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Returning 35 results for 'block being device charges robe'.
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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
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Magic Items
Dungeon Master’s Guide
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour
Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you
Magic Items
Forgotten Realms: Adventures in Faerûn
assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonder uses the Domestic Wonder stat block. The wonder is an ally to you and
stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
Magic Items
Forgotten Realms: Heroes of Faerûn
designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you
is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
Equipment
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
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.
Manshoon
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Acquisitions Incorporated
Special Equipment. K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells:
6/day: magic missile (7 missiles)
Awakened Mind. K'thriss can
uses the stat block of a poisonous snake with these changes:
It has an Intelligence score of 12 (+2).
It has telepathy out to a range of 30 feet.
Robe of Scintillating Colors
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Icewind Dale: Rime of the Frostmaiden
of frost with 10 charges (see “Actions” below).
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6;{"diceNotation":"1d20+6
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
"} expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.Vellynne Harpell is a member of the prestigious Harpell
Monsters
The Wild Beyond the Witchlight
deal.
Endelyn’s obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device
of a symbolic depiction of one. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
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
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
Magic Items
Acquisitions Incorporated
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges
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 (2014)
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
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:
The robe lets you see in all
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 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
Backgrounds
Guildmasters’ Guide to Ravnica
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
sparkles.
If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.
Mabaran Resonator This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.
Master’s Call While this looks
Mabaran Resonator Storm Spire
This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
- perhaps you’re a rogue with the Use Magic Device feature - your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. Charges Some magic items have charges that you
items might even be for sale, each with a cost double that of its magic item.
Spells Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Rookledust (neutral good rock gnome) moved to Nightlund decades ago from the distant gnome homeland of Mount Nevermind. She uses the acolyte stat block, but the effects of her Spellcasting manifest from
armor asked to purchase her weed-clearing device, but with some modifications to make it resemble a mythical dragon. She agreed. (Unbeknownst to her, the stranger was a Dragon Army agent and the device
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
arcanaloth carries a spellbook containing the wizard spells it has prepared (see its stat block in the Monster Manual). It wears small gold spectacles with pink crystal lenses (worth 250 gp) and a robe
wears gold spectacles and a magic robe (see “Treasure” below). It uses its alter self spell and Deception skill to pass itself off as an old human wizard with a long white beard named Heinrich Stolt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics). Roll 2d10 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
humanoid (human), lawful evil
Armor Class 19 (robe of the archmagi, staff of power)
Hit Points 126 (23d8 + 23)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1)
INT
23(+6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Statue. In the middle of the room, a statue of a thin, bearded, wild-haired man wearing a robe covered with eyes stands atop a 3-foot-high block of stone. The statue is surrounded by a faint nimbus of
though one with both. It can’t be toppled and is impervious to damage. Close examination of the statue reveals that the eyes carved into its robe, twenty in all, have lids that are locked open
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that falls to the floor. “Binky!” shrieks the caged goblin.
Endelyn uses the lightning-powered arcane device in this room to punish those who irritate her. The device has 3 charges and regains all
expended charges after 8 hours. Pulling the lever expends 1 charge and causes a line of golden lightning, 10 feet long and 5 feet wide, to flash between the two copper spheres. Any creature in this line
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. When an item’s charges run dry, its magic drains away — or the item might malfunction or explode, with effects determined by you. The “Alien Technology” section in chapter 9 of the Dungeon Master’s
trinket, two successes to operate a force pike or a teleportation-field device, and four successes to operate Kwalish’s powered armor.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
on themselves, a capable guide can see the road through the road and the trail beneath the trail. In doing so, the guide sidesteps the confusion and leads charges safely to their intended destination
scout stat block, but change its size to Small) 2 Gloomy wood elf druid (use the druid stat block) 3 Flamboyant pixie 4 Happy-go-lucky satyr 5 Ultra-competitive sprite 6 Overly cautious treant sapling
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any
present—are stored in area R22. Each inmate wears a uniform that consists of a hoodless robe without pockets, leather slippers without laces, and cloth undergarments. While outside their cells, they wear manacles on their wrists and ankles.






