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Returning 35 results for 'both before daily causing receive'.
Magic Items
Dungeon Master’s Guide
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Monsters
Guildmasters’ Guide to Ravnica
. Trostani casts dispel magic.
Chorus of the Conclave (Costs 2 Actions). Trostani casts suggestion. This counts as one of her daily uses of the spell.
Awaken Grove Guardians (Costs 3 Actions
). Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened tree;awakened trees (see the Monster Manual for their stat blocks) for 1 minute or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appearing before that individual to receive orders and other times simply seeking to fulfill its master’s desires.
A boneclaw can serve only an evil creature. If its master finds redemption or
re-forms within hours.
In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
of Nomog-Geaya, as well as standards and flags with his image or symbol, receive a bow or salute at all times except emergencies. Bargrivyek’s peacemakers receive due deference regardless of
. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of “courtesy&rdquo
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 12 charges and regains all expended charges daily at dawn.
Splinterspray. As an action
, you can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 9 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
Wand of Fear
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is
holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 12 charges and regains all expended charges daily at dawn.
Splinterspray. As an action
, you can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 9 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 9 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 12 charges and regains all expended charges daily at dawn.
Splinterspray. As an action
, you can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
Backgrounds
Baldur’s Gate: Descent into Avernus
of Seclusion
1
You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you’ve never been able to shake the guilt of causing their deaths over
miracles for the helpless at Twin Songs, and you’ve seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their
Magic Items
Legendary Magic Items
This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn.
As an action, you can expend 1 charge from the staff to create
suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours.
magic-items
magically enhancing the attacks to spray splinters of wood and metal towards a target.
This magical tommybow has 6 charges and regains all expended charges daily at dawn.
Splinterspray. As an action, you
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 40 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 50 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 40 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 40 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 50 feet until the end of your turn.
Wind Rip. With a swish, you can send
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 50 feet until the end of your turn.
Wind Rip. With a swish, you can send
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 50 feet until the end of your turn.
Wind Rip. With a swish, you can send
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 50 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 40 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 40 feet until the end of your turn.
Wind Rip. With a swish, you can send
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 60 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 60 feet until the end of your turn.
Wind Rip. With a swish, you can send
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single
mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 40 feet until the end of your turn.
Wind Rip. With a swish, you can send
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 60 feet until the end of your turn.
Wind Rip. With a swish, you can send
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 60 feet until the end of your turn.
Wind Rip. With a swish, you can send
magic-items
weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of its normal damage type.
Gale. While holding this sword, you can use an action to cause
bonus action while holding the sword, you can expend 1 charge, causing a sustained gust to lift you. You gain a flying speed of 60 feet until the end of your turn.
Wind Rip. With a swish, you can send
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
begins to shudder daily at peak and antipeak, causing a citywide panic. 2 Waves of arcane blackouts sweep across Sigil. During these events, magic items have their effects suppressed, spells behave