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Returning 35 results for 'blade before draw charge repeat'.
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Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Spells
Forgotten Realms: Heroes of Faerûn
You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks
Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at
Frost Brand
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.
Monsters
Bigby Presents: Glory of the Giants
the rune is destroyed, the giant can inscribe a storm rune on another crystal ball in its possession when it finishes a short or long rest.Multiattack. The giant makes three Lightning Blade or
Lightning Lance attacks.
Lightning Blade. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Lightning Blade"} to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fae Blade"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5", "rollType":"damage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.
Fae Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Fae Blade
"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Stunning Soliloquy (Recharge 5–6
Monsters
Guildmasters’ Guide to Ravnica
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The reckoner has the following wizard spells prepared:
Cantrips (at will): blade ward, light, message
described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.
Monsters
Keys from the Golden Vault
Multiattack. Markos makes two Ceremonial Blade attacks, two Psychic Orb attacks, or one of each.
Ceremonial Blade. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Ceremonial Blade"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Ceremonial Blade", "rollDamageType":"piercing"} piercing damage plus
Monsters
Planescape: Adventures in the Multiverse
captain makes three Harmonium Blade attacks. The captain can also use Dictate if available.
Harmonium Blade. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
":"Harmonium Blade"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Harmonium Blade", "rollDamageType":"piercing"} piercing damage plus 10 (3d6
Gorgon
Legacy
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Monsters
Basic Rules (2014)
Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be
30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the
Species
Eberron: Rising from the Last War
If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with whoever’s
holding that blade, that’s what we do.
—Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes two Leeching Blade attacks and uses Hollow Void.
Leeching Blade
. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Leeching Blade"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another
function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a
Monsters
Strixhaven: A Curriculum of Chaos
Ink Blade. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ink Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d8 + 3
);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Ink Blade","rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Ink Blade","rollDamageType
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
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
Wand of Paralysis
Legacy
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Magic Items
Basic Rules (2014)
target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success
.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
monsters
", "rollDamageType":"Slashing"} Slashing damage if it starts its turn grappling or being Grappled by the Lord of Blades.
Charge. If the Lord of Blades moves at least 10 feet straight toward a target
and then hits it with his adamantine sixblade on the same turn, the target takes an extra 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Charge", "rollDamageType":"Slashing
magic-items
enormous, bone-handled blade with astounding aggression.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. This weapon has 7 charges and regains 1d6 + 1 charges daily at dawn
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
enormous, bone-handled blade with astounding aggression.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. This weapon has 7 charges and regains 1d6 + 1 charges daily at dawn
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
Monsters
The Book of Many Things
Intelligence saving throw or have the stunned condition for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary
needing to make an ability check.Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20
Pipes of Haunting
Legacy
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Magic Items
Basic Rules (2014)
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature
automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its
Monsters
Spelljammer: Adventures in Space
by sending flashes of light from their eyes and draw their nourishment from the light of suns and stars.
A kindori is large enough to have its own gravity plane and air envelope, enabling smaller
":"Flashing Eyes"}. The kindori emits bright light in a 120-foot cone. Each creature in the cone must succeed on a DC 14 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Flayer Arcanist
Legacy
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Monsters
Monster Manual (2014)
":"Spellcasting"} to hit with spell attacks). The mind flayer arcanist has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.A few mind flayer;mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned.
magic-items
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
enormous, bone-handled blade with astounding aggression.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. This weapon has 7 charges and regains 1d6 + 1 charges daily at dawn
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
enormous, bone-handled blade with astounding aggression.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. This weapon has 7 charges and regains 1d6 + 1 charges daily at dawn
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
enormous, bone-handled blade with astounding aggression.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. This weapon has 7 charges and regains 1d6 + 1 charges daily at dawn
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
Wand of Fear
Legacy
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Magic Items
Basic Rules (2014)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is
destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While
magic-items
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
The blade of this wicked khopesh is composed of several individual sections linked by a sturdy chain running through the weapon’s length. Always dry to the touch, this magical blade appears to
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip