Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cloak wand roll'.
Other Suggestions:
cloud wall roll
close wand roll
cloud wand roll
Magic Items
Dungeon Master’s Guide
daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges.
Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Master’s Guide
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore Half Cover when making a spell attack roll.
Magic Items
Dungeon Master’s Guide
.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its
Magic Items
Dungeon Master’s Guide
spell.
Spell
Charge Cost
Hold Monster
5
Hold Person
2
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges.
Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the
Magic Items
Dungeon Master’s Guide
stop waving the wand.
Regaining Charges. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.
This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you
Magic Items
Dungeon Master’s Guide
’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell
Magic Items
Dungeon Master’s Guide
on a success.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The
Magic Items
Dungeon Master’s Guide
spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the
Magic Items
Dungeon Master’s Guide
the spell’s level by 1 for each additional charge you expend.
Regaining Charges.The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
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
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
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
Monsters
Icewind Dale: Rime of the Frostmaiden
spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1;{"diceNotation":"1d6+1","rollType":"roll","rollAction":"Wand of Magic Missiles
"} expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.Vellynne Harpell is a member of the prestigious Harpell
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jarlaxle wears Leather, +3; +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a
ring of truth telling (see appendix A). He wields a rapier, +3 and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A).
Evasion. If he is
Magic Items
Tales from the Yawning Portal
. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.
The wand regains 1d6 + 1 expended charges daily at dawn
Magic Items
Xanathar's Guide to Everything
throw or be forced to scowl for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving
Magic Items
Xanathar's Guide to Everything
throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving
Wand of Conducting
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends
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
Monsters
Journeys through the Radiant Citadel
","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Cloak of the Mountain (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cloak of the Mountain"}. The wynling
misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn’t provoke opportunity attack;opportunity attacks.Playful and mischievous, wynlings defend
Wand of Pyrotechnics
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of
Magic Items
The Book of Many Things
This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:
Battle Foreknowledge. When you roll initiative, you can expend 1
throw into a successful one, a missed attack roll into a hit, or vice versa.
The wand regains 1d6 expended charges daily at dawn.
Magic Items
Out of the Abyss
, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one
Magic Items
Dragonlance: Shadow of the Dragon Queen
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport
, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn.
Monsters
Out of the Abyss
","rollType":"roll","rollAction":"Sneak Attack"} damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated
and she doesn't have disadvantage on the attack roll.
Fey Ancestry. Khalessa has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. Khalessa's
Magic Items
Acquisitions Incorporated
cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
This wand has 2 charges per day. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Monsters
Heroes of the Borderlands
Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage
damage.Jacko advertises his cloak-and-dagger services in seedy places throughout the Borderlands. For the right price, Jacko will trail, rob, rough up, or take out any mark—no questions asked.
Satisfied
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Dual Wand Wielder. If Klauth is carrying two wands, he can use an action to expend 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
phenomena. You may choose a blackguard’s accoutrement or roll on the Blackguard Accoutrements table to determine it.
Blackguard Accoutrements
d8;{"diceNotation":"1d8", "rollType":"roll
resemble a death mask
4
Cloak decorated with bloody handprints
5
Curls of inky smoke seeping from armor at the joints
6
Dozens of flies buzzing about the blackguard
7
Severed hand
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
combat, irda seekers can momentarily cloak themselves as they dart around the battlefield.
Irda
The Dragon Queen created the irda long ago. While most irda embraced their wicked creator’s
or carrying, turns invisible and teleports to an unoccupied space it can see within 30 feet of itself. The seeker remains invisible until the start of its next turn or until immediately after the seeker makes an attack roll, whichever comes first.
Monsters
Fizban's Treasury of Dragons
makes an attack roll or an ability check, it must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save
psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local
Monsters
Bigby Presents: Glory of the Giants
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Ice Wolves"} wolves made of ice (use the winter wolf stat block in the Monster Manual to represent them, but they are Elementals instead of
giant uses this action again.Ice Armor (Requires Frost Rune). When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to