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Returning 35 results for 'charming wand rest'.
Other Suggestions:
chasing wild rest
chasing wind rest
chasing ways rest
changing wild rest
churning wild rest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
indefinitely. Additionally, he can cast create undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt
attacks.
Wand of Orcus. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit", "rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11);{"diceNotation":"3d8+11
Monsters
The Wild Beyond the Witchlight
":"slashing"} slashing damage.Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well.Croak of Charming
(Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the knight until the end of its next turn.
Monsters
Storm King's Thunder
others will be normal cats.
Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of &ldquo
;sticks of wood held by humans” for the rest of its life. A lucky, healthy tressym can live to be 20 years old.
With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.Poison
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
Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
charming Wondrous item Yes Eyes of the eagle Wondrous item Yes Figurine of wondrous power (silver raven) Wondrous item No Gauntlets of ogre power Wondrous item Yes Gem of brightness Wondrous item No Gloves
fish command Weapon Yes Wand of magic missiles Wand No Wand of the war mage, +1 Wand Yes (spellcaster) Wand of web Wand Yes (spellcaster) Weapon of warning Weapon Yes Weapon, +1 Weapon No Wind fan Wondrous item No Winged boots Wondrous item Yes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
rulership Rod Yes Rod of the pact keeper, +2 Rod Yes (warlock) Rope of entanglement Wondrous item No Shield of missile attraction Armor Yes Shield, +2 Armor No Staff of charming Staff Yes (bard, cleric
wounding Weapon Yes Tentacle rod Rod Yes Vicious weapon Weapon No Wand of binding Wand Yes (spellcaster) Wand of enemy detection Wand Yes Wand of fear Wand Yes Wand of fireballs Wand Yes (spellcaster) Wand
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
rulership Rod Yes Rod of the pact keeper, +2 Rod Yes (warlock) Rope of entanglement Wondrous item No Shield of missile attraction Armor Yes Shield, +2 Armor No Staff of charming Staff Yes (bard, cleric
wounding Weapon Yes Tentacle rod Rod Yes Vicious weapon Weapon No Wand of binding Wand Yes (spellcaster) Wand of enemy detection Wand Yes Wand of fear Wand Yes Wand of fireballs Wand Yes (spellcaster) Wand
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
charming Wondrous item Yes Eyes of the eagle Wondrous item Yes Figurine of wondrous power (silver raven) Wondrous item No Gauntlets of ogre power Wondrous item Yes Gem of brightness Wondrous item No Gloves
fish command Weapon Yes Wand of magic missiles Wand No Wand of the war mage, +1 Wand Yes (spellcaster) Wand of web Wand Yes (spellcaster) Weapon of warning Weapon Yes Weapon, +1 Weapon No Wind fan Wondrous item No Winged boots Wondrous item Yes
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Second, kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more
the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charming 78–79 Staff of Swarming Insects 80–81 Staff of Withering 82 Stone of Controlling Earth Elementals 83–84 Wand of Binding 85–86 Wand of Fear 87–90 Wand of Fireballs 91–94 Wand of Lightning Bolts 95
Adornment 85–86 Staff of Birdcalls 87–89 Staff of Flowers 90–92 Talking Doll 93–94 Tankard of Sobriety 95–97 Wand of Conducting 98–00 Wand of Pyrotechnics Arcana—Uncommon 1d100 Item 01 Amulet of Proof
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charming 78–79 Staff of Swarming Insects 80–81 Staff of Withering 82 Stone of Controlling Earth Elementals 83–84 Wand of Binding 85–86 Wand of Fear 87–90 Wand of Fireballs 91–94 Wand of Lightning Bolts 95
Adornment 85–86 Staff of Birdcalls 87–89 Staff of Flowers 90–92 Talking Doll 93–94 Tankard of Sobriety 95–97 Wand of Conducting 98–00 Wand of Pyrotechnics Arcana—Uncommon 1d100 Item 01 Amulet of Proof
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level Artificer
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level Artificer
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
No Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
No Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
heat wave has weakened the dragon enough that they can slay her and recover their honored ancestor’s corpse to lay it to rest respectfully. The temptation of Challidax’s hoard is further motivation
Aerstigga has been negotiating with Challidax in the dragon’s trophy cave (area D16). Aerstigga has offered wealth in addition to her loyalty. She has a Wand of Wonder that occasionally produces gems
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
heat wave has weakened the dragon enough that they can slay her and recover their honored ancestor’s corpse to lay it to rest respectfully. The temptation of Challidax’s hoard is further motivation
Aerstigga has been negotiating with Challidax in the dragon’s trophy cave (area D16). Aerstigga has offered wealth in addition to her loyalty. She has a Wand of Wonder that occasionally produces gems
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: 8 (1d10 + 3) slashing damage.
Bonus Actions
Croak of Charming (Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(this can’t be the same Short Rest used to learn the item’s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If
attuned to it, but none of its magical properties. Attune during a Short Rest Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: 8 (1d10 + 3) slashing damage.
Bonus Actions
Croak of Charming (Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(this can’t be the same Short Rest used to learn the item’s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If
attuned to it, but none of its magical properties. Attune during a Short Rest Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(this can’t be the same Short Rest used to learn the item’s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If
attuned to it, but none of its magical properties. Attune during a Short Rest Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(this can’t be the same Short Rest used to learn the item’s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If
attuned to it, but none of its magical properties. Attune during a Short Rest Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to see a warrior with a sword on one hip and a wand on the other. Within the army, such a soldier is referred to as an arcaneer. On the streets, they are called wandslingers. A wandslinger is defined
by the ability to cast at least two cantrips, typically drawn from the sorcerer or wizard spell list. A common wandslinger also knows a single 1st-level spell, which they can cast once per long rest
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to see a warrior with a sword on one hip and a wand on the other. Within the army, such a soldier is referred to as an arcaneer. On the streets, they are called wandslingers. A wandslinger is defined
by the ability to cast at least two cantrips, typically drawn from the sorcerer or wizard spell list. A common wandslinger also knows a single 1st-level spell, which they can cast once per long rest
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Wand of Orcus, which is described in the Dungeon Master’s Guide. Orcus
Huge Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12 + 210
undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.
Actions
Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus. Melee
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Wand of Orcus, which is described in the Dungeon Master’s Guide. Orcus
Huge Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12 + 210
undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.
Actions
Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus. Melee
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
T6. Book Wyrm’s Treasure The front of this bookstore is adorned with a charming sign of a gold dragon curled around a treasure hoard of books and scrolls. Inside, the shop is decorated with beautiful
rest); each creature in the cone must make a DC 10 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. He has resistance to fire damage. He speaks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
T6. Book Wyrm’s Treasure The front of this bookstore is adorned with a charming sign of a gold dragon curled around a treasure hoard of books and scrolls. Inside, the shop is decorated with beautiful
rest); each creature in the cone must make a DC 10 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. He has resistance to fire damage. He speaks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the edge of the bridge, and draw their weapons. The robed fellow pulls out a wand.
The figures on the bridge include five thugs (male shield dwarves) and a mercenary mage named Cavil Zaltobar (male
Tethyrian human). Cavil is armed with a +1 wand of the war mage. If the characters don’t attack immediately, Cavil tosses a few words at them before ordering the thugs to attack: “Well met!” says the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the edge of the bridge, and draw their weapons. The robed fellow pulls out a wand.
The figures on the bridge include five thugs (male shield dwarves) and a mercenary mage named Cavil Zaltobar (male
Tethyrian human). Cavil is armed with a +1 wand of the war mage. If the characters don’t attack immediately, Cavil tosses a few words at them before ordering the thugs to attack: “Well met!” says the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Shankha Trials. Known as Nisha to her friends and fans, she is a charming young woman whose Manivarshi ancestors settled in Tippurika after their home disappeared. Nisha uses the last name “Manivarshi” out
belonged to her. The fiend claimed this place marks the edge of the ruins of lost Manivarsha. The fiend said that if Nisha thinks she’s Manivarshi, then she can be a prisoner here for the rest of her days.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
killed by Netherskull’s remote Death Ray (one of the death tyrant’s regional effects) after finishing a long rest in this dead-end tunnel. His sister, Lorlynn, can be found in area 14b. Treasure
Characters who search Elvilac’s remains find a zurkhwood wand (used as an arcane focus), a spellbook with black leather covers, and a spider silk pouch containing three soft purple mushrooms that give off