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Returning 35 results for 'charge walking realm'.
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Monsters
Mythic Odysseys of Theros
Charge. If the hart moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType
":"damage","rollAction":"Charge","rollDamageType":"fire"} fire damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Heated Body. A creature that touches
Equipment
.
Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate
your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the
Magic Items
Legendary Magic Items
This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn.
As an action, you can expend 1 charge from the staff to create
two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an action to relocate
Magic Items
Fizban's Treasury of Dragons
expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust. As an action, you can
expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice
Magic Items
The Book of Many Things
following properties, which you can use while wearing the crown:
Star Flight. As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying
speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight.
Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid
Magic Items
Waterdeep: Dragon Heist
deactivate one or more of the walking statue of Waterdeep;walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
Monsters
Domains of Delight: A Feywild Accessory
form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the
thicket by whistling a tune while walking backward.
Fablerise is a small Domain of Delight—roughly three square miles nestled in a forest called Thither, which is part of a much larger Domain of
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have
Monsters
Mythic Odysseys of Theros
turn. Polukranos regains spent legendary actions at the start of its turn.
Detect. Polukranos makes a Wisdom (Perception) check.
Tail Swipe. Polukranos makes a tail attack.
Trampling Charge (Costs
remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages
Monsters
Mythic Odysseys of Theros
the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera’s being, these monsters often manage to
gains a swimming speed equal to its walking speed and can breathe air and water.
3
Mountain Creature. The chimera’s body is that of a mountain-dwelling creature, such as a ram or a dragon
Equipment
armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge
armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges
Magic Items
Baldur’s Gate: Descent into Avernus
. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10
trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
of the following effects:
Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.
Undead Beasts. Dead Beasts periodically animate 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
:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage
Magic Items
Basic Rules (2014)
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).
Ring of Elemental Command
Legacy
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Magic Items
Basic Rules (2014)
to the following additional properties:
You have resistance to lightning damage.
You have a flying 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).
Ring of Earth Elemental Command. You can expend 2 of the ring’s
Magic Items
Basic Rules (2014)
equal to your walking speed.
You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fablerise Fablerise is a vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom
circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the thicket by whistling a tune while walking backward.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fablerise Fablerise is a vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom
circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the thicket by whistling a tune while walking backward.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
has been transformed into the walking hive that’s home to numerous swarms of insects (wasps). Quintin Gleim Mechanical dinosaurs roam an orderly realm influenced by the lawful energies of Mechanus
Constructs Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied important or ridiculous purposes. Among the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
has been transformed into the walking hive that’s home to numerous swarms of insects (wasps). Quintin Gleim Mechanical dinosaurs roam an orderly realm influenced by the lawful energies of Mechanus
Constructs Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied important or ridiculous purposes. Among the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with them. Aside from the secretive dusk elves of Vallaki (see chapter 5), the only nonhumans most Barovians are familiar with are the adventurers that Strahd has lured to his dark realm. Barovians
thus react to nonhuman characters the same way most humans in the real world would react to elf, dwarf, or half-orc adventurers suddenly walking the streets. Most such outsiders are scorned, feared, or shunned.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
wandering priest who alone knows the ritual necessary to open a specific portal. 2 Several gnome mages seek help recovering their walking castle from a band of aggressive, spine-covered lizardfolk
seek the characters’ help as they plan a heist in the realm of an immortal being, like the Realm of the Norns or Wonderhome (see Sigil and the Outlands for details on both locations).
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
wandering priest who alone knows the ritual necessary to open a specific portal. 2 Several gnome mages seek help recovering their walking castle from a band of aggressive, spine-covered lizardfolk
seek the characters’ help as they plan a heist in the realm of an immortal being, like the Realm of the Norns or Wonderhome (see Sigil and the Outlands for details on both locations).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with them. Aside from the secretive dusk elves of Vallaki (see chapter 5), the only nonhumans most Barovians are familiar with are the adventurers that Strahd has lured to his dark realm. Barovians
thus react to nonhuman characters the same way most humans in the real world would react to elf, dwarf, or half-orc adventurers suddenly walking the streets. Most such outsiders are scorned, feared, or shunned.
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Hither-Thither Staff Staff, Legendary This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn. As an action, you can
expend 1 charge from the staff to create two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can
hover. Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can
hover. Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Hither-Thither Staff Staff, Legendary This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn. As an action, you can
expend 1 charge from the staff to create two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can
Compendium
- Sources->Dungeons & Dragons->Rrakkma
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
. Creatures/NPCs Three star spawn manglers were the first creatures to emerge from the portal to the Far Realm when the mind flayers opened it. These shadowy low-slung, creeping horrors each have six arms, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying 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). Ring of Earth Elemental
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying 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). Ring of Earth Elemental
Compendium
- Sources->Dungeons & Dragons->Rrakkma
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
. Creatures/NPCs Three star spawn manglers were the first creatures to emerge from the portal to the Far Realm when the mind flayers opened it. These shadowy low-slung, creeping horrors each have six arms, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Semuanya’s Bog In this encounter, a group of lizardfolk petitioners invite the characters to join them in visiting the realm of the lizardfolk deity Semuanya. Use this encounter wherever and whenever
you please, particularly to lighten the mood after exploring a somber gate-town like Curst or Rigus. The encounter starts when the characters hear a group of jovial cheers outside the walking castle