what does recharge 5-6 mean dnd. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained. what does recharge 5-6 mean dnd

 
 Additionally, when an item regains charges, the creature attuned to it learns how many charges it regainedwhat does recharge 5-6 mean dnd Normally, this is kind of a pain

There is now a feat called Charger. It is commonly used in messaging and social media to indicate that someone does not want to be bothered or interrupted. The Basic Rules runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each. breath-weapon. Op is asking for features that recharge on a short rest but don't recharge on a long rest. Alternatively, you can utter a creature’s name. , one target. This is my personal take but I’m sure…Have one that moves the boss around, or the players, either works. Dragon Sight. ago DM. Dragons, Vampires, and Lichs all have access to this mechanic. The dragon uses one of the following breath weapons. a) at the start of each encounter before the have taken any actions. The dragon exhales radiant energy in a 15-foot cone. Bite. Yes, a magic item that recharges at dawn would recharge whenever the sun comes up. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. $egingroup$ The wish spell actually says you CAN wish for a magic item, but that could lead you to being transported to the footsteps of the current and quite possibly deadly owner of said magic item. You cannot use it for the additional Hasted action. Before or after teleporting, the dog can make one bite attack. This is pretty common as some sort of action in other games, but 5th only provides for it in terms of a feat, which we are not really using. P. • 8 yr. At the start of the monster’s turn, roll 1d6. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. The general design features for a "design model" standard adventure day are about 6 medium to. When a spell or ability has a recharge mechanic, it means that after it has been used, the player must roll a specific number on a d6 at the start of their turn to determine if the spell or ability. Based on RC Pg. E. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. For. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. Allow for more tactical decisions. ) Wolfhunter333 • 2 yr. Oct 3, 2015. Yes, it could. Unlike most types of actions, a PC is allowed to use a reaction on another player’s turn or a monster’s turn. If the roll is one of the die results. Lightning Breath (Recharge 5–6). , one target. Boots of Haste (1/Day). The power has a random chance of recharging during each round of combat. This bonus action attack granted by Two-Weapon Fighting does not get your ability modifier added to its damage. The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. all magic items that have charges, like the Wand of Magic Missiles and the Helm of Teleportation, regenerate their charges at their own intervals. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. The horror expels necrotic energy in a 30-foot cone. , one target. The dragon uses one of the following breath weapons. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a. When you cast the spell, choose the creature. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. 12-13 (1): Can take a few hits before being knocked unconscious. The notation "Recharge X–Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. Fire Cone(recharge 5-6). That's why recharge abilities are also very strong. "recharges on 5-6". At the start of each of the monster's turns, roll a d6. They magically recharged at either midnight or dawn, depending on your DM. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Bonus Actions. You only roll one recharge die for the breath weapon ability no matter which breath you use. Mar 6, 2008. 267 DMG. To cast a spell, you use a spell slot of the same level (or higher) Some spells have more powerful versions that can be cast at higher levels, and use a higher level spells slot. What does recharge 5 6 mean in D&D? The ability also recharges when the monster finishes a short or long rest. While using published adventure sets, I've noticed that some enemies have abilities that have things…Recharge. You Roll Once per Turn, at the Start of the Monster's Turn. Compendium - Sources->Tyranny of Dragons. Hit: 7 (1d10 + 2) piercing damage. ago. , one target. Most dragon breath weapons contain the "Recharge 5-6" notation, which means: For example, “Recharge 5–6” means a monster can use the special ability once. But for dragons, this has an extra effect: their breath weapon recharges quicker, as they become more desperate. For example, “Recharge 5–6” means a monster can use the special ability once. visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. To similate this variance and strength of iconic ability, at the start of each turn. It is "poisonous gas" the Dwarf gets advantage on the save. As the name would suggest, the Long Rest takes up more time to accomplish. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. Lightning Breath (Recharge 5–6) In addition to that, it has Legendary Actions, which is a special trait that grants it some extra options to perform under the. The tree remains animate for 1 day or until it. Blast (Recharge 5–6); {"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. 5e. At the end of the day, the fact of the matter is that the DM shortage is bad enough that people are willing to pay for one. In 4e, for example, certain enemies, characters or items would gain bonuses when bloodied. For example, “Recharge 5–6” means a monster can use the special ability once. Lightning Breath (Recharge 5-6): The Behir exhales a line of lightning that is 20 feet long and 5 feet wide. On a failed saving throw, the creature takes 63 (18d6) fire damage, or half as much damage on a successful saving throw. Compendium - Sources->Dungeon Master’s Guide. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. So when spellcasters in D&D 5e want to cast something a little more powerful than a cantrip (and are of a high enough level to know the spell) they use up a spell slot in order to do so. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Now, my world has 2 moons, one on a 28 day cycle and one on a 60 day cycle, so the items recharge on either, and get an over power charge if both moons are full on the. At the start of each of the creature’s turns, roll a d6. When the wall appears, each creature in its space is pushed out of it by the shortest route. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. Eventually at level 20 the Fighter will have a BAB of +20/+15/+10/+5. I was thinking poison spray cantrip with recharge on 5-6 the giant badger stat block and a dc 14 con save to be either frightened or blinded. A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. For a 5th level caster, recharge on 5-6, can make you cast one spell a fight including cantrip, very often. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. Melee Weapon Attack: +3 to hit, reach 5 ft. . These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Breath Weapon (Recharge 5-6). This ring stores spells cast into it, holding them until the attuned wearer uses them. Clicking "Recharge [5+]" from the Features page should roll the recharge and automatically charge the item if successful. The key thing to check is does the Breath Weapon count as an attack under the rules? The answer to this question lies in the Making an Attack section of the basic rules where it states:. On a success, a creature takes half as much damage and isn't deafened. It's a way to avoid XP costs for some spells by burning leftover spell slots instead. The hydra regains 10 hit points for each head regrown in this way. Which is a Lihhtnijg Bolt spell that has become alive. Questions tagged [recharge] Ask Question For questions about abilities of characters or monsters that recharge after use, and the mechanics governing such abilities. Choose one creature within 30 feet of the drow that the drow can see. b) just after they have used the thing up. The runes adorning the giant's body flare with brilliant light. The tree then takes root if possible. Rules for resting applies to creatures of all types, including constructs like golems and undead like zombies and. Tonight was a stressful night - the PCs were engaged in a chase which brought up the notion of a charging attack. The ability also recharges when the monster finishes a short or long rest. It seems to me, however, that there was a missed opportunity because Recharge would be perfect for a PC abilities. Mind Blast (Recharge 5–6). Melee Weapon Attack: +4 to hit, reach 5 ft. A Bronze Dragon has two different breath weapons: a Line of Lightning, and a Repulsion Gas. Similarly, the feat Spring Attack offers the creature that takes the feat a new full-round combat option that allows the creature to move, make a standard melee attack, and move again. Some spells add numerical effects based on your. subterranean world of that god’s malevolence. Acid Breath (Recharge 5–6). Also monsters are meant to be fully unleashed in each encounter. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Players would then have a round to prepare, like seeing the dragon inhale. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. This should be an easy decision. Breath Weapons (Recharge 5-6). Erik's answer gives a very good breakdown of CR for your hydra, but here's an alternative version of the ability:. " This makes it non-inclusive, as long as the loading property is active you can only shoot the crossbow ONCE as either an action, bonus action, or reaction until the start of your next turn (when the number of attacks you can normally make resets). If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Poison Breath (Recharge 5–6). Doesn't get much clearer than the rule itself Recharge. While wearing this ring, you can cast any spell stored in it. I tried googling it, but I couldn't find anyone asking the question anywhere. The iron sphere loses its Lightning Cannon action. Players would then have a round to prepare, like seeing the dragon inhale. ”. The dragon uses one of the following breath weapons. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Remember that it's also your DM's discretion. does this mean I need to roll an 11 or 12 on a pare of 6 sided dice or what? Imagine if breath weapons rolled recharge at the end of the turn, and you know when they have recharged. This doesn't take into account the chance of recovering the move on an earlier round, which can result in such monsters doing more damage than intended. On a failure, it takes 5 (1d10) fire damage plus 11 (2d10) poison damage. A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. Monsters. Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. A silly question that I should know the answer to, but for some reason don't. It does mean "once per other" or at least that is what it says it means when you hover on it. Recharge is used for things such as fire breath for dragons, and other legendary bosses. For example, "Recharge 5–6" means a monster can use the special ability once. Psychic Crush (Recharge 5-6). When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. . Lightning Breath (Recharge 5–6): The dracolich exhales lightning in a 120-foot line that is 10 feet wide. Hit: 21 (3d10 + 5) piercing damage. What does recharge 5 6 mean? The ability also recharges when the monster finishes a short or long rest. Once used the DM rolls a d6. In general, a PC will have a higher ratio of offense:defense than monsters will. The ability also recharges when the monster finishes a short or long rest. , one creature. For each head the hydra has above one, it gets an extra reaction that can be used only for opportunity attacks. A character can spend one or more Hit Dice at the end of a Short Rest, up to the character’s maximum number of Hit Dice. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. For example, “Recharge 5–6” means a monster can use the special ability once. It’s a deliberate variant of the general “recharges after a long rest” method. Roll a d8 and add 1 to the result. Monsters had recharge in 4e because daily and to a point encounter powers are kind of wasted on a creature that 99% of the time wouldn't last more than one encounter anyway. We would like to show you a description here but the site won’t allow us. , one creature. 2nd/3rd level would recharge on a 3-6 after casting once. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. The Champion’s ranged weapon attacks ignore half cover and three-quarters cover and have no range penalty. The dragon exhales acid in a 60-­foot line that is 5 feet wide. It's an interesting idea I'd be fine with if it was baked into the game by default, but adding it on now seems difficult. regains spent legendary actions at. What is in the parentheses is the damage you would roll. Melee Weapon Attack: +5 to hit, reach 5 ft. 5 that don't have one: I usually made it equal to Strength. (I’d probably argue that attunement shouldn’t matter for recharging, so your fighter can recharge the wizard’s wand if they’re busy recharging some other item. . Long Rests: Last 8 hours (6 of which must. The rules are unfortunately unclear here. When a spell or ability has a recharge mechanic, it means that after it has been used, the player must roll a specific number on a d6 at the start of their turn to determine if the spell or ability. ] See full list on dungeonsolvers. A feat represents a talent or an area of expertise that gives a character special capabilities. The armor is destroyed if the penalty reduces its AC to 10. The dragon exhales fire in a 60-foot cone. We would like to show you a description here but the site won’t allow us. -Flame Wings: Recharge: 5-6. By PHB rules, all attacks that require a roll to hit, including spells can get the benefits of a critical hit on a natural 20. Acid Spray (Recharge 5-6). Fire Breath (Recharge 5–6). 6-7 (–2): Often misuses and mispronounces words. It’s a deliberate variant of the general “recharges after a long rest” method of ensuring things are limited to happen once per day. 14-15 (2): Easily shrugs off most illnesses. Whatever works for you in your game is what works in the rules. I believe in the monsters manual 1 or 2 these are represented by a 5 and 6 rolled on 6 sided dice. On the 4th turn it's guaranteed that one of the. The dragon exhales fire in a 60-foot cone. . " And the value can change from ability to ability (it's not always 5-6). On a failure, the creature is deafened for 1d4 hours and takes 13 (4d6) psychic damage. As the Dragon's Breath spell. My PCs were in a freshly started session (the hell hound was the first encounter actually) consisting of 3 Level 3 characters. Indomitable Strength (Recharge 5–6). For example, “Recharge 5–6” means a monster can use the special. I mean of course if the dragon grabs the weresomething. Usage says "A monster power is usable at will, oncer per encounter, or it recharges in certain circumstances. 5e. And scarcer still is a good DM that you can count on. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. (This time varies by time of year). dnd-5e. If a recharge entry has dice, at the start of each of the monster's turns, roll a d6. Each creature of the shard’s choice in a 60-foot-radius sphere centered on it must make a DC 20 Intelligence saving throw. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. Melee Weapon Attack: +3 to hit, reach 5 ft. Some DMs prefer to save time by using average damage instead of rolling every time. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster. e. Druid. Cold Breath. DnD Main wiki page for all Dungeons&Dragons. This ability available on the Young Green Dragon. I. The smoke dragon exhales a 20-foot cone of thick, black smoke that spreads around corners. Hit: 10 (1d10 + 5) piercing damage plus 5 (2d4) cold damage. Those abilities essentially become once per encounter + change. To speed things up in a big fight, you can just assess 5 which is the average result of the average of 1d8 (4) + 1 = 5. You could have a bad dexterity and roll a 1 and in the end have a negative initiative. b) just after they have used the thing up. Psychic Crush (Recharge 5–6). I thought initiative was only rolled at the beginning of combat. or B) The line is describing a "counter" that resets on a long rest. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit. Oftentimes, race and class features are limited to a few times per long or short rest, this is to allow powerful abilities without making the race/class too powerful, and also add an element of resource conservation. The ability also recharges when the monster finishes a short or long rest. It’s a subjective term, so looking for a definitive definition isn’t going to work. Claw. Correct. For example, "Recharge 5–6" means a monster can use the special ability once. Poison Breath (Recharge 5-6). You mean this: (Recharge 5–6) The “(Recharge 5–6)” is just what is displayed and has absolutely nothing mechanical attached to it whatsoever. 4. A short rest is defined in the Player’s Handbook as A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. If something has “reload (6)” you can fire 6 shots before sacrificing an action or bonus action to reload. I mean to say that a lot of them are situational and it would be a waste to cast them just to refill your ward. The mind flayer magically emits psychic energy in a 60-foot cone. Enchantments usually have a specific recharge time ranging from 30 minutes to 12 hours. Then it's the players' turn, and they know not to group up together before the dragon's next turn. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. ago. DnD 5e Charging. Recharge 5-6 means you roll a d6 at the start of each of the creature’s turns after using the ability for the first time in combat. It used to be that each spell you prepared went into a slot and you used up that spell when you cast it. DMing is a steep learning curve initially), the Fire Breath actually is a recharge ability. Steam Breath (Recharge 5–6). The dragon head exhales fire in a 15­-foot cone. The dragon exhales poisonous gas in a 30‐foot cone. It is "poisonous gas" the Dwarf gets advantage on the save. The power has a random chance of recharging during each round of combat. Mar 6, 2008. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form. The notation “Recharge X–Y” means a creature can use a special ability once, and then the ability has a random chance of recharging during each subsequent. Lightning Breath (Recharge 5–6) In addition to that, it has Legendary Actions, which is a special trait that grants it some extra options to perform under the listed circumstances: The dragon can take 3 legendary actions, choosing from the options below. This is also seen with multi-charge wands with wording similar to “when you use the final charge roll a d20, on a 1 the wand is destroyed”. Forcecage yourself inside the forcecage, to negate the ranged attacks. Don't play at 15th level and above, or do play but only for one session. Feats. Created an item this morning w/ 1 charge that should reset on long rest, but it does not do so. If it's a 1-4, the fire breath does not recharge, and the Hell Hound can either use its. You draw magical energy through yourself as a conduit to recharge a magic item. My table uses 'bloodied' for half health, and 'visibly fucked' when one hit from dead. Hit: The target is restrained by webbing. 8. Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Your character will use spell slots to cast spells. death, enthrall, suggestion 3/day each: hellish rebuke, hex, scorching ray (at 3rd level)Multiattack. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. Singularity Breath (Recharge 5–6): The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Melee Weapon Attack: +3 to hit, reach 5 ft. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. g. . The dragon exhales acid in a 60-foot line that is 5 feet wide. recharge. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the. The dragon exhales fire in an 60-foot line that is 5 feet wide. If you roll a 5 or a 6, they regain the ability, if you roll a 1-4, you have to wait to try. As for getting recharge to show on the action, name the action "sand breath (recharge 5-6)". Recharge 5-6 means that at the start of the creature's next turn after you use that feature you need to roll a d6; on a results of a 5 or a 6, the feature is recharged. So reducing the HP of a PC taxes a resource they are less good at (defending themselves) while increasing the HP of a monster taxes a resource they are good at. 202) Usually, that means that after an adventure day, and after a long rest, the staff will restore 1d6+4 charges. Melee Weapon Attack: +10 to hit, reach 5 ft. At the start of each of the monster’s turns, roll a d6. The creature must succeed on a DC 15 Charisma. Radiant Breath (Recharge 5–6). A long rest must last at least eight hours for your character to feel the full benefit. The average is calculated as you'd expect: ([min damage] + [max damage]) / 2, and then rounded down. It might also weaken monsters, because they might die before they get one breath weapon off. . How does this work? I have to roll a number in that specified range on a d20 to…Origin of Dnd. The Mobile feat would let you move safely away from the target after the attack with your remaining