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Returning 35 results for 'charges world rarity'.
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Magic Items
Dungeon Master’s Guide
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Magic Items
Dungeon Master’s Guide
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides.
Random Properties. An Orb of Dragonkind has the following random properties
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Magic Items
Dungeon Master’s Guide
still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
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
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
":"Staff of Striking","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes
Classes
Xanathar's Guide to Everything
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle of the
Classes
Xanathar's Guide to Everything
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle of the
Magic Items
Acquisitions Incorporated
scattered the components that powered it, secreting them across the world. But the orrery’s instinct for survival is strong, and its components have a way of inexorably coming together over
installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.
Cults devoted to
civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a
Magic Items
Tasha’s Cauldron of Everything
a random destination, which could be on a different world of the Material Plane.
Destroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the tooth’s story
Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
Orb of Dragonkind
Legacy
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Magic Items
Basic Rules (2014)
Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind
work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
the world.
The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left
charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
races
.
Their rarity among the peoples of Etharis and the grim rumors that swirl around them most often leave arisen socially isolated. But not all arisen are driven to nihilism by the bleakness of their
world.
Arisen Traits
Creature Type: HumanoidSize: Your size is Small or Medium, as you determine. (2 – 7 feet tall)Speed: 30 feetAge: Some Arisen age slowly, the artificial nature of their
Barbarian
Legacy
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Classes
Basic Rules (2014)
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and
must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Staff Staff, Rarity Varies (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any
school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Weapon Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must
belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Weapon Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must
belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Armor Armor (Any Light, Medium, or Heavy), Rarity Varies (Requires Attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and
must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Enspelled Staff Staff, Rarity Varies (Requires Attunement by a Spellcaster) Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any
school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the ram, however, gives a character the ability to deal force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if
doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity Max Spell Level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, however, gives a character the ability to deal Force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if it has
Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity. Magic Item Power by Rarity Rarity Max. Spell Level Max. Bonus Common 1 — Uncommon 3 +1 Rare 5 +2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the ram, however, gives a character the ability to deal force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if
doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity Max Spell Level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon
items might even be for sale, each with a cost double that of its magic item.
Spells Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon
items might even be for sale, each with a cost double that of its magic item.
Spells Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, however, gives a character the ability to deal Force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if it has
Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity. Magic Item Power by Rarity Rarity Max. Spell Level Max. Bonus Common 1 — Uncommon 3 +1 Rare 5 +2
Bugbear
Legacy
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Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
wild, and the cast-off members of a gang might eventually catch on with a different group.
Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Magic Items The world of Eberron thrums with the power of magic. Artificers, magewrights, wizards, and other spellcasters produce an abundance of magic items, particularly those with the common
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Magic Items The world of Eberron thrums with the power of magic. Artificers, magewrights, wizards, and other spellcasters produce an abundance of magic items, particularly those with the common
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Orb of Dragonkind Wondrous item, artifact (requires attunement) Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards
many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat’s name on Krynn), or something else the DM
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Orb of Dragonkind Wondrous item, artifact (requires attunement) Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards
many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat’s name on Krynn), or something else the DM