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Returning 35 results for 'charge reaction grows to have required'.
Monsters
Monster Manual
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire
Monsters
Monster Manual
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
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.
Magic Items
Dungeon Master’s Guide
This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself
, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would
Magic Items
Dungeon Master’s Guide
This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the
Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood.
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Magic Items
Dungeon Master’s Guide
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Spells
Player’s Handbook
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Magic Items
Dungeon Master’s Guide
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
is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.
Magic Items
Dungeon Master’s Guide
, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be
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
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell
Charge Cost
Magic Items
Dungeon Master’s Guide
Languages from it using your spell save DC.
Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
, 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
;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
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
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
Magic Items
Dungeon Master’s Guide
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
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
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d10+6", "rollType":"damage", "rollAction":"Fang Fling", "rollDamageType":"piercing"} piercing damage.
Gorging Charge (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Gorging Charge"}. The maw moves up to its speed without provoking opportunity attack;opportunity attacks and can move through the spaces of Large or smaller creatures. Each time the maw enters
Staff of Flowers
Legacy
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Magic Items
Xanathar's Guide to Everything
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from
the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff
Monsters
Icewind Dale: Rime of the Frostmaiden
. If all its heads die, the Telepathic Pentacle dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn
. The Telepathic Pentacle regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the Telepathic Pentacle has beyond one, it gets an extra reaction that can be used only
Monsters
Quests from the Infinite Staircase
magically gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The
leprechaun can revoke this gift from a creature at any time (no action required). A creature can benefit from only one leprechaun’s Gift of Luck at a time.
Spellcasting. The leprechaun casts one of
Monsters
Mythic Odysseys of Theros
hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for
each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than
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
Mythic Odysseys of Theros
.
Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies.
At the end of its turn, it grows two heads for each of its heads that died
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit
points for each head regrown this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While
Baphomet
Legacy
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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
Fizban's Treasury of Dragons
knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two
. For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the dracohydra sleeps, at least one of its heads is
Magic Items
Tyranny of Dragons
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
damage in a single turn, one of its heads dies. If all its heads die, the Goose Mother dies.
At the end of its turn, the Goose Mother grows two heads for each of its heads that died since its last
an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While the Goose Mother sleeps, at least one of its heads is awake.Multiattack. The Goose Mother makes as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver Attack. Baphomet makes one Heartcleaver attack.
Charge (Costs 2 Actions). Baphomet moves up to his speed without
.
Hedge Mazes. Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
Panicked Beasts. Beasts within 1 mile of the lair become
Magic Items
The Book of Many Things
following ways while wearing the armor:
Equalize. When you or a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can expend 1 charge and take a
reaction to prevent the roll from being affected by advantage or disadvantage.
Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor.
The armor regains 1d4 expended charges daily at dawn.
Magic Items
Acquisitions Incorporated
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Fate Swap. As a reaction when a creature you can see within 30 feet
Magic Items
Tasha’s Cauldron of Everything
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
Tasha’s Cauldron of Everything
evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
When one creature you can see takes damage from an
Magic Items
Mythic Odysseys of Theros
this spear, the target takes an extra 2d8 radiant damage.
Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
Piety 3
additional 30 feet. The light is sunlight.
Sun’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that
Magic Items
The Wild Beyond the Witchlight
up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3
expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend