Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'charge water read'.
Other Suggestions:
charmed water reach
change water reach
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
Hit Points required to maintain the spell)1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, SleepPsychic, RadiantBludgeoning, Piercing, SlashingDivine Aid (2/Day). The couatl
Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
a body of water large enough to contain it, or the summoning fails and the scroll is wasted)
91-100
Tarrasque
Magic Items
Dungeon Master’s Guide
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 turns to water and is destroyed.
spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fog Cloud
1
Ice Storm
4
Wall of Ice
4
Magic Items
Dungeon Master’s Guide
)
Ring of Elemental Command (Water);Water
Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Giant Sea Horse
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea
Charge. If the sea horse 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 7 (2d6);{"diceNotation":"2d6","rollType
Monsters
Mythic Odysseys of Theros
Amphibious. The hippocamp can breathe air and water.
Charge. If the hippocamp 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 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength
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).
This ring is linked to the Elemental Plane of Water.
While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In
Flumph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all
creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.Psychic
Monsters
Waterdeep: Dungeon of the Mad Mage
Spells. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12):
cone of cold (5 charges)
fog cloud (1 charge)
ice storm (4
charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
Staff of Frost
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 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 turns to water and is destroyed.
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
Baldur’s Gate: Descent into Avernus
Amphibious. Crokek'toeck can breathe air and water.
Magic Resistance. Crokek'toeck has advantage on saving throws against spells and other magical effects.
Magic Weapons. Crokek'toeck's weapon
attacks are magical.
Secure Memory. Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
Standing Leap
Hydroloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Amphibious. The hydroloth can breathe air and water.
Innate Spellcasting. The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells
, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only), water walk
3/day each: control water, crown of madness, fear, phantasmal killer, suggestion
Couatl
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic
Weapons. The couatl's weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.Bite
Species
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In
necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The hydroloth can breathe air and water.
Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
Secure Memory. The hydroloth is immune
to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.
Watery Advantage. While submerged in liquid, the hydroloth has advantage
Magic Items
The Book of Many Things
expend 1 charge to cast Control Water (save DC 15) from the trident or 3 charges to cast Tsunami (save DC 15) from it instead. The trident regains 1d3 expended charges daily at dawn.
Monsters
Spelljammer: Adventures in Space
, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination
the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Spellcasting. Flapjack casts one of the following spells, requiring no material components and using Intelligence
Wave
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can
, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
Monsters
Tomb of Annihilation
. 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
except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the
Monsters
Mythic Odysseys of Theros
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
Returned are undead. They need water and air but not food or sleep. They think and speak and even feel emotions based on their new experiences, but given their circumstances, those emotions tend to be muted.PoisonNecrotic
Monsters
Mythic Odysseys of Theros
.
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Magic Items
Eberron: Rising from the Last War
inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15
): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or
Magic Items
Bigby Presents: Glory of the Giants
cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
Magic Items
Icewind Dale: Rime of the Frostmaiden
plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after
24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Magic Items
Quests from the Infinite Staircase
following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges).
Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of
17, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically
Monsters
Domains of Delight: A Feywild Accessory
as the spellcasting ability (spell save DC 17):
At will: faerie fire, speak with animals
2/day each: animal friendship, create food and water, revivify
1/day each: awaken (as an action), pass
.
Yarnspinner’s favorite activity is to read stories aloud to the animals that occupy his domain, all of which benefit from having had awaken spells cast on them. The archfey’s stories
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult
Magic Items
Keys from the Golden Vault
image (1 charge)
Shard Solitaire (Black Sapphire);Black sapphire
Blight (3 charges), finger of death (6 charges)
Shard Solitaire (Diamond);Diamond
Ice storm (3 charges), simulacrum (6
Solitaire (Rainbow Pearl);Rainbow pearl
Prismatic spray (6 charges), water breathing (2 charges)
Shard Solitaire (Ruby);Ruby
Fly (2 charges), teleport (6 charges)






