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Returning 35 results for 'peace armor and his charges'.
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Magic Items
Dungeon Master’s Guide (2024)
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
Magic Items
Dungeon Master’s Guide (2024)
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw
Monsters
Waterdeep: Dungeon of the Mad Mage
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level
Equipment
powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate
armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge
Monsters
Baldur’s Gate: Descent into Avernus
attacks). This extra damage is of the same type as the weapon's damage type.
Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4;{"diceNotation":"1d4+4","rollType":"roll"} expended charges
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
Monsters
Waterdeep: Dragon Heist
many charges the staff has remaining.
Magic Resistance. Vajra has advantage on saving throws against spells and other magical effects.
Spellcasting. Vajra is an 18th-level spellcaster. Her
:
Cantrips (at will): fire bolt, light, mage hand, message, prestidigitation
1st level (4 slots): detect magic, identify, mage armor, thunderwave
2nd level (3 slots): invisibility, misty step, web
3rd
Monsters
Waterdeep: Dragon Heist
":"Special Equipment"} to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other
armor, magic missile, shield
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, lightning bolt, sending
4th level (3 slots): fire shield, greater
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
Monsters
Storm King's Thunder
spell attacks):
At will: fire bolt (1d10;{"diceNotation":"1d10","rollType":"damage","rollAction":"Fire Bolt","rollDamageType":"fire"} fire damage), light, mage hand
1/day each: mage armor, magic
temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.
Ideal: “There’s no problem that can’t be solved with
Monsters
Icewind Dale: Rime of the Frostmaiden
of frost with 10 charges (see “Actions” below).
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6;{"diceNotation":"1d20+6
, message, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person
defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the
Magic Items
The Book of Many Things
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
Magic Items
The Book of Many Things
or end the frightened condition on yourself.
This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn.
This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom.
While you’re wearing this armor, you have advantage on saving throws you make to avoid
Magic Items
The Book of Many Things
The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus.
The armor has 4 charges. If you make a d20 roll while
wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn.
Magic Items
The Book of Many Things
This burnished copper breastplate looks as if it were made of interlocking gears. Merchant’s scales are emblazoned across the chest.
The armor has 4 charges. You can use the charges in the
reaction to prevent the roll from being affected by advantage or disadvantage.
Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor.
The armor regains 1d4 expended charges daily at dawn.
Magic Items
The Book of Many Things
end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or
Magic Items
Phandelver and Below: The Shattered Obelisk
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
Spells. The staff has 10 charges. While
holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).
The staff regains 1d6 + 4 expended charges
Monsters
Mythic Odysseys of Theros
, requiring no material components:
1/day each: banishment, detect evil and good
Unarmored Defense. While the leonin is wearing no armor and wielding no shield, its AC includes its Wisdom
doom than peace and bounty. Some leonin, known as iconoclasts, devote themselves to thwarting the gods by hunting down their followers and all things born of Nyx that impede on Oreskos and the safety of
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Monsters
Candlekeep Mysteries
Legendary Resistance (2/Day). If Bak Mei fails a saving throw, he can choose to succeed instead.
Special Equipment. Bak Mei carries a staff of striking with 10 charges.
Unarmored Defense. While Bak
Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking.
Thunder
Backgrounds
Sword Coast Adventurer's Guide
ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
Soldier
d8
cost many lives, and I would do anything to keep that mistake secret.
4
My hatred of my enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Classes
Tasha’s Cauldron of Everything
, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass
artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s
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
on your finger. If you have the attunement slots available, you’re automatically attuned to the ring when it appears. The DM chooses the ring.
Shield. A rare or rarer suit of magic armor that
magic-items
You gain a +1 bonus to Armor Class while wearing this magic hide armor.
This magic hide armor has 50 charges. It regains all expended charges each day at dawn. While wearing this hide armor and
attuned to it, at the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire
magic-items
You gain a +1 bonus to Armor Class while wearing this magic leather armor.
This magic leather armor has 50 charges. It regains all expended charges each day at dawn. While wearing this armor and
attuned to it, at the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire
magic-items
You gain a +1 bonus to Armor Class while wearing this magic armor.
This magic armor has 50 charges. It regains all expended charges each day at dawn. While wearing this armor and attuned to it, at
the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire damage while
magic-items
to Cold damage and are immunity;Immune to the Frozen condition.
This magical armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee attack, you can use
This armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and contaminated
magic-items
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical plate armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
This plate armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
magic-items
have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical splint armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
This splint armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
magic-items
you have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical half plate armor has six charges, and regains all expended charges each day at dawn. When you are hit
This half plate armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
magic-items
have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical padded armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee
This padded armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
magic-items
have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical leather armor has six charges, and regains all expended charges each day at dawn. When you are hit by a
This leather armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
Staff of Defense
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Magic Items
Lost Mine of Phandelver
a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the
staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.
magic-items
leather armor you have Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical studded leather armor has six charges, and regains all expended charges each day at dawn
This studded leather armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming
magic-items
Resistance to Cold damage and are immunity;Immune to the Frozen condition.
This magical hide armor has six charges, and regains all expended charges each day at dawn. When you are hit by a melee attack
This hide armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and