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Returning 35 results for 'charge of half remove'.
Other Suggestions:
change of have remove
charmed of half removed
Monsters
Monster Manual
miss, the warrior can make one Greatsword or Longbow attack against the attacker.Tactical Charge. The warrior moves up to half its Speed straight toward an enemy it can see without provoking opportunity attack;Opportunity Attacks.
to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks.
Longbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Longbow"}, range
Monsters
Monster Manual
);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Holy Burst", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage.
Spellcasting. The planetar casts one of the following spells
DeadRadiantDivine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Magic Items
Dungeon Master’s Guide
This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or
cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
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
spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres
Lightning Damage
1
4d12
2
5d4
3
2d6
Monsters
Monster Manual
":"Radiant"} Radiant damage. Success: Half damage.Poison, RadiantDivine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Magic Items
Dungeon Master’s Guide
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
Magic Items
Dungeon Master’s Guide
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
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
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
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
Magic Items
Dungeon Master’s Guide
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
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
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
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
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
Monsters
Ravenloft: The Horrors Within
. The target or a creature within 5 feet of it can take an action to remove it from the spear.
Pike. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Pike"}, reach 10
Prone condition. Success: Half damage only.Redirect Attack. Trigger: A creature Vladeska can see makes an attack roll against her. Response: Vladeska chooses a Small or Medium ally within 5 feet of
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
start of each of its turns.
Mauling Charge. The loup garou moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks and makes one Longsword or Rend attack.
Surprise Bite
Monsters
Ravenloft: The Horrors Within
at the start of each of its turns.
Mauling Charge. The loup garou moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks and makes one Longsword or Rend attack.
Surprise
Monsters
Ravenloft: The Horrors Within
":"damage", "rollAction":"Apocalyptic Visions", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the start of Madam Eva’s next turn. Success: Half damage
only.
Spellcasting. Madam Eva casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At Will: Light, Mending, Thaumaturgy
2/Day Each: Dispel Magic, Remove
Magic Items
Forgotten Realms: Adventures in Faerûn
":"Dragon's Breath"} damage of the chosen type on a failed save or half as much damage on a successful one.
Fear Aura. You exude a terrifying aura in a 20-foot Emanation while you don't have the
table from it (+10 spell attack modifier, spell save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Disguise Self
0
Fire
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
, taking (4d8) Necrotic;{"diceNotation":"4d8", "rollType":"damage", "rollAction":" (Necrotic)", "rollDamageType":"Necrotic"} damage on a failed save or half as much damage on a successful one. A
Monsters
Tales from the Yawning Portal
Charge. If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType
":"damage","rollAction":"Charge","rollDamageType":"piercing"} piercing damage.Multiattack. The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its
Monsters
Princes of the Apocalypse
Charge. If the minotaur 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 9 (2d8);{"diceNotation":"2d8","rollType
":"damage","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone
Monsters
Icewind Dale: Rime of the Frostmaiden
creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Vampiric Touch","rollDamageType":"necrotic"} necrotic damage, and Vellynne regains hit points equal to half the necrotic
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
Magic Items
The Book of Many Things
charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
greaves are cursed, and becoming attuned to them extends the curse to you. You can’t remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar
Monsters
Candlekeep Mysteries
. 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
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
Monsters
Spelljammer: Adventures in Space
Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm.
Headfirst Charge. If the giff moves at least 20 feet in a straight line and ends
within 5 feet of a Large or smaller creature, that creature must succeed on a DC 16 Strength saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Headfirst Charge
Monsters
Mythic Odysseys of Theros
Charge. If the sentinel 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 10 (3d6);{"diceNotation":"3d6","rollType
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spell Turning. The
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
Guildmasters’ Guide to Ravnica
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Backlash"}. When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage
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.
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.
Whenever you use the goggles’ fiery beam and the
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Magic Items
Tomb of Annihilation
, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
magic-items
This golden Weapon Charm is a small ornament fixed on a loop of string or chain and depicts a stone arrowhead. While attached to a weapon, your ranged attacks using it ignore Half Cover and Three
-Quarters Cover.
You can take a Magic action to attach the charm to a weapon, usually on the weapon’s pommel, or remove it from one. Attaching a charm causes the weapon to become a magic weapon
Monsters
Storm King's Thunder
","rollAction":"Lightning Strike","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. Vaasha casts one of the following spells
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
Oaken Bolter
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollAction":"Explosive Bolt"}. The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking
17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Explosive Bolt","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Tomb of Annihilation
":"damage","rollAction":"Staff","rollDamageType":"necrotic"} necrotic damage when used with two hands.
Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and
has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.Acererak can take 3 legendary actions, choosing from the options below. Only one
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
charges daily at dawn.
Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire