Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'container wind regaining'.
Other Suggestions:
contains wind remaining
container wind remaining
container with regarding
contained wind reining
contains wind regaining
Magic Items
Dungeon Master’s Guide
from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect
expend to cast the spell.
Spell
Charge Cost
Giant Insect
4
Insect Plague
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Memnor. When the cradle drops to 0 hit points, its body dissipates into cloud wisps. The scion instantly appears in the space the
Monster. The cradle deals double damage to objects and structures.Multiattack. The cradle makes three Slam or Wind Javelin attacks in any combination.
Slam. Melee Weapon Attack: +17;{"diceNotation":"1d20
Monsters
Mythic Odysseys of Theros
components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the Disengage or Hide actions as a bonus action on each of its turns.Multiattack. The triton makes two urchin-spine
"} poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
":"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
Monsters
Candlekeep Mysteries
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all
strong wind.
The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative
Monsters
Vecna: Eve of Ruin
, regaining all his hit points.
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t function at the
action), Gust of Wind, Mirror Image, Nondetection
1/day each: Greater Invisibility, Polymorph, Scrying (as an action)Strahd can take 3 legendary actions, choosing from the options below. Only one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(such as the Gust of Wind spell) disperses the smoke. Gunpowder Setting fire to a container full of Gunpowder causes it to explode. When a container explodes, each creature in a 10-foot-radius Sphere
saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one. Smoke Grenade The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(such as the Gust of Wind spell) disperses the smoke. Gunpowder Setting fire to a container full of Gunpowder causes it to explode. When a container explodes, each creature in a 10-foot-radius Sphere
saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one. Smoke Grenade The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
location. The spirit can’t be harmed and doesn’t speak.
Fog cloud: Misty, harmless claws form in the fog.
Gust of wind: A ghastly moan accompanies the summoned wind.
Mage hand: The summoned hand is
together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on them.
Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table
from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Giant Insect 4 Insect Plague 5 Regaining
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
location. The spirit can’t be harmed and doesn’t speak.
Fog cloud: Misty, harmless claws form in the fog.
Gust of wind: A ghastly moan accompanies the summoned wind.
Mage hand: The summoned hand is
together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on them.
Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table
from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Giant Insect 4 Insect Plague 5 Regaining
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
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 expended charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
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 expended charges
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it
Level Proficiency Bonus Class Features Second Wind Weapon Mastery 1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3 2 +2 Action Surge (one use), Tactical Mind 2 3 3 +2 Fighter Subclass 2 3 4 +2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it
Level Proficiency Bonus Class Features Second Wind Weapon Mastery 1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3 2 +2 Action Surge (one use), Tactical Mind 2 3 3 +2 Fighter Subclass 2 3 4 +2
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it
Level Proficiency Bonus Class Features Second Wind Weapon Mastery 1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3 2 +2 Action Surge (one use), Tactical Mind 2 3 3 +2 Fighter Subclass 2 3 4 +2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it
Level Proficiency Bonus Class Features Second Wind Weapon Mastery 1 +2 Fighting Style, Second Wind, Weapon Mastery 2 3 2 +2 Action Surge (one use), Tactical Mind 2 3 3 +2 Fighter Subclass 2 3 4 +2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns. Setting fire to a container full of
damage on a successful one. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns. Setting fire to a container full of
damage on a successful one. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
dispersed by wind. Kevin Glint Nafas’s Shamshir Regional Effects The region containing Nafas’s lair is warped by his magic, creating one or more of the following effects: Mirages. Sapient creatures within
. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When Nafas drops to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
dispersed by wind. Kevin Glint Nafas’s Shamshir Regional Effects The region containing Nafas’s lair is warped by his magic, creating one or more of the following effects: Mirages. Sapient creatures within
. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When Nafas drops to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the
regaining hit points, and is paralyzed while poisoned in this way.
Poisoned Spine. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the
regaining hit points, and is paralyzed while poisoned in this way.
Poisoned Spine. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the
. Defense is recommended. (This is included above.) Level 1: Second Wind You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the
. Defense is recommended. (This is included above.) Level 1: Second Wind You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.
When a
other material. VARIANT: WANDS THAT DON’T RECHARGE
A typical wand has expendable charges. If you’d like wands to be a limited resource, you can make some of them incapable of regaining charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind