, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. 16-17 (3): Able to stay awake for days on end. You roll a d6. Forcecage yourself inside the forcecage, to negate the ranged attacks. Spells have different levels. 107. Acid Breath (Recharge 5–6). When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures. 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. there's a 55% chance that it is refreshed at least once by the 3rd turn, it makes the actual calculation. The dragon exhales fire in a. If the party does bludgeoning damage while inside, the counter also increases by 1. In roll20, it says that a red dragon wyrmling’s fire breath has “recharge 5-6”. The dragon uses one of the following breath weapons. Web (Recharge 5-6). Burning Debris (Recharge 5-6, Always available) - Debris falls down and damages PCs on an area of effect. Acid Breath. You mean this: (Recharge 5–6) The “(Recharge 5–6)” is just what is displayed and has absolutely nothing mechanical attached to it whatsoever. Lightning Breath (Recharge 5–6): The dracolich exhales lightning in a 120-foot line that is 10 feet wide. 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. Battle Command. Don't play at 15th level and above, or do play but only for one session. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. You can use your armor to deflect strikes that would kill others. i. Then, everyone rolls a dexterity based. Charging attack and other rules in 5E. 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. Haste (Recharge 5–6). If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. And it also works for PHB's Dragonborn: Breath Weapon. 8. The horror expels necrotic energy in a 30-foot cone. 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. The Stone Golem has an ability called Slow: Slow (Recharge 5-6): The golem targets one or more creatures it can see within 10 feet of it. When casting a spell as a ritual, the time it takes to cast is extended by 10 minutes. 1, p, 243; DMG p. You can charge as many times as you want, provided you're in the right conditions (enough distance, no obstacles in your path) and you have enough time to do the action (with a Belt of Battle or on a high-level factotum you could do it even twice in a round). For higher level monsters you are almost certainly going to need to tone down their Strength and Constitution. The dragon exhales acid in a 60-foot line that is 5 feet wide. A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. Usage says "A monster power is usable at will, oncer per encounter, or it recharges in certain circumstances. This means that after using Fire Breath, on each of the hellhound's turns afterwards, you roll a d6. If the roll is one of the die results shown, the power is recharged and the monster can use it again that turn. Each creature in that area must make a DC 23 Strength saving throw. Are both breaths expended once one is used. The breath weapons of Dragons always come with a certain cooldown period. Errata was published to "fix" this by disallowing the Overrun action when charging. dnd-5e. c) at the end of their action at the same time as saving throws. Bite. The Purpose of this System. Pay an XP costs as appropriate for an item of this (reduced) price. If the roll is one of the die results. When the Cleric who dumped his DEX is in range, you nuke him. There is now a feat called Charger. Gray Ooze Lair. (Most wands and staves recharge in a like manner). 5e. All other creatures within 30 feet of her that can hear it must make a DC 15 Constitution saving throw. Normal recharge sucks. Fire Breath. At the start of each of the monster's turns, roll a d6. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. Spider Climb. The dragon exhales poisonous gas in a 90-foot cone. Step 1: Pick a color or dragon type. This takes two forms: short rests and long rests. Thank you for the correction, yes I did mean on the following turn. This is a popular misconception. The Liar lets out an angry shriek. How do you know when those are recharged? The most common one I have seen is 5 6. It does not work because the feat requires that you use your action to Dash. The recharge value is also part of the ability description; "Acid Breath (Recharge 5–6). Example: Beast has multiattack 2 claws for 2d8+8 each, plus a DEATH RAY recharge 5-6 range 120 feet 8d6 dammage. Spellcasting Ability. Fire Breath (Recharge 5–6). 2. What does recharge 5 6 mean in D&D? The ability also recharges when the monster finishes a short or long rest. #1. Blood Witch Dance. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Do you need to roll multiple times for each breath? - No. I might also let them use a legendary action to recover the ability off turn. Breath Weapon +4 vs Reflex, 2d8+4 cold, recharge 5/6 Tail Slap +4 vs. The dragon exhales fire in a 15-foot cone. If the target is a creature, it must succeed on a DC 21. . (SRD V_5. The loading feature ends with "regardless of the number of attacks you can normally make. You could have a bad dexterity and roll a 1 and in the end have a negative initiative. On a failure, the creature is deafened for 1d4 hours and takes 13 (4d6) psychic damage. The death rune is inscribed on its shaft and inlaid with pearl. Debilitating Breath (Recharge 5-6). Each creature in that area must. It's still up to you since it's your game, but just cuz Avernus. 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 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). The 9 is there to save you from rolling math rocks if you just want to take. Im using this calculator to create challenging (we agreed that there would be little to no "easy and medium" encounters) fights. Recharge Dice can be accumulated or expended between encounters however the party chooses. I might also let them use a legendary action to recover the ability off turn. Considering fight lasting 3-4 rounds, really easy to roll under 5 few times in a row and be block for the rest of the fight. Dissecting Recharge. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. Modified 4 years,. e. 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. 1. and wielding no shield, her speed increases by 20 feet (included in her speed). Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. The dragon exhales fire in a 60-foot cone. ) Wolfhunter333 • 2 yr. 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. the quoted text says that all things that require an attack role are attacks, but it does not mean that all attacks require an attack roll. For example, "Recharge 5–6" means a monster can use the special ability once. Multiattack. If it recharges at dawn, and you use it one hour before dawn, using it two hours later is legal (being that it recharged at dawn and it is an hour afterward. Damage dice / numbers you will have to adjust quite a bit. Arcane Recovery is ability that allows spell slots to recharge at a short rest. If it hadnt been for the quadruple recharge, the fight would have been OK I guess. Each creature in that line must make a [age-dependent] [Dexterity or Constitution] saving throw, taking [amount] [element] damage on a failed save, or. Normally, powers may be at-will or once per encounter, but it may recharge in certain circumstances. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. After the ability gets used, at the beginning of each of the monsters turns the DM rolls a d6. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster. 10. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one. The Lernaean Hydra exhales burning. 6-7 (–2): Often misuses and mispronounces words. All non-undead creatures within 30 feet of the demi-lich who can hear the scream must succeed on a DC 18 Wisdom saving throw or drop to 0 hit points. ”. A dragon can use his breathe attack every turn, or once for the entire fight. For example, “Recharge 5–6” means a monster can use the special. The +6/+1 indicates that when performing a Full Attack Action the Fighter is able to make two attacks, the first at a +6 and the second at a +1. Frost Breath (Recharge 5–6 each head). A Lunar Dragon’s Lair The. Druid. · 7 yr. You only roll one recharge die for the breath weapon ability no matter which breath you use. The purple dragon lets out a draconic shout in a 90-ft. Recharge is used for things such as fire breath for dragons, and other legendary bosses. The dragon exhales acid in a 60-foot line that is 5 feet wide. I believe in the monsters manual 1 or 2 these are represented by a 5 and 6 rolled on 6 sided dice. On a successful save, a creature takes half as much damage and isn't deafened. Also, for the gas cloud action, it says the cloud lasts until the initiative count 20 on the next turn. For a 5th level caster, recharge on 5-6, can make you cast one spell a fight including cantrip, very often. From your tracker, find the 'Settings' menu. Ranged Weapon Attack: +5 to hit, reach 30/60 ft. The ability also recharges when the monster finishes a short or long rest. Lotus1235 • 2 yr. Does that mean that it has one use of web that recharges after 5-6 rounds, or it has 5-6 charges…This corporeal form uses the Undead Spirit stat block. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Hit: 10 (1d10 + 5) piercing damage plus 5 (2d4) cold damage. Compendium - Sources->Dragons of Stormwreck Isle. Mechanically, all it means is that a creature cannot take actions on their turn or reactions on other creatures’ turns. Trenzia from Dungeon of the Mad Mage is a modified flameskull that shoots a lightning ray instead of fire rays. D&D Improvised Numbers for Monster Proficiency and Ability Modifier. Unlike a one-hour short rest that serves as a break from adventuring, a long rest takes eight hours, most often representing a party's need to sleep. Fire Breath (Recharge 5–6). Make sure the button on your tracker is aligned with the button opening on the charging cable. The home screen is the clock. Step 1: Pick a color or dragon type. ] See full list on dungeonsolvers. The ability also recharges when the monster finishes a short or long rest. Hit: 11 (2d6 + 4) slashing damage. You cannot use it for the additional Hasted action. Melee Weapon Attack: +5 to hit, reach 5 ft. