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                        Returning 35 results for 'charges and score'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
                                                
                                            
                                                
                                                     to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the
                                                
                                            
                                                
                                                     guild’s recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . Once this property is used, it can’t be used again until the next dawn.
Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit
                                                
                                            
                                                
                                                     points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     esteemed associates.
Sentience. Constantori’s Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range
                                                
                                            
                                                
                                                     until you command it to stop or until your attunement to the painting ends.
The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it
                                                
                                            
                                                
                                                     stop drawing from the deck, regardless of how many cards you initially declared.
Lance. All your ability scores increase by 1, to a maximum of 20.
Mage. Your Intelligence score increases by 2, to a
                                                
                                            
                                        
                                                    Hammer of Thunderbolts
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20
                                                
                                            
                                                
                                                    , but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned
                                                
                                            
                                        
                                                    Eye and Hand of Vecna
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
                                                
                                            
                                                
                                                    ), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Nine Lives Stealer Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a
                                                
                                            
                                                
                                                     an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.  Nine Lives Stealer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Nine Lives Stealer Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a
                                                
                                            
                                                
                                                     an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The
                                                
                                            
                                                
                                                     hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution
                                                
                                            
                                                
                                                     saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    A Rare Sighting As the party leaves their audience with the emperor, characters who have a passive Wisdom (Perception) score of 12 or higher catch a glimpse of a rare, fortuitous omen: the shadow of
                                                
                                            
                                                
                                                     gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Hammer of Thunderbolts Weapon (Maul or Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can
                                                
                                            
                                                
                                                     end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Hammer of Thunderbolts Weapon (Maul or Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can
                                                
                                            
                                                
                                                     end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    . The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate
                                                
                                            
                                                
                                                     (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    . Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical
                                                
                                            
                                                
                                                    . Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn’t match the danger they face. They’re perceptive, but most have little martial training
                                                
                                            
                                                
                                                    .
     Ability Score Mod Save 
    Str  13  +1  +1 
  Dex  12  +1  +1 
  Con  12  +1  +1 
      Ability Score Mod Save 
    Int  10  +0  +0 
  Wis  11  +0  +0 
  Cha  10  +0  +0 
   
 Skills Perception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges
                                                
                                            
                                                
                                                     to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Ability Score Improvement General Feat (Prerequisite
                                                
                                            
                                                
                                                    : Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20. (This is included above.) Repeatable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     ft., Fly 60 ft.
     Ability Score Mod Save 
    STR  14  +2  +2 
  DEX  13  +1  +1 
  CON  13  +1  +1 
      Ability Score Mod Save 
    INT  2  −4  −4 
  WIS  10  +0  +0 
  CHA  3  −4  −4
                                                
                                            
                                                
                                                     until 15 days have passed.
 Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
                                                
                                            
                                                
                                                    . It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (Perception) score to detect the approach of intruders by scent and sound. The dragon feeds mostly on blind fish and prefers to be left alone. If attacked, it lets out a roar loud enough to be heard throughout
                                                
                                            
                                                
                                                    . The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     vulnerabilities of a legendary monster.  Guardian Naga Large Celestial, Lawful Good
 AC 18 Initiative +4 (14)
 HP 136 (16d10 + 48)
 Speed 40 ft., Climb 40 ft., Swim 40 ft.
    Ability Score Mod Save
                                                
                                            
                                                
                                                       Str 19 +4 +4 Dex 18 +4 +8 Con 16 +3 +7     Ability Score Mod Save   Int 16 +3 +7 Wis 19 +4 +8 Cha 18 +4 +8   
 Skills Arcana +11, History +11, Religion +11
 Immunities Poison; Charmed, Paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     Point to impose Disadvantage on that roll. Skulker General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to
                                                
                                            
                                                
                                                     the current turn. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. (This is included above.) Equipment Cloak of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     can’t be used again until the next dawn. Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, you can expend 1 charge
                                                
                                            
                                                
                                                     Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     days have passed.
 
