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Returning 35 results for 'constantly regaining glowing to have requires'.
Other Suggestions:
constantly remaining growing to have require
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Monsters
Fizban's Treasury of Dragons
glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
Monsters
Fizban's Treasury of Dragons
an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Monsters
Fizban's Treasury of Dragons
ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility
Monsters
Fizban's Treasury of Dragons
rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and power gives one a responsibility to those who have less
Monsters
Quests from the Infinite Staircase
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and
Ring of Shooting Stars
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
4
2d4
3
2d6
2
5d4
1
4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Fear Wand, Rare (Requires Attunement) 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 spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Web Wand, Uncommon (Requires Attunement by a Spellcaster) 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Polymorph Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Web Wand, Uncommon (Requires Attunement by a Spellcaster) 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Polymorph Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using
) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Fire Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While
Burning Hands 1 Wall of Fire 4 Fireball 3 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Fireballs Wand, Rare (Requires Attunement by a Spellcaster) 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 spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using
) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Enemy Detection Wand, Rare (Requires Attunement) 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
plain sight. The effect ends if you stop holding the wand. 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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Fear Wand, Rare (Requires Attunement) 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 spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Enemy Detection Wand, Rare (Requires Attunement) 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
plain sight. The effect ends if you stop holding the wand. 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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Binding Wand, Rare (Requires Attunement) 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 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Binding Wand, Rare (Requires Attunement) 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 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Striking Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10
charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Lightning Bolts Wand, Rare (Requires Attunement by a Spellcaster) 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 the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Fire Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While
Burning Hands 1 Wall of Fire 4 Fireball 3 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Frost Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While
Cone of Cold 5 Fog Cloud 1 Ice Storm 4 Wall of Ice 4 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) 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
target’s turns, it repeats the save, ending the effect on itself 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Power Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and
Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Frost Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While
Cone of Cold 5 Fog Cloud 1 Ice Storm 4 Wall of Ice 4 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) 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
target’s turns, it repeats the save, ending the effect on itself 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.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
she creates. She constantly doubts the adoration she receives from her daughters and worshipers. Lorinda requires constant proof of their love. Lorinda can create hexblood children for others, but any
Magic Items
Infernal Machine Rebuild
cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system. Resources. Relaxation requires one week. A character needs to maintain at least a modest
advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Members Only Difficulty: Medium A secret club, cultist meeting, or thieves’ guild requires a password to enter. In this puzzle, those who guard a certain door are so secretive that they change the
password constantly, fearing someone might have infiltrated their members’ ranks. You watch a figure approach an oak door with a slide window. The figure knocks, and a guard opens the window and says
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Charming Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast
a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. Regaining