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Returning 35 results for 'charges wielding required'.
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charmed willing required
Magic Items
Dungeon Master’s Guide
This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the
Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood.
Magic Items
Dungeon Master’s Guide
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell
Charge Cost
Magic Items
Dungeon Master’s Guide
, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be
used again until the next dawn.
Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Orcus
Legacy
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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
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
Fizban's Treasury of Dragons
shield, +1; +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
Radiant Hammer. For 1 hour or until you dismiss it (no action required), the
effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a
Magic Items
Curse of Strahd
.
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei’s death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished
hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.
Personality. The Sunsword’s special purpose is to
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
Monsters
Candlekeep Mysteries
Unarmored Defense. While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Steel Crane makes three attacks.
Force Strike. Melee Weapon Attack
it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4
Magic Items
Tyranny of Dragons
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
This wand looks and feels like an icicle. You must be attuned to the wand to use it.
The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
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
target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to
Magic Items
Tyranny of Dragons
are holding it in your hand, you can use an action to expend the required number of charges to cast one of the following spells from the sword: detect magic (1 charge), detect evil and good (1 charge
attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you
Magic Items
Curse of Strahd
charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power
end of each of its turns to end the effect on itself.
Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the githzerai fails a saving throw, it can choose to succeed instead.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC
anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType":"roll"} rounds. All formed substance becomes a chaotic churn
Magic Items
Mythic Odysseys of Theros
this spear, the target takes an extra 2d8 radiant damage.
Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
Piety 3
. The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3
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
Magic Items
Baldur’s Gate: Descent into Avernus
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
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
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
Luck Blade
Legacy
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Magic Items
Basic Rules (2014)
can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn
.
Wish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Spider Staff
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Magic Items
Lost Mine of Phandelver
your action to cast one of the following spells from the staff if the spell is on your class’s spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required
quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use
Staff of Defense
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Magic Items
Lost Mine of Phandelver
staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.
a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the
Githzerai Anarch
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Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
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->Tyranny of Dragons
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. Wand of Winter
Wand of Winter Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn
Cube of Force Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges