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Returning 35 results for 'bow blasting diffusing charges rounds'.
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Magic Items
Bigby Presents: Glory of the Giants
instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to
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
Cube of Force
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Magic Items
Basic Rules (2014)
or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item
Charges Lost
Disintegrate
1d12
Horn of blasting
1d10
Passwall
1d6
Prismatic spray
1d20
Wall of fire
1d4
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
, but it isn’t an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron
Monsters
Eberron: Rising from the Last War
can’t use the same effect two rounds in a row:
Dyrrn uses its Corruption action.
A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a
ties), Baphomet can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Illusory Room. Baphomet casts mirage arcane, affecting a room within the lair
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
your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. Conceptopolis Horn of Blasting, Immovable Rod, Horn of Valhalla
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
your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. Conceptopolis Horn of Blasting, Immovable Rod, Horn of Valhalla
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
your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. Conceptopolis Horn of Blasting, Immovable Rod, Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Cube of Force Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
following, if questioned. Gorgreth. The Destroyer is a very powerful, fire-breathing dragon. An enemy’s only hope is to throw down their weapons and bow in supplication.
Arrival. Gorgreth will
arrive within minutes.
Weaknesses. Gorgreth is vulnerable to fire. Blasting him with flame spells is the surest way to vanquish him! (FALSE)
Mother Frost. The fey lord used to be considered the most powerful presence in the wood, but that honor now goes to Gorgreth.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Monsters
Fizban's Treasury of Dragons
following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:
Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Bloodrage Greataxe Weapon (Greataxe
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
Goblin
Legacy
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races
Volo's Guide to Monsters
cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids
circlet of blasting, or the like) and learned how to use it.
Booyahg Whip. Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has 1d3 other goblins
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harshnag’s Sacrifice If Harshnag encounters Iymrith in area 6, he charges the dragon and yells for the characters to flee while he keeps her distracted. If the characters heed the frost giant, they
(specifically her tail attack and wing attack) against the characters. Harshnag quickly becomes annoyed with the adventurers’ refusal to leave. If they linger in area 6 for more than 2 rounds, Harshnag
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harshnag’s Sacrifice If Harshnag encounters Iymrith in area 6, he charges the dragon and yells for the characters to flee while he keeps her distracted. If the characters heed the frost giant, they
(specifically her tail attack and wing attack) against the characters. Harshnag quickly becomes annoyed with the adventurers’ refusal to leave. If they linger in area 6 for more than 2 rounds, Harshnag
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harshnag’s Sacrifice If Harshnag encounters Iymrith in area 6, he charges the dragon and yells for the characters to flee while he keeps her distracted. If the characters heed the frost giant, they
(specifically her tail attack and wing attack) against the characters. Harshnag quickly becomes annoyed with the adventurers’ refusal to leave. If they linger in area 6 for more than 2 rounds, Harshnag
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor (level 2 or 3 spell) 35–37 Enspelled Weapon (level 2 or 3 spell) 38–40 Flame Tongue 41–43 Giant Slayer 44–46 Horn of Blasting 47–48 Horn of Valhalla (brass or silver) 49–51 Ioun Stone
–14 Belt of Giant Strength (fire) 15–17 Belt of Giant Strength (frost or stone) 18–19 Dancing Sword 20–22 Demon Armor 23–25 Dragon Scale Mail 26–28 Dwarven Plate 29–31 Dwarven Thrower 32–34 Energy Bow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor (level 2 or 3 spell) 35–37 Enspelled Weapon (level 2 or 3 spell) 38–40 Flame Tongue 41–43 Giant Slayer 44–46 Horn of Blasting 47–48 Horn of Valhalla (brass or silver) 49–51 Ioun Stone
–14 Belt of Giant Strength (fire) 15–17 Belt of Giant Strength (frost or stone) 18–19 Dancing Sword 20–22 Demon Armor 23–25 Dragon Scale Mail 26–28 Dwarven Plate 29–31 Dwarven Thrower 32–34 Energy Bow
Magic Items
Tasha’s Cauldron of Everything
Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
(rainbow-colored donkey molar)
1 unicorn
The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor (level 2 or 3 spell) 35–37 Enspelled Weapon (level 2 or 3 spell) 38–40 Flame Tongue 41–43 Giant Slayer 44–46 Horn of Blasting 47–48 Horn of Valhalla (brass or silver) 49–51 Ioun Stone
–14 Belt of Giant Strength (fire) 15–17 Belt of Giant Strength (frost or stone) 18–19 Dancing Sword 20–22 Demon Armor 23–25 Dragon Scale Mail 26–28 Dwarven Plate 29–31 Dwarven Thrower 32–34 Energy Bow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece






