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                        Returning 35 results for 'charges walking released'.
                    
                
                        
                            
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                                                     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 tiaraâs 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
                                                
                                            
                                        
                                                     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
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     trapped within it, as does expending all of the coinâs 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
                                                
                                            
                                                
                                                    -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
                                                
                                            
                                        
                                                     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 Masterâs Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staffâs 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
                                                    Baldurâs 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
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     you harm them.
You can wield the staff as a quarterstaff, +3;+3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7 charges and
                                                
                                            
                                                
                                                     regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on
                                                
                                            
                                        
                                                     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 canât 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
                                                    
                                                    
                                                
                                            
                                                     armorâs charges to gain a flying speed equal to your walking speed for 1 minute. If youâre 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
                                                    
    
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                                                     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 ringâs 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 ringâs 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 Masterâs 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 ringâs 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 canât 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 beltâs 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->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     gain a flying speed equal to your walking speed for 1 minute. If youâre 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->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->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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     soul coin frees the soul trapped within it, as does expending all of the coinâs charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     expend 1 or more of the staffâs 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 staffâs charges as a bonus action to cast dispel magic on a creature, an object, or a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coinâs charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to
                                                
                                            
                                                
                                                     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 do one of the following: Drain Life. You siphon away some of the soulâs
                                                
                                            
                                        
                                                     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->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     the North. It encompasses the City Navyâs 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->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but canât take
                                                
                                            
                                                
                                                     see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     of small, uprooted shrubs that seem to be walking of their own accord. A detect magic spell reveals an aura of transmutation magic around the pot, which is a common wondrous magic item called a pot of
                                                
                                            
                                                
                                                     activating. When the sphere is released, all creatures present roll initiative, and the sphere rolls initiative with a +8 bonus. On its turn, it moves in a straight line until it reaches a corner, then
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     is released and makes its way to area H39 and from there to the library in Ythryn (area Y9 in chapter 7). It ignores the characters unless they interfere with it. Treasure. The mummyâs golden mask (750
                                                
                                            
                                                
                                                    , this charm vanishes from you. 
   20  Charm of Restoration. This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     enter an area containing a skeleton key, it might be standing in the middle of the room, standing in a corner, walking across the ceiling, or clinging to a wall. A skeleton keyâs primary goal is to avoid
                                                
                                            
                                                
                                                     the tomb are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders. A tomb guardian is a flesh golem clad
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Ignatius has already determined that Quintus was killed while walking to his cabin from one of the Passenger Carâs two privies. The aasimarâs body lies outside the door to the middle cabin, which
                                                
                                            
                                                
                                                     a magic missile spell. Given where the body fell, the direction Quintus was walking when he died, and where the wounds on the body are located, a character can deduce, with a successful DC 16
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     spellcasting ability (your choice). Campfire. You 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
                                                
                                            
                                                
                                                     individual, you know if 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     a DC 14 Wisdom (Survival) check see that numerous aurumvorax claw marks lead from the southwest tunnel. If the characters head down that tunnel, they reach area G2 after 5 minutes of walking. If they
                                                
                                            
                                                
                                                     lairs in one cavern. It was partly tamed by the miners and allowed to hunt rats and other vermin. The lizard charges the characters as soon as it spots them but doesnât attack immediately. Characters who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , they must pay for her services. She charges 250 gp per person for training and another 25 gp per person per day of travel. Characters who want to be trained must undergo three days of intense lessons
                                                
                                            
                                                
                                                     Giantsâ) cuts a swath through the icy crust over the shallow bay as it approaches and slowly grinds to a dead stop. The ship carries twenty frost giants. Twelve of them leap over the sides, walking
                                                
                                            
                                        