movement, and allow you to do another run on the following turn. In this case, the dragon's breath weapons are considered one ability with two options. Acid Breath. The dragon exhales poisonous gas in a 90-foot cone. It would be kinda hard to arrange for a fight to happen right at that time because D&D combats tend to take time measured in seconds, but supposing a long battle, yes, an item could recharge during it. Melee Weapon Attack: +4 to hit, reach 5 ft. The area is heavily obscured and the cloud of smoke remains for 1 minute or until dispersed by a moderate or stronger wind (at least 10 miles per hour). Tying it All Together At the start of each of the monster's turns, roll a d6. Gray Ooze Lair This chamber is the lair of a gray ooze, though none of the bullywugs or cultists are aware of it. There are loose rings attached to it, so it functions as a rattle. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. But the ability itself much recharge before it can be used again. In roll20, it says that a red dragon wyrmling’s fire breath has “recharge 5-6”. The hydra exhales an icy blast from each head in a 30-foot cone. A charge is a special attack that typically takes a full-round action and the attacker typically makes an attack at its end. recharge of 6. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. You can now recharge your staff at a rate of 5 spell levels for 1 charge. Ranged Weapon Attack: +5 to hit, reach 30/60 ft. and wielding no shield, her speed increases by 20 feet (included in her speed). Each creature in the area of the breath weapon mustThey were (and still are, in most cases) powered by "charges" which were spent to cast spells stored in the wand. [. When casting a spell as a ritual, the time it takes to cast is extended by 10 minutes. Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). , one target. The dragon exhales poisonous gas in a 90-foot cone. With sufficient practice, dragons can learn to draw onAnother thing I have done is make an item recharge on the full moon, so "saving" the item for the perfect occasion is less likely, but they can't use the item in every situation. Breath Weapon (Recharge 6). 5 is then rounded down to 3 to get the average damage. 5d6+1 will yield an average damage of 18. Does that mean if he waits until the last ten minutes before dawn and activated their ten minutes of double movement, at the end of that ten minutes he can activate again for another ten? im unsure how to proceed with this as rules as written and rules as intended for this cycle time isn’t generally something I’ve ever had to deal with. The 5e Rest Rules. I thought initiative was only rolled at the beginning of combat. Compendium - Sources->Player's Handbook. Potion of Fire Breath Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. medium. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. (This time varies by time of year). A Djinn's scimitar does slashing damage, plus 1d6 thunder or lightning damage. 8-9 (–1): Has trouble following trains of thought, forgets most unimportant things. The wand regains 1d6 + 1 expended charges daily at dawn. The total is how much damage you did. Does that mean 5 or 6 rounds? Thanks for helping me understand!5. Recharge lets certain monsters re-use their strongest abilities This Ancient Red Dragon has a Fire Breath which recharges on a roll of 5 or 6. Gray Ooze Lair. If you need an appropriate boss monster to face off against a mid-level party of 4th to 8th level adventurers, however, you might not want to either allow them simply to slaughter off a Wyrmling or have the next available age of Dragon. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. Spell Break(Recharge 5-6) Upon casting a spell that deals damage, the warforged can choose to treat the damage as its maximum value instead of rolling. This distinction creates a clear and easy classification for classes and subclasses based on the resources they're dependant on. Example: Beast has multiattack 2 claws for 2d8+8 each, plus a DEATH RAY recharge 5-6 range 120 feet 8d6 dammage. Arcane Recovery is ability that allows spell slots to recharge at a short rest. From your tracker, find the 'Settings' menu. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. If it lands 5 or 6 then it has recharged for another use. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. This means just like in the core rules, the fighter can roll a check each round to see if he recovers each ability. Some monsters have recharge 4-6, others just have 6. Legendary Resistance: When this creature fails a save it instead makes the save, Recharge 5-6. The mind flayer magically emits psychic energy in a 60-foot cone. I keep seeing creatures with abilities that mention "(Recharge x-x)". It helps balance out the creatures and stop them from abusing strong abilities while maintains tension in a fight. The possibility to roll a 1 and block casting until a rest is too punishing. MagnusTheBigRed • 2 yr. It just means that they can’t take an action of any kind. Recharge X–Y. Singularity Breath (Recharge 5–6): The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. The dragon rat breathes destructive energy as determined by its Draconic Heritage trait. If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d l 2 + 2) necrotic damage. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning.