Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'charge bonus'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
                                                
                                            
                                                
                                                     that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw
                                                
                                            
                                                
                                                     against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
                                                
                                            
                                                
                                                     Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can
                                                
                                            
                                                
                                                     expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
                                                
                                            
                                                
                                                    .
Spell
Charge Cost
Animal Friendship
1
Awaken
5
Barkskin
2
Locate Animals or Plants
2
Pass without Trace
2
Speak with Animals
1
Speak with Plants
3
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You
                                                
                                            
                                                
                                                    This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person
                                                
                                            
                                                
                                                     used again until the next dawn.
Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
                                                
                                            
                                                
                                                     the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
                                                
                                            
                                                
                                                     and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
                                                
                                            
                                                
                                                     determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
                                                
                                            
                                                
                                                    . While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
                                                
                                            
                                                
                                                     function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
                                                
                                            
                                                
                                                     an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
                                                
                                            
                                                
                                                     enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
                                                
                                            
                                                
                                                    , using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
                                                
                                            
                                                
                                                     regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
                                                
                                            
                                                
                                                    
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Ashen Creature. When the horse drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Trampling Charge. If the horse moves at least
                                                
                                            
                                                
                                                     horse can make another attack with its hooves against it as a bonus action.Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Hooves"} to hit, reach 5 ft., one
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
                                                
                                            
                                                
                                                     from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     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
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     see the attacker and be wielding a melee weapon.Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their
                                                
                                            
                                                
                                                     aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its
                                                
                                            
                                                
                                                    . 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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Aura of Blood Thirst. If the flind isn’t incapacitated, any creature that has Rampage can make a Bite attack as a bonus action while within 10 feet of the flind.Multiattack. The flind makes one
                                                
                                            
                                                
                                                     Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     knocked prone. If the target is prone, Envy can make one attack with its claws against it as a bonus action.Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    . While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24
                                                
                                            
                                                
                                                     most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.
Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     with opposition, he orders the white abishai;abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull.Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Magic Items
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
Spells. The staff has 10 charges. While
                                                
                                            
                                                
                                                     holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).
The staff regains 1d6 + 4 expended charges
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
                                                
                                            
                                                
                                                    . While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.
This staff has 10 charges. While holding it, you can
                                                
                                            
                                                
                                                    ), passwall (5 charges), or teleport (7 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly
                                                
                                            
                                                
                                                     to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use
                                                
                                            
                                        





