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Returning 35 results for 'blessing blessed diffusing charges replacing'.
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Magic Items
Dungeon Master’s Guide
Death
3
Power Word Kill
4
Speak with Dead
1
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Equipment
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
Equipment
your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges
Equipment
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
than itself that it can see within 60 feet of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk’s Tree Stride trait and gains 5 (2d4
);{"diceNotation":"2d4","rollType":"roll","rollAction":"Oaken Boon"} temporary hit points at the start of each of its turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.
equipment
armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges
powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate
Equipment
turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
Equipment
saving throw, ending the effect on itself on a success.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
. Placing a full energy cell in the pistol gives the pistol 6 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see
Magic Items
Mythic Odysseys of Theros
Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it’s typically so
this spear, the target takes an extra 2d8 radiant damage.
Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
Piety 3
Magic Items
Mythic Odysseys of Theros
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
GOD
SPELL
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the
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.
Monsters
Curse of Strahd
feet. Anything she is wearing transforms with her, but nothing she is carrying does.
Blessing of Mother Night. Baba Lysaga is shielded against divination magic, as though protected by a nondetection
her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
(4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while holding the wand.
Spells. The wand has 7 charges. While holding it, you can use an action and expend 1
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s
ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Khrusor, Spear of Heliod Weapon (spear), artifact (requires attunement) Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on
Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Khrusor, Spear of Heliod Weapon (spear), artifact (requires attunement) Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on
Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Khrusor, Spear of Heliod Weapon (spear), artifact (requires attunement) Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on
Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Blessing of the Sun. If you are a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
charges. Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
charges. Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
charges. Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
. The armor is powered by an energy cell stored in a compartment on the thigh plate. Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
. The armor is powered by an energy cell stored in a compartment on the thigh plate. Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
. The armor is powered by an energy cell stored in a compartment on the thigh plate. Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
normally assigned to the lizardfolk charged with searching the subterranean lake for gems. Before entering the lake, the lizardfolk are blessed by the high priest in front of a smaller version of the
renders to arrive for the priest’s blessing before departing down the stairs to the underground lake (area 30). They attack unless they can be convinced the characters are part of the blessing ceremony.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
normally assigned to the lizardfolk charged with searching the subterranean lake for gems. Before entering the lake, the lizardfolk are blessed by the high priest in front of a smaller version of the
renders to arrive for the priest’s blessing before departing down the stairs to the underground lake (area 30). They attack unless they can be convinced the characters are part of the blessing ceremony.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
normally assigned to the lizardfolk charged with searching the subterranean lake for gems. Before entering the lake, the lizardfolk are blessed by the high priest in front of a smaller version of the
renders to arrive for the priest’s blessing before departing down the stairs to the underground lake (area 30). They attack unless they can be convinced the characters are part of the blessing ceremony.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
else useful to offer, your body’s secrets will reveal themselves on my slab.” Ideal. “The perfect form and mind do not exist because I’ve not created them yet.” Bond. “My genius is a blessing. Those who
walk from my laboratory are reborn blessed.” Flaw. “No one will ever approach my levels of genius. I simply cannot be matched.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a
blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given