   Giant Fly Large Beast, Unaligned
 AC 11 Initiative +1 (11)
 HP 19 (3d10 + 3)
 Speed 30 ft., Fly 60 ft.
     Ability Score Mod Save 
    STR  14  +2  +2 
  DEX  13  +1  +1
                                                
                                            
                                                
                                                     
  CON  13  +1  +1 
      Ability Score Mod Save 
    INT  2  −4  −4 
  WIS  10  +0  +0 
  CHA  3  −4  −4 
   
 Senses Darkvision 60 ft.; Passive Perception 10
 Languages None
 CR 0 (XP 0; PB
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     divine squabbles. Kruphix’s Favor Kruphix’s champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
                                                
                                            
                                                
                                                     everyone else. (Evil) 
   6  Mystery. The cosmos is more beautiful if its greatest truths remain unknown. (Any) 
   Earning and Losing Piety You increase your piety score to Kruphix when you expand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    ), Lawful Evil
 AC 21 Initiative +15 (25)
 HP 402 (23d20 + 161)
 Speed 40 ft., Fly 80 ft., Swim 40 ft.
     Ability Score Mod Save 
    Str  27  +8  +8 
  Dex  12  +1  +8 
  Con  25  +7  +7
                                                
                                            
                                                
                                                     
      Ability Score Mod Save 
    Int  20  +5  +5 
  Wis  17  +3  +10 
  Cha  22  +6  +6 
   
 Skills Deception +13, Perception +17, Persuasion +13, Stealth +8
 Immunities Poison; Poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
                                                
                                            
                                                
                                                    , bunny-like creature with a horn like a unicorn’s). The almiraj teleports around on a tabletop, making it hard to score a success. A participant gets three rings. Tossing a ring over the almiraj’s horn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     stands close by.
 Garra paid for the privilege of a private car. She is a chaotic evil half-ogre with Intelligence and Wisdom scores of 14 (+2). Her passive Wisdom (Perception) score is 12. Rot, a
                                                
                                            
                                                
                                                     is another adventure. Treasure In addition to the books and schemas, the chest contains gem of brightness with 32 charges, a feather token, and 600 gp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     sockets that might once have held gems.
 Characters with a passive Wisdom (Perception) score of 14 or higher notice that the roughness of the walls outlines several large, vaguely humanoid shapes
                                                
                                            
                                                
                                                     in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
 An earth elemental materializes out
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder. Expert. Your Dexterity score increases by 2, to a maximum of 22. Fey. A fey crossing opens into the Feywild, and
                                                
                                            
                                                
                                                     immediately choose to stop drawing from the deck, regardless of how many cards you initially declared. Lance. All your ability scores increase by 1, to a maximum of 20. Mage. Your Intelligence score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     wounds.
 As the party approaches the turntable, characters who have a passive Wisdom (Perception) score of 14 or higher hear skittering emanating from a nearby tunnel. Characters who have lower scores
                                                
                                            
                                                
                                                     given way. Openings into rough-hewn caves line the northern wall.
 Characters who have a passive Wisdom (Perception) score of 14 or higher notice signs of combat and bloodstains along the tunnel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     travel the wasteland of Avernus harvesting scrap metal and other valuable materials. The group is searching for additional crew members to aid them in their latest score. Seeing that the characters
                                                
                                            
                                                
                                                     instantly, expending all the coin’s remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, giving the vehicle 24 hours of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     berserk invaders charges through the gate.
 In moments, dozens of Rigus guards and berserkers from Acheron clash in battle. Three massive projectiles—slivers of the great iron cubes that make up the
                                                
                                            
                                                
                                                     berserkers are defeated, the characters have 1 round to recover. If no character has already noticed Luggik’s behavior, the character with the highest passive Wisdom (Perception) score notices Luggik’s mock
                                                
                                            
                                        






