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Returning 35 results for 'charge and magical common'.
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charmed and magical command
change and magical common
change and magical command
Magic Items
Dungeon Master’s Guide
This ornate wooden board has the letters of the Common alphabet printed on one side, alongside the words “Yes” and “No” and symbols representing “Weal” and &ldquo
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Magic Items
Dungeon Master’s Guide
This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Spells
Player’s Handbook
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional
Magic Items
Dungeon Master’s Guide
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Darkvision out to 120 feet.
The wand communicates telepathically with its wielder and speaks Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay
Magic Items
Dungeon Master’s Guide
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
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
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Monsters
Mythic Odysseys of Theros
Charge. If the bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 19 (3d12);{"diceNotation":"3d12","rollType
":"damage","rollAction":"Charge","rollDamageType":"piercing"} piercing damage.Gore. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Gore"} to hit, reach 5 ft., one target
Magic Items
Dungeon Master’s Guide
or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
Monsters
Mythic Odysseys of Theros
Charge. If the ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4);{"diceNotation":"2d4","rollType":"damage
","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Magic Resistance. The ram has
Magic Items
Waterdeep: Dungeon of the Mad Mage
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
Monsters
The Wild Beyond the Witchlight
Trampling Charge. If Envy moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be
speaks Common and Sylvan, referring to itself using the pronouns “we” and “us.”
Envy dislikes its counterpart, Wrath (see area P10), but the two are prevented by Zybilna&rsquo
Monsters
The Wild Beyond the Witchlight
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
of the staff's charges, dealing an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage for each expended charge.
Fiery
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is
charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
If reduced to 20 hit points or fewer, Cassiok uses his
Monsters
Spelljammer: Adventures in Space
ability (spell save DC 15):
At will: detect magic, light
1/day each: dimension door, invisibility, mage armor (self only)Mercanes are the mysterious, magical creations of one or more deities whose
, for procuring and selling magic items, including artifacts and spelljamming helm;spelljamming helms. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied
Monsters
Bigby Presents: Glory of the Giants
Magic Resistance. The maw has advantage on saving throws against spells and other magical effects.Multiattack. The maw makes two Bite or Fang Fling attacks.
Bite. Melee Weapon Attack: +10
);{"diceNotation":"1d10+6", "rollType":"damage", "rollAction":"Fang Fling", "rollDamageType":"piercing"} piercing damage.
Gorging Charge (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Magic Items
Phandelver and Below: The Shattered Obelisk
1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening
Monsters
Guildmasters’ Guide to Ravnica
dealt by the attack.Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes
described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.
Monsters
Quests from the Infinite Staircase
spellcasting ability (spell save DC 12):
At will: Light, Mage Hand, Minor Illusion
1/day each: Charm Person, Disguise Self, Silent ImageThe common members of the Mages of Usamigaras use their magical
Monsters
The Wild Beyond the Witchlight
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last Charge Expended"}. On a 1, the staff retains its +2 bonus to attack and damage
","rollDamageType":"lightning"} lightning damage; 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).Ringlerun became an adventurer to better satisfy his craving for
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone
Monsters
Candlekeep Mysteries
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic
. 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
Monsters
Baldur’s Gate: Descent into Avernus
Legendary Resistance (3/Day). If Kostchtchie fails a saving throw, he can choose to succeed instead.
Magic Resistance. Kostchtchie has advantage on saving throws against spells and other magical
option can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of his turn.
Attack. Kostchtchie makes one melee weapon attack.
Charge
Monsters
Storm King's Thunder
":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.
Lightning Strike (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Strike"}. The giant hurls a magical
breathing
Roleplaying Information
Vaasha is a skilled hunter and tracker who doesn’t charge into danger without first assessing the risks. She’s not afraid to speak her mind, even to her
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
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
Magic Items
Tyranny of Dragons
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
are holding it in your hand, you can use an action to expend the required number of charges to cast one of the following spells from the sword: detect magic (1 charge), detect evil and good (1 charge
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Multiattack
":"1d6", "rollType":"recharge", "rollAction":"Explosive Bolt"}. The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Oversized Longbow","rollDamageType":"piercing"} piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of
Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type.
The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a
Magic Items
Tasha’s Cauldron of Everything
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of
the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the
Monsters
Curse of Strahd
. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. This attack is magical.
Dagger. Melee or Ranged Weapon Attack: +2
spell component, a ritual object, or a potion ingredient.
Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.
Magic Items
Strixhaven: A Curriculum of Chaos
Roiling green mist fills this glass orb, which the exiled Strixhaven mage Murgaxor once used in foul magical experiments. Murgaxor’s spirit has infused the orb, which he uses to spread a
, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.
The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it
Monsters
Thieves’ Gallery
himself fails an ability check, an attack roll, or a saving throw, Edgin grants the creature magical encouragement. The creature can roll a d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Inspiring
relies on charisma first—rather than magic or muscle—to escape trouble. Once a member of the Harpers, a spy organization dedicated to protecting Faerûn’s common folk, Edgin has
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
":"Disintegration Gaze","rollDamageType":"force"} force damage on a failed save, or half as much damage on a successful one. If this magical effect reduces the target to 0 hit points, the target is disintegrated
.
Charge (Costs 2 Actions). The beast moves up to its speed without provoking opportunity attack;opportunity attacks, then makes two Tusk attacks.
Frightful Howl (Costs 2 Actions). The beast howls as it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.Multiattack. The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack
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






