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Returning 35 results for 'gloves charges learn'.
Spells
Playerâs Handbook
how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spellâs name.
If you instead
You touch an object throughout the spellâs casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and
Magic Items
Acquisitions Incorporated
burned through your gloves.
6
It has an obnoxious ringtone that you canât work out how to change.
7
It fails to notify you of incoming messages except for a faint pulsating glow
mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending
Magic Items
Storm King's Thunder
decisions of the throneâs master.
Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a
property doesnât expend any charges.
Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesnât
Identify
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it
Magic Items
The Book of Many Things
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
Warrior. Your Strength score increases by 2 to a maximum of 22.
Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Gem of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gemâs command word and expend 1 charge. For the next 10 minutes, you have truesight out
to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. Giant Slayer Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Hammer of Thunderbolts Weapon (Maul or Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can
end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giantâs Bane. While you are attuned to the
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
spellâs casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You
learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spellâs name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spellâs casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You
learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spellâs name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it
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->Wayfinder's Guide to Eberron
Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it
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->Tashaâs Cauldron of Everything
Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it
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->Basic Rules (2014)
many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
intricately carved wooden altar beyond the pool. Bak Mei has yet to collect the materials needed to craft the gloves of soul catching. The pages feature detailed illustrations of hands, showing how ki flows
through them. When the pages are held up to the light of the moon, instructions for creating the gloves of soul catching are revealed. Bak Mei knows this fact but wonât share it with anyone, not even
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The gemstone is 6 inches in diameter and has the following properties: It is indestructible until the golem completes its mission. The sapphire has 3 charges. As an action, the golem can expend 1
charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains 1d3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Chaseâ). The characters learn that the stone has been taken by hire-coach to Mistshore. The characters can catch up to Agorn there (encounter 2, âMistshoreâ). If he is captured and questioned, Agorn
teleportation circle to collect the stone. Once the simulacrum is defeated, the characters can use the stone to learn that the entrance to the Vault of Dragons is hidden below a mausoleum in the City of the Dead
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
other material. VARIANT: WANDS THAT DONâT RECHARGE
A typical wand has expendable charges. If youâd like wands to be a limited resource, you can make some of them incapable of regaining charges
. Consider increasing the base number of charges in such a wand, to a maximum of 25 charges. These charges are never regained once theyâre expended.
Weapons Whether crafted for some fell purpose or forged
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
adventurers to oppose 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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
conversations.
4 Itâs the perfect size, shape, and weight to be used as a skipping stone.
5 It heats up when you use it, to the extent that it once burned through your gloves.
6 It has an
, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, sage, sailor Most champions of Kruphix seek to learn the secrets of the universe and maintain the balance of the world. They largely view the other gods as petty and seek to separate themselves from
divine squabbles. Kruphixâs Favor Kruphixâs champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aiding his
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
and control, also pay homage to Bane. Those who want to evoke dominance and ruthlessness favor wearing black gloves â a nod to Baneâs holy symbol. Myrkul claims a following among those who wish to
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and control, also pay homage to Bane. Those who want to evoke dominance and ruthlessness favor wearing black gloves â a nod to Baneâs holy symbol. Myrkul claims a following among those who wish to
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
heavily bundled figure commonly seen loitering about the market square is a haggard, homeless young woman named Beldora (see appendix D). She wears boots that are much too big for her feet, and thick gloves
huddle next to strangers and learn what they know. She conceals a sending stone on her person and uses it once a day to pass along information to Thwip Ironbottom, a Harper agent based in Hundelstone. B8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
above the city on a great bluff that extends out from the mountain, its towers soaring hundreds of feet into the sky. It surprises many to learn that this isnât where Waterdeepâs rulers reside, nor
parted ways. Mirt kept on with a life of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
â that it is important to them to unite the monsters of Droaam and to give their charges a voice in the world. In this case, the Daughters can be ultimately sympathetic figures. They are fighting
against the fears and prejudices of the people of the Five Nations, and also the selfish ambitions of many of their own power-hungry warlords. Once the adventurers learn that the Daughters truly want peace
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have
use of magic items, granting you the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
officer is consigned to the brig for violation of customs chargesâbut the characters later learn that he is beloved among the graduate sailors. A sniff of rum is the officerâs off-the-books reward for
inspectors wear meticulously maintained uniforms and the most-feared white gloves in the academy. Both have walnut-colored skin and carefully groomed long black hair, kept in tidy buns. Kip is well known for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
learn about the obelisk in Iriolarthasâs study (area Y19q) know how to activate it (see âActivating the Obeliskâ below). A character who examines the obelisk and succeeds on a DC 10 Intelligence
staffâs charges to accomplish. If a creature attuned to the staff uses an action to expend 10 or more of its charges while touching the staff to the obelisk, power surges from the staff and triggers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it
to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
knowledge she gleans from unholy rites. If TeocĂn is captured, she says nothing to the characters, but they can learn of her goals, Orencio, and Pazuzu by looking through her notesâdozens of filthy
as they sense movement. If the mine entrance has not yet collapsed and all the characters are in or near this room, Itzmin detonates his charges (see the âCave-In!â section earlier in the adventure
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
emulate their deity. Such orcs learn to command their fellows in ways that are unpredictable but help to ensure victory. The wisest among these leaders gain Ilnevalâs favor and rise to become known as
hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
understand the ebb and flow of combat to sit around his council fire and learn the ways of warfare. Skilled Strategists. Orcs that show aptitude for the nuances of warfare at an early age are considered
. Through this nonverbal communion, they begin to comprehend how to use the magic of death. These shamans, known as White Hands, cover their hands in white ash or wear pale gloves made of elf skin to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and
allow her to bear his true heir. If Gunvald were to learn the truth, he would put Ulkora to death. Gunvald Halraggson
Medium humanoid (human), neutral
Armor Class 13 (hide armor, shield)
Hit
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
objects. Thus they do not know about the hidden door behind them. They consider any attempt to move or tear down the curtains blasphemous attacking the perpetrators if they witness such an act or learn
skeletonâs ribs. The characters can remove the statuary if they want. The statues weigh 700 pounds each. The marinersâ guild charges a stiff fee for transporting them, and the characters soon






