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Returning 35 results for 'blast bit diffusing charge replaced'.
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magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
1st to 3rd level, with a saving throw DC of 14 and an attack bonus of +6.
Charge. An uncommon Blast Disk holds a single charge, the dragonshards shattering when the effect is triggered.
magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
4th to 5th level, with a saving throw DC of 16 and an attack bonus of +8.
Charge. A rare Blast Disk holds a single charge, the dragonshards shattering when the effect
magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
throw DC and attack bonus, as well as the item’s rarity, as shown on the Blast Disk Power table.
Charge. A typical Blast Disk holds a single charge, the dragonshards shattering when the effect is
magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
is Explosive and has a Save DC of 13.
Charge. A common Blast Disk holds a single charge, the dragonshards shattering when the effect is triggered.
Disarming a Disk.When used on the
Monsters
The Wild Beyond the Witchlight
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
of the staff's charges, dealing an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage for each expended charge.
Fiery
Monsters
Eberron: Rising from the Last War
Constitution saving throws to maintain concentration.Multiattack. Sul Khatesh makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
the closeknit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks
unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, a reenactor hoots and yells, “Let’s send those Istarian rats running!”
A moment later, a trumpet blast signals the start of the battle. “For Istar!” yells the mercenaries’ leader, a tall half-ogre
among several mounted soldiers. The mock Istarian troops assault the hill. Around you, the Vogler militia charges to meet them.
As the two groups charge, have each character make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, a reenactor hoots and yells, “Let’s send those Istarian rats running!”
A moment later, a trumpet blast signals the start of the battle. “For Istar!” yells the mercenaries’ leader, a tall half-ogre
among several mounted soldiers. The mock Istarian troops assault the hill. Around you, the Vogler militia charges to meet them.
As the two groups charge, have each character make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, a reenactor hoots and yells, “Let’s send those Istarian rats running!”
A moment later, a trumpet blast signals the start of the battle. “For Istar!” yells the mercenaries’ leader, a tall half-ogre
among several mounted soldiers. The mock Istarian troops assault the hill. Around you, the Vogler militia charges to meet them.
As the two groups charge, have each character make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring
. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring
. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring
. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is
often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is
often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is
often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Melding Myconids share everything through melding. Rapport spores carry a tiny bit of all myconids to the other myconids in their circle, to be absorbed and reside within them, and creating a
becomes a more extravagantly festive place. The quiet, contemplative joy of the mushroom folk’s way of life is being inexorably replaced by decadent, enraptured euphoria — and the madness that euphoria hides.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which can’t
Positive Plane often find that it leaves them with a lasting charge, making it hard to calm down, to stem the flow of ideas, and even to sleep. On the other hand, they also find themselves with a persistent resistance to disease and despair.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which can’t
Positive Plane often find that it leaves them with a lasting charge, making it hard to calm down, to stem the flow of ideas, and even to sleep. On the other hand, they also find themselves with a persistent resistance to disease and despair.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which can’t
Positive Plane often find that it leaves them with a lasting charge, making it hard to calm down, to stem the flow of ideas, and even to sleep. On the other hand, they also find themselves with a persistent resistance to disease and despair.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Melding Myconids share everything through melding. Rapport spores carry a tiny bit of all myconids to the other myconids in their circle, to be absorbed and reside within them, and creating a
becomes a more extravagantly festive place. The quiet, contemplative joy of the mushroom folk’s way of life is being inexorably replaced by decadent, enraptured euphoria — and the madness that euphoria hides.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Melding Myconids share everything through melding. Rapport spores carry a tiny bit of all myconids to the other myconids in their circle, to be absorbed and reside within them, and creating a
becomes a more extravagantly festive place. The quiet, contemplative joy of the mushroom folk’s way of life is being inexorably replaced by decadent, enraptured euphoria — and the madness that euphoria hides.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
station takes 14 days of work. Replacing an existing crew station with a different one halves the cost of the new crew station. An airship’s Helm can’t be removed or replaced. At the DM’s discretion
the Repair Clamps, a crew member can take the Quick Repair action. Sky Veil (15,000 GP) Medium Object Armor Class: 15 Hit Points: 25
Charge (Requires Elemental Core). A crew member must expend one
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
station takes 14 days of work. Replacing an existing crew station with a different one halves the cost of the new crew station. An airship’s Helm can’t be removed or replaced. At the DM’s discretion
the Repair Clamps, a crew member can take the Quick Repair action. Sky Veil (15,000 GP) Medium Object Armor Class: 15 Hit Points: 25
Charge (Requires Elemental Core). A crew member must expend one
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
station takes 14 days of work. Replacing an existing crew station with a different one halves the cost of the new crew station. An airship’s Helm can’t be removed or replaced. At the DM’s discretion
the Repair Clamps, a crew member can take the Quick Repair action. Sky Veil (15,000 GP) Medium Object Armor Class: 15 Hit Points: 25
Charge (Requires Elemental Core). A crew member must expend one
Magic Items
Tasha’s Cauldron of Everything
randomly. The replaced tooth vanishes, and you lose the implanted effect.
Recovering Teeth. Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to show up, then kill them all. Killing Time in the Tavern Exactly when Tarina’s former associates arrive is up to you, but the characters should have a bit of free time before they appear (as
should be in charge with Ulder Ravengard gone.” “With Ravengard out of the way, who’ll be the next grand duke, I wonder? My money’s on Thalamra Vanthampur. Practically born in the sewers, she was, and more vicious than a swarm of rats.”
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to show up, then kill them all. Killing Time in the Tavern Exactly when Tarina’s former associates arrive is up to you, but the characters should have a bit of free time before they appear (as
should be in charge with Ulder Ravengard gone.” “With Ravengard out of the way, who’ll be the next grand duke, I wonder? My money’s on Thalamra Vanthampur. Practically born in the sewers, she was, and more vicious than a swarm of rats.”
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to show up, then kill them all. Killing Time in the Tavern Exactly when Tarina’s former associates arrive is up to you, but the characters should have a bit of free time before they appear (as
should be in charge with Ulder Ravengard gone.” “With Ravengard out of the way, who’ll be the next grand duke, I wonder? My money’s on Thalamra Vanthampur. Practically born in the sewers, she was, and more vicious than a swarm of rats.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Magists and Protectors named Barnibus Blastwind (see appendix B) to the crime scene. Barnibus quietly takes charge of the investigation at that point, while Sergeant Cromley directs a force of twenty
nor his pursuers saw the blast coming. Given these findings, Barnibus decides to question the tavern’s owners and occupants, with Sergeant Cromley by his side as a witness and bodyguard. Specifically
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of his allies get caught in a blast, so be it. Kelek
Medium Humanoid (Human, Sorcerer), Chaotic Evil
Armor Class 12 (bracers of defense)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
15 (+2
staff regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff becomes a nonmagical quarterstaff.
Actions
Multiattack. Kelek makes three attacks






