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Returning 35 results for 'charges of hells reduce'.
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charges of holds reduce
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
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
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
Monsters
Baldur’s Gate: Descent into Avernus
attacks). This extra damage is of the same type as the weapon's damage type.
Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4;{"diceNotation":"1d4+4","rollType":"roll"} expended charges
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
Equipment
reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the
powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate
Magic Items
Tasha’s Cauldron of Everything
contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you.
While you are holding the book, you can use
it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If
Magic Items
Baldur’s Gate: Descent into Avernus
-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges
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
Magic Items
Baldur’s Gate: Descent into Avernus
tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.
If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20
within range. The devils receiving your broadcasted thoughts have no special means of replying to them.
The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good
charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While
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
Magic Items
Baldur’s Gate: Descent into Avernus
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
paladin of at least 10th level.
If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It
functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled. Propulsion. As a bonus action, you can expend 1 of the armor’s charges to
. The armor is powered by an energy cell stored in a compartment on the thigh plate. Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Magi Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls
, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if
you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hangs from an iron chain necklace. The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and
curse ends, your hit points can’t be restored by magic. 21–35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 36–50 You grow smaller as if affected by an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it
another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Soul Coin. A soul coin has 3 charges. 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 coin frees the soul 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a hit. 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), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed. A creature
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no
concentration required). The shield regains all expended charges daily at dawn. Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Epic Fantasy A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine
Hells that has opened in the remote wilderness. A close-knit band of loyal friends strives to overcome the forces of a tyrannical overlord. An epic-fantasy campaign emphasizes the conflict between good
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the paradoxical nature of their partnership. The Nine Hells is a hierarchy in which two individuals can’t normally hold the same position as ruler of a single layer. Yet Asmodeus allows these two to
whatever emotion she chooses to evoke. Belial, meanwhile, doesn’t attempt to sway others with his interpersonal skills and focuses on the duties of ruling a layer of the Nine Hells. The two seem to hate and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
simple and mundane to the exotic and bizarre. Since Infernal Rapture exists in a demiplane, it doesn’t technically reside in the Nine Hells. If someone wanted to meet with creatures unable or unwilling
to travel to the Nine Hells (or even just Avernus), this establishment provides a possible meeting location. Of course, entrance to the demiplane must be negotiated with Mahadi, with the promise of
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->Basic Rules (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) 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
an effect has multiple possible subjects, the DM randomly 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) 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
an effect has multiple possible subjects, the DM randomly 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) 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
range is normally less than 120 feet, it 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) 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
range is normally less than 120 feet, it 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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, the angels of law and good that dwell on Mount Celestia issued a decree accusing Asmodeus of terrible crimes. Outraged by such claims, the Lord of the Nine Hells petitioned for the right to answer the
charges before his accusers. The angels, although shocked at his impudence, accepted his petition and agreed to hear the bargain he proposed. Both sides, he suggested, would present their case to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
warrior researches ways to assert his will over the artifact known as the Hand of Vecna, so he can use its secrets to free the evil dragon queen Tiamat from the Nine Hells. Arkhan has traveled to a nearby
whenever they hit with a melee weapon attack (already factored into Arkhan’s attacks). This extra damage is of the same type as the weapon’s damage type.
Hand of Vecna. The Hand of Vecna has 8 charges