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Returning 35 results for 'bow burns diffusing charges restrained'.
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Spells
Player’s Handbook
no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
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
Web
Legacy
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Spells
Basic Rules (2014)
spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your
Wand of Binding
Legacy
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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
destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges
Magic Items
Out of the Abyss
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one
ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Applying a pint or
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.A type of yugoloth, canoloths
, never any less.
With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained creature is stuck as long
Juiblex
Legacy
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Monsters
Out of the Abyss
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
Monsters
Bigby Presents: Glory of the Giants
grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.Fanged Rebuke. In response to taking damage, the maw makes one Bite attack
relief, but the teeth quickly regrow. Cunning maws use this phenomenon as a ready supply of weaponry, throwing clusters of teeth at their foes.
A maw of Yeenoghu charges at its prey on all fours with its mouth wide open, scraping the ground like a plow.
Magic Items
Tasha’s Cauldron of Everything
your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus
action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You
Monsters
Fizban's Treasury of Dragons
restrained. Ability checks made to escape this grapple have disadvantage.
Caustic Mist (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Caustic Mist"}. The mimic sprays a fine
fine, caustic mist from their pores that burns and blinds creatures caught in it.
Hoard mimics are so named because many enter into partnerships with dragons, each one serving as a false hoard in a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all
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
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
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
determines which ones are affected. The wand 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 dust and is destroyed
Monsters
Eberron: Rising from the Last War
next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength
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
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->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->Basic Rules (2014)
Wand of Binding Wand, rare (requires attunement by a spellcaster) 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 destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Binding Wand, rare (requires attunement by a spellcaster) 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 destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Binding Wand, rare (requires attunement by a spellcaster) 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 destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The






