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Returning 35 results for 'charges of dust'.
Magic Items
Dungeon Master’s Guide (2024)
stop waving the wand.
Regaining Charges. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.
This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you
Magic Items
Dungeon Master’s Guide (2024)
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
This staff has 10 charges. While holding the staff , you can use any of its properties:
Cast Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend
Magic Items
Dungeon Master’s Guide (2024)
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
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
Wand of Conducting
Legacy
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Magic Items
Xanathar's Guide to Everything
when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends
Magic Items
Phandelver and Below: The Shattered Obelisk
The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack.
Spells. The staff has 10 charges. While holding it, you
can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges; spell save DC 15).
The staff regains 1d6 + 4 expended charges
Magic Items
Icewind Dale: Rime of the Frostmaiden
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.
An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.
The chest has 20 charges. A
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
magic-items
undead dust. They are then powered with a rare animus collected from an aberration.
Each time you hit with an Unarmed Strike while attuned to these magic gauntlets they gain one charge. The gauntlets
can have up to 10 charges. Any unexpended charges disappear when you take a Long Rest or roll Initiative.
While the gauntlets have at least one charge, your Unarmed Strikes deal Lightning damage
magic-items
This breastplate channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical breastplate has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
magic-items
This armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and contaminated
to Cold damage and are immunity;Immune to the Frozen condition.
This magical armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee attack, you can use
magic-items
These bracers are crafted with fine leathers decorated with magical scales, washed in elemental fluids, elemental dust, and contaminated ichor. The animus used must be from a creature that deals
six charges, and regain all expended charges each day at dawn. Once per turn when you hit a creature with a ranged weapon attack, you can expend one charge from the bracers to deal an extra 3d6
magic-items
The jeweled pendant has 3 charges, which are replenished when you finish a Long Rest. When you take Acid, Cold, Fire, Lightning, or Poison damage, you can use a Reaction to expend 1 charge from the
:
[Animus] any Animus from an Elemental
[Dust] Elemental Dust
[Fluid] any two Elemental Fluids from different Elementals
magic-items
This plate armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical plate armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
magic-items
This splint armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical splint armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
magic-items
This studded leather armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming
leather armor you have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical studded leather armor has six charges, and regains all expended charges each day at dawn
magic-items
This chain shirt channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical chain shirt has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
magic-items
This hide armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical hide armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee attack
magic-items
This ring mail channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical ring mail has six charges, and regains all expended charges each day at dawn. When you are hit by a melee attack
magic-items
This leather armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical leather armor has six charges, and regains all expended charges each day at dawn. When you are hit by a
magic-items
This scale mail channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical scale mail has six charges, and regains all expended charges each day at dawn. When you are hit by a melee attack
Spider Staff
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Magic Items
Lost Mine of Phandelver
.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use
magic-items
This chain mail channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical chain mail has six charges, and regains all expended charges each day at dawn. When you are hit by a melee attack
magic-items
This half plate armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
you have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical half plate armor has six charges, and regains all expended charges each day at dawn. When you are hit
magic-items
This padded armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical padded armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
magic-items
animus used harnesses the energy of The Algorithm, a being of order and consequence, whose control over time and space ripples from the strange clockworks of the medallion.
This medallion has 3 charges
. It crumbles to dust when you expend the final charge.
You can expend 1 charge from the medallion to take an extra action on your turn. Each time you do, you can roll 1d6. On a 1, at the end of your
Wand of Wonder
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Magic Items
Basic Rules (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
charge) or web (2 charges; spell save DC 15). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
used to make a weapon attack. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
charge) or web (2 charges; spell save DC 15). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
used to make a weapon attack. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to 120 feet and ends when you stop waving the wand. Regaining Charges. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.
Wand of Conducting Wand, Common This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Conducting Wand, common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Conducting Wand, common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to 120 feet and ends when you stop waving the wand. Regaining Charges. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.
Wand of Conducting Wand, Common This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Staff of Charming Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast