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Returning 35 results for 'blow blessing diffusing charge returns'.
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Magic Items
Dungeon Master’s Guide
This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Monsters
Forgotten Realms: Adventures in Faerûn
GrowthSwanmays are members of a reclusive order of wilderness defenders. Each bears a primal blessing that allows them to transform into a swan to watch over the lakes and woods they call home. Swanmays get
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
Monsters
Mordenkainen Presents: Monsters of the Multiverse
claws and hooves, as well as their long, whiplike tails, to tear apart foes.
In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies
flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.PoisonCold, Fire, Lightning
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
Tomb of Annihilation
. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
Magic Items
The Book of Many Things
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.
Riffling Portal. As an
Magic Items
Mythic Odysseys of Theros
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
. 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
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of
Orc
Legacy
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Species
Volo's Guide to Monsters
with orcs tells of confronting a hulking foe that can cleave through a warrior with a single blow, part of a force that can cut down enemies as though they were trembling stalks of wheat before the
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Intelligence (Arcana) check or a Dexterity check using thieves’ tools or tinker’s tools to reassemble. Manipulating Time Having a mechanical guide spend 1 charge in this area causes 1d4 lizardfolk
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->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Intelligence (Arcana) check or a Dexterity check using thieves’ tools or tinker’s tools to reassemble. Manipulating Time Having a mechanical guide spend 1 charge in this area causes 1d4 lizardfolk
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
Intelligence (Arcana) check or a Dexterity check using thieves’ tools or tinker’s tools to reassemble. Manipulating Time Having a mechanical guide spend 1 charge in this area causes 1d4 lizardfolk
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->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Monsters
Fizban's Treasury of Dragons
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
many methods for capturing enemies, such as poisoning, knocking out an opponent instead of making a killing blow, throwing nets, using magic such as suggestion, or restraining them in the coils of a
overindulge in food and wine, and I am impaired and lethargic for days afterward.
4
I worship a forbidden god.
5
I secretly believe things would be better if I was in charge.
6
If I could get
Magic Items
Tomb of Annihilation
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Netherskull with haste, combat it, and allow Fidelio to deal the death blow to it. The ghost knows the location of the death tyrant’s lair (area 39c) but doesn’t know how to open the doors that lead to it
dealt the killing blow. The ghost wallows in despair, doomed to haunt the Obstacle Course until another follower of Tyr convinces it to move on with a successful DC 20 Charisma (Persuasion) check. A non
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Netherskull with haste, combat it, and allow Fidelio to deal the death blow to it. The ghost knows the location of the death tyrant’s lair (area 39c) but doesn’t know how to open the doors that lead to it
dealt the killing blow. The ghost wallows in despair, doomed to haunt the Obstacle Course until another follower of Tyr convinces it to move on with a successful DC 20 Charisma (Persuasion) check. A non
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Netherskull with haste, combat it, and allow Fidelio to deal the death blow to it. The ghost knows the location of the death tyrant’s lair (area 39c) but doesn’t know how to open the doors that lead to it
dealt the killing blow. The ghost wallows in despair, doomed to haunt the Obstacle Course until another follower of Tyr convinces it to move on with a successful DC 20 Charisma (Persuasion) check. A non
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mechanical guide spend 1 charge in this area causes the high priest to leave for area 29 by way of the secret door, then prepare for a ceremony of blessing.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mechanical guide spend 1 charge in this area causes the high priest to leave for area 29 by way of the secret door, then prepare for a ceremony of blessing.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mechanical guide spend 1 charge in this area causes the high priest to leave for area 29 by way of the secret door, then prepare for a ceremony of blessing.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Holy Symbol Impromptu Blessing A married couple asked Fazzir to give them a blessing for safe travel for a romantic getaway. Fazzir needs two assistants to perform the ceremony. To conduct the ceremony
service:
Requisition Uniforms. Characters who pledge to defend the keep can requisition uniforms from Andrella free of charge. Give those players one Borderlands Tabard each.
Alejandro Pacheco A Rack of Standard-Issue Spears






