Recharge Your Game!
Did you know that only 4 stat blocks unique toWaterdeep Dungeon of the Mad Magehave rechargeable special abilities? Not anymore!
There are 209rechargeable special abilitiesin this supplement, one for eachWaterdeep Dungeon of the Mad Magecreature that doesn’t already have one. They are appropriate to the creature’s temperament and ecology, and often pair well with one or more of the creature’s other abilities.
Examples of Rechargeable Abilties
Moving Portal (Recharge 6). Halaster conjures a hovering portal in an unoccupied space within 60 feet, which remains for 1 minute or until Halaster dismisses it as a bonus action. The portal has a flying speed of 60 feet and immunity to all damage and conditions. The portal can engulf a Medium or smaller creature or object within 5 feet of it. If the target is a creature, it must succeed on a DC 22 Dexterity saving throw or be teleported 300 feet in a direction of Halaster’s choice, and the portal moves to occupy the space the creature vacated. An inanimate object automatically fails its saving throw.
Rapid Levitation (Recharge 5–6). One creature or loose object of up to 500 pounds of the drow’s choice that they can see within range falls upward, up to 80 feet, and remains suspended there for 10 minutes. An unwilling creature that succeeds on a DC 15 Constitution saving throw is unaffected.
If the target hits a solid object or surface during its ascent, it takes 28 (8d6) bludgeoning damage. When the spell ends, the target floats gently to the ground if it is still aloft.
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