms. These areas include activity rooms, crew quarters, passenger apartments, and utility rooms. They typically have metal or plastic furnishings and odd bits of junk
encounter in area S30 proceeds here. The robot defends itself if attacked. Bones. The floor beneath the cloaker is covered with bits of rags, the bones of former crew members and various pests, and the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
spell appears in the water’s surface. The basin regains all expended charges daily at dawn. The northwest wall has a giant-sized secret door set into it. It leads to a spiral staircase that climbs to area
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
contains several unnumbered rooms. These areas include activity rooms, crew quarters, passenger apartments, and utility rooms. They typically have metal or plastic furnishings and odd bits of junk
encounter in area S30 proceeds here. The robot defends itself if attacked. Bones. The floor beneath the cloaker is covered with bits of rags, the bones of former crew members and various pests, and the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
spell appears in the water’s surface. The basin regains all expended charges daily at dawn. The northwest wall has a giant-sized secret door set into it. It leads to a spiral staircase that climbs to area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
right and drops away precipitously on your left. Debris and rubbish lie scattered over the last hundred yards or so—discarded water skins, bits of charred bone, and splintered casks or kegs. Up ahead
booms. “Vak! Thrag! At them!”
It drops the chains and, as the wolves spring forward, it charges at you with a roar of rage.
Creatures. Great Ulfe is a fierce ogre who leads the orcs of the Mountain






