Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'charges walking reaches'.
Other Suggestions:
charges walking reach
charmed willing reaches
charmed walking reach
change willing reaches
change walking reach
Magic Items
Eberron: Rising from the Last War
to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature. The earworm can’t be removed from you while you
inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15
Magic Items
The Book of Many Things
speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight.
Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid
This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head.
The crown has 6 charges for the
Magic Items
Fizban's Treasury of Dragons
.
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
Flight. As a bonus action, you can
expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust. As an action, you can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
Magic Items
Legendary Magic Items
This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn.
As an action, you can expend 1 charge from the staff to create
Magic Items
The Book of Many Things
charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
Each of these black leg guards is decorated with a motif of monstrous skulls screaming in terror.
The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1
Magic Items
Waterdeep: Dragon Heist
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
deactivate one or more of the walking statue of Waterdeep;walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended
Magic Items
The Book of Many Things
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
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
Equipment
your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges
Equipment
armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges
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
Basic Rules (2014)
equal to your walking speed.
You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
Magic Items
Basic Rules (2014)
speed equal to your walking speed and can hover.
You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended
charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying speed equal to your walking speed and can hover
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
elemental while attuned to the ring, you gain access to the following additional properties: You have resistance to lightning damage. You have a flying speed equal to your walking speed and can hover
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
charges. Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. The earworm regains 1d4 expended charges daily at dawn. Symbiotic Nature. The earworm can’t be removed from you
head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
. 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->Fizban's Treasury of Dragons
charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can
the lodestone, you have advantage on Strength saving throws. The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Hither-Thither Staff Staff, Legendary This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn. As an action, you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at
the age of 20 and generally lives into the middle of his or her second century. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at
the age of 20 and generally lives into the middle of his or her second century. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can
walking statue becomes inanimate if deactivated or if the staff is broken. Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years. Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300
pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters are in the walking castle. There’s a boom and the castle sags, as if something heavy just landed on it. When a character investigates, read or paraphrase the following: Coiled atop the walking
occurs after the characters have the previous experience with Renesnuprah and visit another gate-town or two. The encounter begins while the characters are in their walking castle, and they hear a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
wanderlust and curiosity drove them to the far reaches of the multiverse. In those other worlds, elves developed the physical forms now associated with them. Because of their original mutable nature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harshnag’s Sacrifice If Harshnag encounters Iymrith in area 6, he charges the dragon and yells for the characters to flee while he keeps her distracted. If the characters heed the frost giant, they
does his utmost to keep Iymrith from fleeing by attempting to grapple her on later turns. After falling debris deals damage for 2 rounds, the ceiling collapses the next time initiative reaches 0
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
you please, particularly to lighten the mood after exploring a somber gate-town like Curst or Rigus. The encounter starts when the characters hear a group of jovial cheers outside the walking castle
of the lizardfolk soon shifts to either the walking castle or any visible character. They energetically wave and ask the characters to stop for a minute. Lizardfolk Competitors The twelve lizardfolk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wish spell. It tears free of its stovepipe and charges forward on clawed feet to attack intruders. The stove is a Large construct with a challenge rating of 3 (700 XP). It has AC 17, 50 hit points, a
walking speed of 30 feet, and the following ability scores: Strength 14, Dexterity 10, Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. It has blindsight out to a range of 30 feet and is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
pp, ten small rubies (worth 25 gp each), a ring of water walking, and a vial of blood of the lycanthrope antidote (see appendix C). Manipulating Time Having a mechanical guide spend 1 charge in this
area causes Stolos to leave and check on the cells in area 10. If Andras and Stolos are both at this location, spending 3 charges results in both transforming back into their original forms. See area 9 for details.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
no light source in the shaft, which continues down 50 feet until it ends in a folding ladder with a dangling cord. When unfolded, the ladder reaches another 20 feet to the sewer tunnel floor. When the
every day since the goblins came through here, add 5 to the DC of the check. It takes 2 hours to navigate the twisting tunnels at normal walking speed. The tunnels are near Golgari territory, but above
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the North. It encompasses the City Navy’s docks in the Great Harbor and all of Mount Waterdeep, and it is home to six walking statues, numerous temples, and many other landmarks. Castle Waterdeep stands
aside from the six walking statues (discussed later in this chapbook). You could hardly see them all in a day, but the following are highly recommended. Blackstaff Tower is a squat black blot in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of
through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living manes
eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Loyalists The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti. They feel that the town should focus on becoming a useful asset to the
in the region for this faction, and its members do everything they can to support it. If word of any Sea Prince activity reaches the loyalists, they are quick to meet the threat. Loyalist Sample






