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                        Returning 18 results for 'charges willingly reunite'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    âs Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells. The crook has 6 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: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
                                                
                                            
                                        
                                                    Wand of Fear
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is
                                                
                                            
                                                
                                                     holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
                                                
                                            
                                        
                                                    Mace of Terror
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must
                                                
                                            
                                                
                                                     can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     Artifact has the following random properties (see chapter 7 of the Dungeon Masterâs Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
                                                
                                            
                                                
                                                     and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll a d20
                                                
                                            
                                                
                                                     spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wandâs tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll a d20
                                                
                                            
                                                
                                                     spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wandâs tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of
                                                
                                            
                                                
                                                     turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions. For its action, it can use only the Dash action or try to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     its ability scores. Each guide has 6 charges, and regains 1d6 expended charges daily at dawn. Teleporting itself and the party to either adventure locale or back to its home manor costs a guide 1
                                                
                                            
                                                
                                                     charge. A guide can also be commanded to spend 1 or more charges to manipulate time in the local area at either adventure location. See âManipulating Timeâ below for more information. All damage dealt to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     âArtifactsâ section of the Dungeon Masterâs Guide:  Crook of Rao 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Spells. The crook has 6 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: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     attunement)
 
    Left to Right: Javelin of Lightning, Mace of
Smiting, Mace of Disruption, and Luck Blade  
 This magic weapon has 3 charges. While holding it, you can use an action and expend 1
                                                
                                            
                                                
                                                     is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Wyllowwood. Wherever she is, Wyllow hears the roar and comes to the dragonâs defense. The dragon, Valdemar, refers to itself as Tearulai and wonât willingly part with the sword stuck in its skull. Nor
                                                
                                            
                                                
                                                    . The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     anyone who tries to search or dismantle it. Its impeccable valet programming prevents it from incriminating passengers or accusing them of any wrongdoing. Higglesworth did not commit the crime willingly
                                                
                                            
                                                
                                                    , but the wand of magic missiles hidden inside it remains. One of the wandâs charges has been expendedâthe same charge that killed Quintus. Motive. Vern is a con artist who makes and sells âmagic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Figaro and defeat Ilren, Kycera is grateful and provides all the information above willingly. Treasure. Within the pantry are 2d4 unopened casks of aged wine, each worth 500 gp. Kycera happily allows
                                                
                                            
                                                
                                                     tense as a wound spring.
 The tiefling is Figaro, a lawful good mage. If Figaro allowed the characters into his room willingly or if enough individuals vouch for them, Figaro shakily introduces
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     with relief and waves, shouting, âPlease, help me find my comrades!â
 The lawful good ghost, who says its name is Chandry, pleads with the characters to help it reunite with its comrades inside
                                                
                                            
                                                
                                                     Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , the spell slot is expended as normal, but the spell has no effect. Instead, the magic is absorbed by the relief, filling it with a number of charges equal to the level of spell slot expended and causing
                                                
                                            
                                                
                                                     the reliefâs eyes to glow green. Once the relief has absorbed 6 or more charges, the door opens. The door closes on its own after 10 minutes unless it is held or wedged open. When the door closes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     this quest, the characters must learn that Othovir has blood ties to House Margaster in Waterdeep. Othovir wonât divulge this information willingly, so the characters must either charm or interrogate
                                                
                                            
                                                
                                                     Winterbow (NG female half-elf scout), a member of the Emerald Enclave. She charges 10 gp per day for her services, regardless of the danger. She has noticed more and more hill giants, ogres, and Uthgardt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , ending the time-freezing effect on her. If she is questioned, Mercion shares the story of Valorâs Call (see âFall of the Witch Queenâ earlier in the chapter). She willingly joins any group committed
                                                
                                            
                                                
                                                     is still alive, it comes running if it hears this sound. Treasure. Ringlerun carries a staff of power with 15 charges remaining. (The staff has 20 charges when fully charged. Five charges were expended
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     wand blinks with blue and green light and is a failed experiment at combining a wand of fireballs and a wand of lightning. It functions as a wand of fireballs, except it has only two charges per day
                                                
                                            
                                                
                                                     check the vault and report to her if all is not well. This requires borrowing Goratâs key, which Gorat lends willingly (whether run by a player or not). The mercurial Thunderwind has no concerns that a
                                                
                                            
                                        






