Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'charges running guide to have reach'.
Other Suggestions:
charges ruling guide to have reach
charge ranging guild to have reach
charge rusting guild to have reach
charger ranging guild to have reach
charger rusting guild to have reach
Monsters
Monster Manual
Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet.Multiattack. The tiger makes two Rend attacks.
Rend. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to
hit", "rollAction":"Rend"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.Nimble Escape. The tiger takes the Disengage or Hide action.
Monsters
Monster Manual
condition.
Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.
Rend. Melee
Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Rend", "rollDamageType
Magic Items
Dungeon Master’s Guide
;Woe.” The board comes with a heartshaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board’s magic to function.
This board has 3 charges
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.Bite. Melee Attack Roll
: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 1 Piercing damage.
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Monsters
Monster Manual
Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running
Monsters
Monster Manual
vampire can’t enter a residence without an invitation from an occupant.Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. The vampire is
":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the
Monsters
Monster Manual
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
Magic Items
Dungeon Master’s Guide
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
Magic Items
Dungeon Master’s Guide
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell
Magic Items
Dungeon Master’s Guide
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Tomb of Annihilation
;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bookmark"} to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5","rollType":"damage","rollAction":"Bookmark","rollDamageType
":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
Monsters
The Wild Beyond the Witchlight
Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain charges"} expended
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last Charge Expended"}. On a 1, the staff retains its +2 bonus to attack and damage
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
Candlekeep Mysteries
hit, reach 5 ft., one target. Hit: 19 (3d8 + 6);{"diceNotation":"3d8+6","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Slow (Recharge 5–6);{"diceNotation
turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sapphire. The sapphire has 3 charges
Monsters
The Wild Beyond the Witchlight
Special Equipment. Skylla carries an eldritch staff (see appendix A) with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Charges regained"} expended
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge"}; on a 1, the staff is destroyed.Multiattack. Skylla makes two
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
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Monsters
Strixhaven: A Curriculum of Chaos
, drink, or sleep.Multiattack. The guide makes two Slam attacks.
Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 6
Campus Knowledge. While at Strixhaven, the guide can’t become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
Monsters
Waterdeep: Dragon Heist
many charges the staff has remaining.
Magic Resistance. Vajra has advantage on saving throws against spells and other magical effects.
Spellcasting. Vajra is an 18th-level spellcaster. Her
":"1d20+7","rollType":"to hit","rollAction":"Blackstaff"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Blackstaff","rollDamageType
Monsters
Waterdeep: Dragon Heist
":"Special Equipment"} to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other
): feeblemind, mind blank
9th level (1 slot): imprisonment, power word killMetal Fist. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Metal Fist"} to hit, reach 5
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7);{"diceNotation":"1d8+7","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or 12
","rollAction":"Longsword","rollDamageType":"necrotic"} necrotic damage. The sword has 5 charges. If Zalthar scores a critical hit against a creature that has fewer than 100 hit points, it must
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks.
Wand of Orcus. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit", "rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11);{"diceNotation":"3d8+11
", "rollDamageType":"necrotic"} necrotic damage.
Tail. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Tail"} to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8
Magic Items
Bigby Presents: Glory of the Giants
Master’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and
half as much damage.
Spellcasting. The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from
:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it starts its turn in running water
Monsters
Tales from the Yawning Portal
Regeneration. Tloques-Popolocas regains 10 hit points at the start of his turn if it has at least 1 hit point and isn't in sunlight or running water. If Tloques-Popolocas takes radiant damage or
needing to make an ability check.
Shapechanger. If Tloques-Popolocas isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, or back into its true form.
While in bat
Monsters
Ghosts of Saltmarsh
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage
begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10
Monsters
Tyranny of Dragons
","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite
. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction
Monsters
Baldur’s Gate: Descent into Avernus
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage
torpor (ingested);torpor (see "Poisons" in chapter 8 of the Dungeon Master’s Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Magic Items
Tomb of Annihilation
immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
Magic. The Ring of Winter has 12 charges and
Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer&rsquo
Monsters
Mythic Odysseys of Theros
same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10
-foot running start, the lion can long jump up to 25 feet.
Spell Turning. The lion has advantage on saving throws against any spell that targets only the lion (not an area). If the lion's saving throw
Monsters
Storm King's Thunder
next turn.Greataxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Greataxe"} to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation":"1d12+3","rollType
":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage.
Oathbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Oathbow"} to hit, reach 5
Monsters
Waterdeep: Dungeon of the Mad Mage
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
Shapechanger. If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Zorak can't