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Returning 35 results for 'more spades with only action for for load'.
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Magic Items
The Book of Many Things
gp each
9 ♣️
Lamp
10 ♣️
Chain (10 feet);10 feet of iron chain
3 ♠️
Three spear;spears
4 ♠️
Mirror, Steel;Steel mirror
5 ♠️
15-foot wooden
pole
6 ♠️
Burlap sack
7 ♠️
Two sets of Clothes, Fine;fine clothes
8 ♠️
Shovel
9 ♠️
Light hammer
10 ♠️
Ten arrows
The face of
Magic Items
Tales from the Yawning Portal
. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Magic Items
The Book of Many Things
bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack
with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.
While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
Magic Items
The Book of Many Things
*
A ♠️
Isolation*
K ♠️
End
Q ♠️
Monster
J ♠️
Knife
2 ♠️
Justice*
Joker (with ™)
Student*
Joker (without ™)
Mischief
.
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
Magic Items
The Book of Many Things
This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it
target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.
Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
takes the Dash action, moving toward the nearest creature.
3–4 Paralysis. The target is paralyzed until the end of its next turn.
5–6: Poison. The target takes 13 (3d8);{"diceNotation
Magic Items
The Book of Many Things
deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn.
4
♠️ (Swords)
The card unleashes a sharp, concussive
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An
that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction
Equipment
weapons of this type exist, and require entire teams of operators to position, load, and fire.
This weapon has the following mastery property. To use this property, you must have a feature that lets you
use it.
Explode. When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
(Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6
actions to load the enormous cannon and 1 action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 88 (16d10) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ballista Large Object Armor Class: 15 Hit Points: 50 Ballista Bolt (Requires Load and Aim). Ranged Attack Roll: +6, range 120/480 ft. Hit: 16 (3d10) Piercing damage. A Ballista is a massive crossbow
that fires heavy bolts. Loading a Ballista requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Ballista Bolt action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cannon Large Object Armor Class: 19 Hit Points: 75 Cannonball (Requires Load and Aim). Ranged Attack Roll: +6, range 600/2,400 ft. Hit: 44 (8d10) Bludgeoning damage. A Cannon uses gunpowder or arcane
power to propel heavy iron balls at destructive speeds. A Cannon is usually attached to a wooden frame with wheels. Loading a Cannon requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Cannonball action.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Decrepit Mangonel Large Object Armor Class: 12 Hit Points: 30
Sack of Hands (Requires Load and Aim). A launched sack of writhing hands lands in a space 30 to 100 feet away from the mangonel. A
Swarm of Crawling Claws appears where the sack lands.
Loading a Decrepit Mangonel requires two Utilize actions, and aiming it requires one Utilize action. Then a creature can take the Sack of Hands action.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
ft./30 ft. Speed: fly 40 ft. (4½ mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load the ballista, 1 action to
Cost: 100 gp (mangonel), — (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
(bolt)
It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage
start of each of its turns.
Mangonel (Crew: 5) Armor Class: 15
Hit Points: 100
Cost: 100 gp (mangonel), — (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Keg Launcher Large Object Armor Class: 15 Hit Points: 30 Toxic Keg (Requires Load and Aim). Constitution Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point 30 to 300
feet from the launcher. Failure: 14 (4d6) Poison damage. Success: Half damage. A back-mounted, wooden catapult flings small kegs of toxic gas. Loading a Keg Launcher requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Toxic Keg action. Kent Davis
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Threshold: 15 Keel/Beam: 100 ft./20 ft. Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load
: 15
Hit Points: 100
Cost: 100 gp (mangonel), — (stone)
It takes 2 actions to load the mangonel, 1 action to aim it using the turret rotator (area 2 on the accompanying deck plan), and 1 action to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10
) piercing damage.
Mangonel (Crew: 5) Armor Class: 15
Hit Points: 100
Cost: 100 gp (mangonel), — (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it
Initiating a Circle Spell
You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option you’re using for this casting; you must also meet any
creature casts a spell—such as the Reaction taken to cast Counterspell— it also triggers when you take this action to initiate a Circle spell.
Circle Casting Options
The following options
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
2 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged
actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
lift the heavy ballista bolts, so it must be loaded by hand. Enchanted Ballista Large Object Armor Class: 15 Hit Points: 50
Ballista Bolt (Requires Load). Ranged Attack Roll: +6, range 120/480 ft
. Hit: 22 (4d10) Piercing damage.
Loading the Enchanted Ballista requires the Utilize action. Then a creature can take the Ballista Bolt action.
feats
Initiating a Circle Spell
You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option you’re using for this casting; you must also meet any
creature casts a spell—such as the Reaction taken to cast Counterspell— it also triggers when you take this action to initiate a Circle spell.
Circle Casting Options
The following options
feats
Initiating a Circle Spell
You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option you’re using for this casting; you must also meet any
creature casts a spell—such as the Reaction taken to cast Counterspell— it also triggers when you take this action to initiate a Circle spell.
Circle Casting Options
The following options
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
enemies. Three possibilities are provided in the Starting Encounter Distance table. The shorter the distance, the less time crews have to load weapons and make other preparations. Starting Encounter
mangonels being the most common. Such weapons are slow to load and fire. Player characters are almost always better off using their own weapons and spells in ship-to-ship combat, reserving shipboard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contraption that hurls casks of alchemist’s fire that explode on impact. Before one of these weapons can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to
initiative count load, aim, and fire each of the flame cannons. The hobgoblins discovered these siege engines during their initial exploration of Trobriand’s Graveyard. A flame cannon is a bulky mechanical
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range
the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Finesse When making an attack
weapon to make a melee attack.
Light When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the threat as quickly as possible. This NPC, whoever it ends up being, gains the following additional action: Inspire. While within sight of Strahd, this character grants inspiration to one player
characters until his son, Doru, is dead and buried. Darklord (King of Spades) Ah, the worst of all truths: You must face the evil of this land alone!
There is no NPC who can inspire the characters. A
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
needed. A character can take a Utilize action to lower or raise a rope ladder. Walls. The fortress walls have few handholds, so climbing them requires a successful DC 10 Strength (Athletics) check. Siege
Equipment
Siege equipment includes objects designed to assail or defend castles and other walled fortifications. Most siege weapons require creatures to move them, as well as to load, aim, and fire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to poison and psychic damage. Before it can be fired, a ballista must be loaded and aimed. (The ballistae are loaded when the characters first arrive.) It takes one action to load the weapon, one
lair actions. On initiative count 20 (losing initiative ties), N’ghathrod can take one lair action to cause one of the following effects:
N’ghathrod creates a magical duplicate of itself anywhere
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, its limbs rusted and bent. Dangling from it is the dripping hulk of a ship, hanging some fifty feet above the greasy mud.
During the day, the warehouse bustles with workers who load and unload
) fire damage. A restrained creature can escape by using an action and succeeding on a DC 15 Strength or Dexterity check, or can be pulled free by another creature within 5 feet that uses an action and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
, crowbars, spades, wicker baskets, sacks, and coils of rope. There is also a pile of light blue tiles. Otherwise, the place is empty.
A character who makes a successful DC 16 Wisdom (Perception






