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Returning 35 results for 'charges wielding replace'.
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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
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
Equipment
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
Magic Items
Bigby Presents: Glory of the Giants
instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
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: Dungeon of the Mad Mage
","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
. When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
Equipment
belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
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
remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
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
Equipment
turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
Equipment
saving throw, ending the effect on itself on a success.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
. Placing a full energy cell in the pistol gives the pistol 6 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see
Magic Items
Tasha’s Cauldron of Everything
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
Magic Items
Tasha’s Cauldron of Everything
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
pattern, modify memory, and suggestion. 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
Monsters
Candlekeep Mysteries
Legendary Resistance (2/Day). If Bak Mei fails a saving throw, he can choose to succeed instead.
Special Equipment. Bak Mei carries a staff of striking with 10 charges.
Unarmored Defense. While Bak
Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking.
Thunder
Magic Items
Tasha’s Cauldron of Everything
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
you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
As an
Monsters
Planescape: Adventures in the Multiverse
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It
can replace any of these attacks with one use of its Pacifying Touch.
Unarmed Strike. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Unarmed Strike"} to hit
Magic Items
Tasha’s Cauldron of Everything
charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of
a spellcasting focus for your wizard spells, and you know the mage hand, mind sliver, and message cantrips if you don’t already know them.
The crystal has 3 charges, and it regains 1d3 expended
Magic Items
Tasha’s Cauldron of Everything
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 you spend 1 minute studying the book, you can
expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
When one creature you can see takes damage from an
Magic Items
Tasha’s Cauldron of Everything
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 you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the
Magic Items
Tasha’s Cauldron of Everything
the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the
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
Magic Items
Tasha’s Cauldron of Everything
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 you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be
Magic Items
Tasha’s Cauldron of Everything
can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell
encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You
Magic Items
Tasha’s Cauldron of Everything
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 you spend 1 minute studying
the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you cast a conjuration spell
Magic Items
Tasha’s Cauldron of Everything
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
;protection from evil, and symbol. 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
Magic Items
Baldur’s Gate: Descent into Avernus
feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
Truesight. Your eyes become luminous pools of silver. You can see in
’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Sentience
Magic Items
Tomb of Annihilation
the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others
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
Equipment
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Repulsion Shield Prerequisite: 6th-level artificer
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding
it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Repulsion Shield Prerequisite: 6th-level artificer
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While
holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Repulsion Shield Prerequisite: 6th-level artificer
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While
holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Repulsion Shield Prerequisite: 6th-level artificer
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While
holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Repulsion Shield Prerequisite: 6th-level artificer
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding
it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Repulsion Shield Prerequisite: 6th-level artificer
Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While
holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone