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Returning 35 results for 'charges counter way'.
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Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns
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
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Magic Items
Legendary Magic Items
Witches of Rashemen created this Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast true resurrection from the tablet. Once used in this way, the tablet turns to dust and is destroyed.
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Gorging Charge", "rollDamageType":"piercing"} piercing damage and have the grappled condition (escape DC 16); if a creature is already grappled this way, it has the prone condition. Until this
grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.Fanged Rebuke. In response to taking damage, the maw makes one Bite attack
Magic Items
Waterdeep: Dungeon of the Mad Mage
without its wielder while the two are attuned to one another.
Spells. 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 without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).
Sentience. The sword
Magic Items
Vecna: Eve of Ruin
rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can’t be used that way
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but
Magic Items
Acquisitions Incorporated
scattered the components that powered it, secreting them across the world. But the orrery’s instinct for survival is strong, and its components have a way of inexorably coming together over
installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges
Magic Items
Princes of the Apocalypse
you, but not their exact location.
You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can’t be used this way again until the next dawn
.
Shatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.
The Rumbling. While
Magic Items
Waterdeep: Dragon Heist
1 minor detrimental property
Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the
damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone
Magic Items
Tasha’s Cauldron of Everything
’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more
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
Magic Items
The Book of Many Things
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Magic Items
The Wild Beyond the Witchlight
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
passage of time. Moreover, it can’t be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no longer frozen in
monsters
focuses on a magic item it can see within 10 feet. When it does, the phaerimm drains the magic item of any charges. Regardless of whether charges are drained, the phaerimm can cast Clairvoyance, Geas
operations to help their kind subjugate all who stand in their way. Their ability to siphon magic from magic items makes them incredibly dangerous foes.Teleport. The phaerimm teleports up to 30 feet to an unoccupied space it can see.
Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Wand of Fear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is
holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
(Investigation) checks while it is on your person. The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character can use an action to try to pull Tearulai from Valdemar’s skull, doing so with a successful DC 13 Strength check. Removing the longsword in this way restores the dragon’s evil alignment and
. 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
Actions
is necessary; the monster fulfills your request in a way it prefers.Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't
, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.Influence
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
card’s name and teleport to the card’s location, along with any equipment you are wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast true resurrection from the tablet. Once used in this way, the tablet turns to dust and is destroyed.
Humanoid killed in this way instantly transforms into a zombie (see the Monster Manual). The zombie obeys the commands of the horn’s creator, the lich Szass Tam. Once you use the horn’s property, it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
explained below. Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers. Unwilling. If your urging is repugnant to the
monster or counter to its alignment, no ability check is necessary; it doesn’t comply. Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
explained below. Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers. Unwilling. If your urging is repugnant to the
monster or counter to its alignment, no ability check is necessary; it doesn’t comply. Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid’s ability to play music or to eat copious amounts of
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again — and moving closer to each other all the time. Random
the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
splinters and the top split in half. Nevertheless, a tall purple tiefling works behind the broken counter, diligently cleaning mugs and plates under the watchful eye of the surly dwarf owner, Grista
the counter. The Clue. The legible parts of the graffiti read, “Zorz ws here.” This is intended to say, “Zorzula was here,” and the goblins left the graffiti in reference to Zorzula’s Rest. The graffiti
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of
your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mace of Terror Weapon (Mace), Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and
Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
if rescued and provided healing and nourishment, he gladly aids the characters in any way. This includes telling the characters the general layout of the Temple of Moloch, and revealing Thessalar’s
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cliffhanger can keep players intrigued and excited until the next session. If a player missed a session and you had that player’s character leave the party for a while, make sure that there’s a way to bring the
character back when the player returns. Sometimes a cliffhanger can serve this purpose: the character charges in to help their beleaguered companions. Allow a few minutes at the end of play for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
attunement)
Left to Right: Javelin of Lightning, Mace of
Smiting, Mace of Disruption, and Luck Blade
This magic weapon has 3 charges. While holding it, you can use an action and expend 1
is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can’t be used that way again until the
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 any of the spells in the Rod Pieces table. You can also use