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The Dire Charge epic feat, the Catfolk Pounce feat from Races of the Wild. I am a first time DM and I have already done some session so my players are now at level 6, I have been giving clues that they will fight a dragon un…BAB increases naturally through leveling, the Fighter has a Good BAB meaning that his BAB will always equal his current level. The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Breath Weapon (Recharge 5-6). 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. Eventually at level 20 the Fighter will have a BAB of +20/+15/+10/+5. This means just like in the core rules, the fighter can roll a check each round to see if he recovers each ability. 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. Fire Cone(recharge 5-6). The target is grappled, escape DC 16, if the behir isn’t already constricting a creature and the target is restrained until this grapple ends. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. In 5e the Charge action seems to be gone entirely (at least, I haven't found it in either the Basic Rules or the PHB). #13. 'if A then B' does not imply 'if B then A'. The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. Enchantments usually have a specific recharge time ranging from 30 minutes to 12 hours. Also do the recharge roll at the Top of the round instead of the turn, and throw in some flavor text to let the players know that the big attack is coming. An ancient dragon has 20 foot reach on its tail attack, and 15 foot reach on its bite. You only roll one recharge die for the breath weapon ability no matter which breath you use. (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. Corrosive Gas (Recharge 5-6). Paralyzing Breath. 1. On the main Features page, the item uses should be "Charged". At the start of each of the monster’s turns, roll a d6. On a 1 to 4, the creature does nothing. Recharge X–Y. This is my personal take but I’m sure…Have one that moves the boss around, or the players, either works. [. The dragon rat breathes destructive energy as determined by its Draconic Heritage trait. Web (Recharge 5–6). It does seem low but I used to think that about the. 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. Creatures in the area must make a DC 19 Constitution saving throw. In the case of your example, this results in (2 + 5) / 2 = 3. My PCs were in a freshly started session (the hell hound was the first encounter actually) consisting of 3 Level 3 characters. 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. At the start of each of the monster’s turns, roll a d6. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Hit: 15 (2d6 + 8) slashing damage. The ability also recharges when the monster finishes a short or long rest. Recharge X–Y. I thought initiative was only rolled at the beginning of combat. The dragon uses one of the following breath weapons: Radiant Breath. Combat and time sensitive moments in D&D 5e are split into turns ordered in rounds for ease of running. Typically,. So one common complaint in 5e is the balance between Short and Long rest classes. Being underwater doesn’t grant resistance to this damage. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. I use say green and blue dice for his claws 2d20+2d6 for each, and white red for the ray 1d6 white for the recharge and 8d6 red for the ray damage. b) just after they have used the thing up. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 5 games there usually was a lot of charging going on, and DMs would also (as a house rule) allow partial charges as readied actions (nothing more dramatic then readying a charge triggered by a charging opponent!). The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. The ability also recharges when the monster finishes a short or long rest. Multiattack. Combat is chaotic enough just dealing with everyone succeeding or failing at attacks or abilities. We would like to show you a description here but the site won’t allow us. Sometimes this only allows for a recharge on a 6, or on a 4-6, but a 2 in 6 chance is the most common. Reducing the Head to 0 hit points gives all remaining parts. If the roll is one of the die results shown, the power is recharged and the monster can use it again that turn. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. News. The remaining two hours can be used for light activity (examples from the Player’s Handbook include reading, talking, eating, or keeping watch). While in quick settings, swipe right to return to the clock screen. Any spell with an expensive material component or an XP component has a general recharge time. The dragon exhales fire in a 60-foot cone. On a failed save, the creature takes 55 (10d10) psychic damage and is stunned until the end of its next turn. A silly question that I should know the answer to, but for some reason don't. They would have used the phrase 'if and only if' or in short, 'iff'. 18-19 (4): Very difficult to wear down, almost never feels fatigue. In this case, you would roll a 1d12 and add 2 for the damage. The ability also recharges when the monster finishes a short or long rest. The monster's damage is on a HIT: 1d8+1. 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. Some DMs prefer to save time by using average damage instead of rolling every time. Ranged Weapon Attack: +5 to hit, range 30/60 ft. Combat is chaotic enough just dealing with everyone succeeding or failing at attacks or abilities. 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). If it's a 5 or 6, the hellhound can use its fire breath again. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. For example, “Recharge 5–6” means a monster can use the special ability once. The staff regains 1d6 + 4 expended charges daily at dawn. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. A character must then reload it using an action or a bonus action (characters choice). , one target. As for getting recharge to show on the action, name the action "sand breath (recharge 5-6)". , one target. The armor is destroyed if the penalty reduces its AC to 10. Acid Breath (Recharge 5–6). a) at the start of each encounter before the have taken any actions. 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. On a failed save, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. 5d6+1 will yield an average damage of 18. If the roll is one of the numbers in the recharge notation, the. I keep seeing creatures with abilities that mention "(Recharge x-x)". Fire Breath (Recharge 5-6). A long rest must last at least eight hours for your character to feel the full benefit. For each head the hydra has above one, it gets an extra reaction that can be used only for opportunity attacks. Gray Ooze Lair This chamber is the lair of a gray ooze, though none of the bullywugs or cultists are aware of it. If you have a breath weapon that requires rest to recharge, it gains a. 2. Thus, if a human sleeps for 8 hours, then they benefit from a long rest (8 is at least. However, there aren’t many abilities that use a reaction, so most players won’t be able. (SRD V_5. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. 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. As for recharge, if you give a monster an action such as. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Traits. How straight does a creature need to move for abilities that trigger after charging towards an opponent? Ask Question Asked 4 years, 4 months ago. 8-9 (–1): Has trouble following trains of thought, forgets most unimportant things. It seems logical that if an ability has a 4-6 recharge roll, it would instead be usable every other round, and a 5-6 recharge could be used every third. That’s for the DM. Poison Breath (Recharge 5-6). Example: Action Surge -> Action Surge (5,6). In D&D terms, it usually means that a character can overcome combat challenges quickly on their own, leaving the rest of the party on the sidelines. As an action, the restrained target can make a DC. Web (Recharge 5–6). I guess using it in 5e is mostly for flavour, or some kind of homebrewed mechanics. For example, “Recharge 5–6” means a monster can use the special ability once. At the beginning of that creatures turn the DM rolls a D6, if it lands on the numbers mentioned the ability is recharged. This is still an issue. Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. If you roll a 5-6, then the ability recharges and the monster can use it the following round. Also, for the Dragon's breath attack, it says recharge 5-6. A score of 18 is the highest that a person usually reaches. When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the. Indomitable Strength (Recharge 5–6). The average is calculated as you'd expect: ([min damage] + [max damage]) / 2, and then rounded down. Swipe up to see your daily stats. The dragon exhales fire in a 60-foot cone. Mind Blast (Recharge 5-6): The alhoon magically emits psychic energy in a 60-foot cone. Doesn't get much clearer than the rule itself Recharge. Fire Breath. Recharge abilities, rather than “x times per long rest” abilities. Does that mean that you roll a d6 5 times and add them all together +1 to get the damage? Correct. The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. If the. