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Returning 35 results for 'granting charge leaving'.
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Magic Items
Dungeon Master’s Guide
a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target
Magic Items
Dungeon Master’s Guide
no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the
Monsters
Keys from the Golden Vault
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
steal away most of the clan’s gold, leaving only a pittance.
Prisoner 13 is a cunning schemer, ruthless and patient. She listens and watches, absorbing every detail she can, and shares as
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
Monsters
Icewind Dale: Rime of the Frostmaiden
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Monsters
Icewind Dale: Rime of the Frostmaiden
Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
Monsters
Icewind Dale: Rime of the Frostmaiden
Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.
Gargauth doesn’t know how to escape from the shield. The pit fiend believes
Magic Items
Tasha’s Cauldron of Everything
, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving
Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
Talisman of Ultimate Evil
Legacy
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Magic Items
Basic Rules (2014)
throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the
Talisman of Pure Good
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil
alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil
alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. Conceptopolis Sword of Life
while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
charge in this area causes the guards to change shifts, leaving for the barracks (area 6). Spending 2 charges reverses time and causes them to instead head into the temple complex to search for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts. Korda grew too ambitious for her role as an
clan’s gold, leaving only a pittance. The Axebreaker dwarves discovered her almost immediately. They rounded up her agents, who either fought to the death or were executed. They captured Korda and
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts. Korda grew too ambitious for her role as an
clan’s gold, leaving only a pittance. The Axebreaker dwarves discovered her almost immediately. They rounded up her agents, who either fought to the death or were executed. They captured Korda and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, showing areas 1 to 22. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving for areas 4 and 5. Spending 2 charges also brings the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving here for the barracks (area 6). Spending 2 charges causes them to instead head into the temple complex to search
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
been there themselves. The World Is Ancient. Empires rise and fall, leaving few places that have not been touched by imperial grandeur or decay. War, time, and natural forces eventually claim the mortal
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the opening, the skeletons to animate (see below), and the pit to begin filling with water. It takes 5 rounds to completely fill a pit, leaving no air space at the top. After one hour, the slab opens
actual door leading to area 18. Manipulating Time Having a mechanical guide spend 1 charge in this area opens one closed pit at random, or closes one pit at random if all the pits are open.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
thunder and lightning is a secret door.)
Dead End. Part of the eastern wall has been obliterated, leaving behind a jagged dead-end tunnel.
The mosaic of the staff of thunder and lightning, unlike
gratitude by granting each party member a blessing of health (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). If the characters have not yet dealt with the fallen planetar on level 21
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information, Hekaton (or Serissa) leaves Imperator Uthor in charge of Maelstrom and sets out with four storm giant bodyguards named Nimir, Orlekto, Shaldoor, and Vaasha (see appendix D for statistics
are within half a mile of Iymrith’s lair, the storm giants dismount and approach on foot, leaving the rocs to perch atop rocky outcroppings and wait for their return. Characters can ride with the giants
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
following flaws: A character possessed by Rose gains the following flaw: “I like being in charge and get angry when other people tell me what to do.” A character possessed by Thorn gains the following
dungeon below it. Both ghosts can be intimidated into leaving their hosts with a successful DC 11 Charisma (Intimidation) check made as an action. A ghost reduced to 0 hit points can reform at dawn
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no
does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. Gargauth doesn’t know how to escape from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Adventurers climbing a volcano on the Material Plane might suddenly find themselves scaling a Feywild mountain topped with skyscraper-sized crystals that glow with internal fire. Leaving behind a wide and
worlds, Zybilna is regarded as a fairy godmother of sorts, granting wishes for the lost, the forsaken, or the betrayed. Sometimes her wishes bring happiness, other times despair. (Prismeer is detailed in
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action. Level 3: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting
over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants encircle the town, Drufi, the wolves, and two other frost giants (Drufi’s bodyguards, one male and one female) stride boldly toward the southwest gate, demanding to parlay with whoever’s in charge
threat of a full-scale frost giant attack throws the town of Bryn Shander into chaos. Many guards abandon their posts, leaving the defense of the southwest gatehouse to the adventurers. The characters
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
success. Now they’ve deployed an improvised battering ram. It’s only a matter of time, possibly minutes, before the temple’s main doors crumple under the assault, leaving the people inside helpless
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and






