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Returning 35 results for 'both body declare charges rarer'.
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Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
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
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Magic Items
Forgotten Realms: Adventures in Faerûn
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
Monsters
Baldur’s Gate: Descent into Avernus
attacks). This extra damage is of the same type as the weapon's damage type.
Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4;{"diceNotation":"1d4+4","rollType":"roll"} expended charges
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollAction":"Longsword","rollDamageType":"necrotic"} necrotic damage. The sword has 5 charges. If Zalthar scores a critical hit against a creature that has fewer than 100 hit points, it must
succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Orcus
Legacy
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable
charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
Monsters
Tomb of Annihilation
with 6 charges.
Spellcasting. Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
life or its body is destroyed. The wight can have no more than twelve zombie;zombies under its control at one time.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Magic Items
Eberron: Rising from the Last War
inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15
): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or
Deck of Many Things
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.
Knight. You gain the service of a 4th-level fighter who appears in a space you choose within
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
Magic Items
Waterdeep: Dungeon of the Mad Mage
limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword’s command word to
without its wielder while the two are attuned to one another.
Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Monsters
Mordenkainen Presents: Monsters of the Multiverse
all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4;{"diceNotation":"1d4","rollType":"roll"} charges. Determine the affected item
Constructs and Undead.A gauth is a hungry, tyrannical creature similar to a beholder that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with
Elf
Legacy
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Species
Basic Rules (2014)
, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they
accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”
Elf Names
Elves are considered children until they declare themselves adults, some
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, such as the area created by the silence spell. Consumables Some items are used up when they are activated. A potion or elixir must be swallowed, or an oil applied to the body. The writing vanishes
in a book or on a scroll, a formula is one step rarer than the item it allows a character to create. For example, the formula for a common magic item is uncommon. No formulas exist for legendary items
Magic Items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.
Justice. You momentarily gain the ability to balance the scales of fate. For
Druid
Legacy
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Classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
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Timeless Body, Beast Spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Lives Stealer Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a
critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Nine Lives Stealer Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a
critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
magic to a creature. Once inscribed on a creature’s body, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the
tattoo’s appearance. A magic tattoo can look like a brand, scarification, a birthmark, patterns of scale, or any other cosmetic alteration. The rarer a magic tattoo is, the more space it typically
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed
. The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
+ 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the
necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
+ 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item. Statue. You immediately have the petrified condition as your body is transformed into marble
. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no
Yuan-ti Pureblood
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
royal family could poison a meal and declare it “safe” after taking a bite.
There are legends of certain yuan-ti infiltrating human cities and forming deadly covert societies that sell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
attuned to the eye, your alignment is Neutral Evil, and you gain the following 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
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
recognizes the symbol of the yuan-ti god Merrshaulk. If a character inspects the body, it is revealed that the cultist died not from arrows but from a dagger wound. A successful DC 15 Intelligence
statues words in area 3) will hopefully declare that he or she looks away from the pool. Otherwise, a character must make a DC 20 Wisdom saving throw against a suggestion spell. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
recognizes the symbol of the yuan-ti god Merrshaulk. If a character inspects the body, it is revealed that the cultist died not from arrows but from a dagger wound. A successful DC 15 Intelligence
statues words in area 3) will hopefully declare that he or she looks away from the pool. Otherwise, a character must make a DC 20 Wisdom saving throw against a suggestion spell. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
23. Body Tanks If the characters have met Thessalar already, they recognize the bodies in the tank as the artificer. Adjust the following read-aloud text accordingly: This chamber holds a half-dozen
floor-to-ceiling glass tanks, four of which are filled with a light-blue fluid in which the body of an elderly male human is suspended. Three of the bodies appear lifeless and inert. The fourth looks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The gemstone is 6 inches in diameter and has the following properties: It is indestructible until the golem completes its mission. The sapphire has 3 charges. As an action, the golem can expend 1
charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains 1d3
Orc
Legacy
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Species
Volo's Guide to Monsters
while learning to fight, to survive in the wild, and to fear the gods.
The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning