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. The dragon head exhales fire in a 15-foot cone. The ability also recharges when the monster finishes a short or long rest. what does dragon breathe recharge 5-6 mean? How often can dragon use breathe weapon? Lightning Breath (Recharge 5-6; 4-6 if bloodied). monsters. . A) You never regain charges of rage. At the start of each of the creature’s turns, roll a d6. Hit: The target is restrained by webbing. · 7 yr. It used to be that each spell you prepared went into a slot and you used up that spell when you cast it. Clicking "Recharge [5+]" from the Features page should roll the recharge and automatically charge the item if successful. For example, "Recharge 5–6" means a monster can use the special ability once. Yeah, I use the bloodied condition throughout the game for all opposition. Does that mean 5 or 6 rounds? Thanks for helping me understand!5. com Web (Recharge 5–6). However,. Long Rests: Last 8 hours (6 of which must. subterranean world of that god’s malevolence. The simple change is as follows: Short Rest Abilities: Convert into a (5,6) recharge. The new rules for One D&D explicitly limit this to weapons & unarmed strikes. I understand that these numbers are the target numbers of a d6 roll (i. Dragon Sight. 20 (5): Tireless paragon of physical endurance. ago. "}. The ability also recharges when the monster finishes a short or long rest. The BBEG should be able to change the battlefield. Firmly tap the screen twice or turn your wrist to wake Charge 5. 5, which if your creature is low CR is somewhat high, but it depends on the CR of the creature and the sort of attack. Poison Breath (Recharge 5-6). It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain. DnD Clerics are among the most diverse and interesting classes in 5e DnD. For example, "Recharge 5–6" means a monster can use the special ability once. A Bronze Dragon has two different breath weapons: a Line of Lightning, and a Repulsion Gas. Finally, I would point out that many combats only last about 3-4 rounds, but that this heavily depends on the scenario. Web Walker. 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. As for readying a charge, as per @Miniman's response to my question, bonus actions can only be used on your turn, which means you can ready a Dash action (which wouldn't be. At first glance, this appears to grant the golem one additional attack (as a bonus action). Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ago. 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. The dragon has this available at least once. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Melee Weapon Attack: +5 to hit, reach 5 ft. Once per day, you can gain blindsight out to 30 feet for 5 minutes. We would like to show you a description here but the site won’t allow us. If the recharge shows 5-6, then I describe the ray a5ttack. • 8 yr. Teleport. 5. The rules for long rests state: A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. dragon can breathe both air and water. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. Looking at the hell hound stat block, and something I’ve noticed with both the hell hound and other creatures is that next to its breath attack, there’s a sentence in parentheses that says (recharge 5-6). Ceaseless releases fire in a 60 foot cone. Armor Class 14; Hit Points 58 (9d8 + 18)Poison Breath (Recharge 5-6). The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 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. Edit: Reload: A limited number of shots can be made with a weapon that has the reload property. I mean of course if the dragon grabs the weresomething. You can rage again after a long rest, but not until you gain the ability to do so again somehow (e. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. 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. Also, you will need to assign a Constitution score to undead in 3. When the wall appears, each creature in its space is pushed out of it by the shortest route. " And the value can change from ability to ability (it's not always 5-6). A Djinn's scimitar does slashing damage, plus 1d6 thunder or lightning damage. it's more often than every three turns cause you start out with it. Bite. 1. 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. A dragon's breath recharges in 1d4 rounds. . In D&D 5e, a reaction is a special type of action that a player character (PC) can sometimes take in response to a specific type of trigger. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. Melee Weapon Attack: +3 to hit, reach 5 ft. As written, the lowest two Challenge Ratings for Blue Dragons in the D&D 5E Monster Manual are CR 3 for a Blue Dragon Wyrmling and CR 9 for a Young Blue Dragon. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. I was wondering if using one ofSpells recharge on dice rolls, kind of like a dragon's breath weapon, instead of using spell slots or points. The Champion wears boots of haste and the Deathwalker's Ward, and. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. The hydra regains 10 hit points for each head regrown in this way. If it's equal to or higher than the target character's Armor Class (AC), then it's a HIT and you roll damage. Which doesn't mean much because your still just rolling for the order during the round/turn.