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Returning 35 results for 'blade blinded diffusing charges robe'.
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Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
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
Magic Items
Dungeon Master’s Guide
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Magic Items
Eberron: Forge of the Artificer
charges and force the attacker to make a DC 15 Constitution saving throw. On a failed save, the attacker has the Blinded condition until the end of its next turn. The weapon regains 1d4 expended charges daily at dawn.
additional 30 feet. You can extinguish the light as a Bonus Action.
The weapon has 4 charges. You can take a Reaction immediately after being hit by an attack roll to expend 1 of the weapon’s
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 Eyes
Legacy
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Magic Items
Basic Rules (2014)
cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks
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
magic-items
Exhaustion or ends one condition on it: Blinded, Charmed, Deafened, Frightened, or Paralyzed.
The box regains 1d4 expended charges daily at dawn.
This wondrous item has 5 charges. When you reach inside this box, you can expend a charge to pull out a treat. A Beast that eats the snack regains 3d4 + 3 Hit Points and removes one level of
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed
DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command
Monsters
The Book of Many Things
fails a saving throw, it can choose to succeed instead.Multiattack. The medusa makes one Constrict attack, one Final Blade attack, and one Snake Hair attack. Alternatively, it makes two Wrathful
this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
Monsters
Vecna: Eve of Ruin
was tailored specifically for her and imbued with Tiamat’s power. When she dies, the coat functions as a Robe of Scintillating Colors.Multiattack. Windfall makes two Chromatic Rapier attacks and
, Windfall has been granted phenomenal power by her master. Her skin glitters with patches of multicolored scales, and in combat, her blade sings with all five of the chromatic dragons’ elements
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Solar
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Monsters
Basic Rules (2014)
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.Necrotic, PoisonRadiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic.
Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
Quests from the Infinite Staircase
The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.
You gain a +3
bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains 1d4 + 1 charges daily at dawn:
Destroy Devotion. Once per turn
Monsters
Van Richten’s Guide to Ravenloft
5 or more, the target is also blinded until the end of its next turn.
Limbs
d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Limbs"}
Attack
1
Bone Blade. The horror
. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of
Magic Items
Waterdeep: Dungeon of the Mad Mage
The longsword, Tearulai, is a sentient, neutral good longsword of sharpness;sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s
cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Evil creatures can’t
Monsters
Van Richten’s Guide to Ravenloft
"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and
deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be
Monsters
Van Richten’s Guide to Ravenloft
, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends
in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores
","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed
Monsters
Van Richten’s Guide to Ravenloft
fails by 5 or more, the target is also blinded until the end of its next turn.
Limbs
d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Limbs"}
Attack
1
Bone Blade. The
target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries
.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists
Monsters
The Wild Beyond the Witchlight
can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart’s next turn.
Revivify (Recharges at the Next Dawn). While holding Steel
Magic Items
Fizban's Treasury of Dragons
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has
3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra
Magic Items
Mythic Odysseys of Theros
creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can’t be used again until the next dawn.
Spells
. The spear has 10 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: guiding bolt (1 charge), daylight (3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
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: All-Around Vision. The robe gives you
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
Monsters
Baldur’s Gate: Descent into Avernus
appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving
":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns
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
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






