Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'charge round gate to have reveals'.
Other Suggestions:
charge rune gate to have reverts
charge rune gain to have revel
charge round gate to have reverts
charmed round gain to have repeats
charge resound gain to have revel
Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
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
Monsters
Planescape: Adventures in the Multiverse
Headfirst Charge. If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a DC 17 Strength saving throw or take 14 (4d6
);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Headfirst Charge", "rollDamageType":"bludgeoning"} bludgeoning damage and have the prone condition.Multiattack. The equinal makes two Fist
Monsters
Baldur’s Gate: Descent into Avernus
, darkness
1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walkMultiattack. Kostchtchie makes two melee attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack
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
Spelljammer: Adventures in Space
spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn’t function, but the time it
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Magic Items
Tasha’s Cauldron of Everything
you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are
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 book. The new spell must be of the
Magic Items
Tasha’s Cauldron of Everything
inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend&rsquo
of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
Monsters
Planescape: Adventures in the Multiverse
the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
by the dragon from opening in the rulers’ presence or anywhere within their domains.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using
Magic Items
Tasha’s Cauldron of Everything
familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting
the book, you can 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 conjuration school.
When you cast a conjuration spell
Magic Items
The Book of Many Things
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in
Monsters
Candlekeep Mysteries
":"Staff of Striking","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes
in the excommunication of Bak Mei and his followers, who christened themselves the Order of the Immortal Lotus. The small group eventually settled in the forest near Baldur’s Gate, where they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
action two rounds in a row:
Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round
Magic Items
Strixhaven: A Curriculum of Chaos
creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the
magic. All cases of the curse end if Murgaxor’s orb is destroyed.
Magical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding
Backgrounds
Baldur’s Gate: Descent into Avernus
No career criminal in Baldur’s Gate operates without being aware of the Guild. Some studiously keep a low profile, carrying just the occasional smuggled load in with legitimate merchandise, or
’s Gate. If you wish, you may roll on the Criminal Origins table for an event that began your life of crime.
d8
ORIGINS
1
You crippled a Guild kingpin’s cousin without
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the
Backgrounds
Sword Coast Adventurer's Guide
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when
Monsters
Storm King's Thunder
charge from each wand, triggering the effects of both wands simultaneously.
Spellcasting. Klauth casts one of the following spells, requiring no material components and using Charisma as the
see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud
Magic Items
Vecna: Eve of Ruin
again until the next dawn.
Rod Pieces
Piece
Spell
Rod of Seven Parts (First Piece);First
Commune
Rod of Seven Parts (Second Piece);Second
Arcane Gate
Rod of Seven Parts
rolls made with it.
Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast
Magic Items
The Wild Beyond the Witchlight
—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The
with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can’t be used again for 8 days.
If you spend 1
Scarab of Protection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have
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.
Cubic Gate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
linked to planes determined by the GM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use
an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Magic Items
Basic Rules (2014)
.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and
speed equal to your walking speed and can hover.
You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
charge, provided that enough rat;rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rat;rats to form a swarm, the charge is wasted. Called
long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access
, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Ring of Earth Elemental Command. You can expend 2 of the ring’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th level or higher to pass through this gate (see
unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th level or higher to pass through this gate (see
unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
12. Dwarven Tools These hallways are lined with crumbling stone tables and shelves upon which rest sturdy dwarven anvils, whetstones, tongs, hammers, chisels, and other tools. Arch Gate to Level 5
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
harmful effect originating from an undead creature, you can use your 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
harmful effect originating from an undead creature, you can use your 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. Sending Stones and Scarab of Protection
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
harmful effect originating from an undead creature, you can use your 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
harmful effect originating from an undead creature, you can use your 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. Sending Stones and Scarab of Protection
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
12. Dwarven Tools These hallways are lined with crumbling stone tables and shelves upon which rest sturdy dwarven anvils, whetstones, tongs, hammers, chisels, and other tools. Arch Gate to Level 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. Left to Right: Dagger of Venom, Decanter of Endless Water, and Cubic Gate
Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Travel Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses. Travel Service Cost Coach ride between towns
3 CP per mile Coach ride within a city 1 CP per mile Road or gate toll 1 CP Ship’s passage 1 SP per mile
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. Left to Right: Dagger of Venom, Decanter of Endless Water, and Cubic Gate
Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the