I just don't understand what they mean by this. , one target. The ice spider has a long jump and high jump of 10 feet with or without a running start. Acid Breath (Recharge 5–6). Correct. 2. ago · edited 7 yr. And scarcer still is a good DM that you can count on. Blood Witch Dance. A long rest must last at least eight hours for your character to feel the full benefit. Singularity Breath (Recharge 5–6). 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. breath-weapon. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. Maybe getting to recharge additional devices or make the reroll safer would be something acquired via a feat or class feature. Fireball Flinger (Recharge 5-6): the wizard casts fireball. The ooze. For example, “Recharge 5–6” means a monster can use the special ability once. Gray Ooze Lair This chamber is the lair of a gray ooze, though none of the bullywugs or cultists are aware of it. Their lightning breath does have a recharge (rolling either a 5 or 6 on a d6), and the saving throw DC is relatively low (dex save DC of 17); however, this does not mean that even on a success you won’t lose a fairly large chunk of hit. In DnD 5e there are two types of rests, long rests, and short rests. $egingroup$ To elaborate on the comment above, PCs and monsters are built quite differently. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. 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. While in quick settings, swipe right to return to the clock screen. If it's a 1-4, the fire breath does not recharge, and the Hell Hound can either use its. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. 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. On a failed save, the creature takes 55 (10d10) psychic damage and is stunned until the end of its next turn. So if you want to speed things up and not roll dice, use the 9. Each class has a “spellcasting ability”. Indomitable Strength (Recharge 5–6). Meanwhile, the Magic Initiate feat establishes the idea that you don’t need to be a wizard or warlock to know a cantrip or two. Hit: 11 (2d6 + 4) slashing damage. (This time varies by time of year). Or half as much damage on a. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. I might also let them use a legendary action to recover the ability off turn. 5e. The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet. It might also weaken monsters, because they might die before they get one breath weapon off. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. There are lots of ways to make a half-dragon, either through “magic” or the old-fashion way of producing offspring. ”. If the roll is one of the numbers in the recharge notation, the. The horror expels necrotic energy in a 30-foot cone. Poison Breath (Recharge 5–6). I thought initiative was only rolled at the beginning of combat. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. Yes, a magic item that recharges at dawn would recharge whenever the sun comes up. Recharge X–Y. Claw: Melee Weapon Attack: +14 to hit, reach 5 ft. round of combat. #9 Feb 24, 2020. Lightning Breath (Recharge 5–6). 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. Each creature in that area must make a DC 23 Strength saving throw. Recharge X–Y. For monster powers that had a recharge number (dragon breath, hobgoblin warcaster staff) is the recharge roll made. Feats. It takes 5 (1d10) force damage if it ends its turn inside an object. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the. level 1. When you use the Dash action, you can make either one melee weapon attack or a shove as a bonus action. , one target in the swarm’s space. Melee Weapon Attack: +3 to hit, reach 5 ft. Recharge Dice can be accumulated or expended between encounters however the party chooses. Once per day, you can gain blindsight out to 30 feet for 5 minutes. #1. Fire Breath (Recharge 5–6). The power has a random chance of recharging during each round of combat. regains spent legendary actions at. 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. This means you can rage a total of 6 times from level 1 to 19, at which point you gain an unlimited amount of extra rages. Allow for more tactical decisions. Also, for the gas cloud action, it says the cloud lasts until the initiative count 20 on the next turn. I have been running it as each of your creatures gets a single action just like the PCs do, and multiattack is an action that combines several attacks much like the extra attack feature available to several classes, which allows them to make 2 attacks as an attack action, but not use another action and get an additional attack. This ruling severly handicaps Charge as a legitimate tactic. Paralyzing Breath. I'm guessing this does not mean 56 turns. At the start of each of the monster’s turns, roll a d6. Bite. The Lernaean Hydra exhales burning. , one target. 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. A dragon's breath recharges in 1d4 rounds. At the start of each of the monster’s turns, roll a d6. recharge of 6. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its starting position. It can also effectively convert 2 lower-level spell slots into a 9th-level one. 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. If it's a 5 or 6, the hellhound can use its fire breath again. Melee Weapon Attack: +4 to hit, reach 5 ft. On a failure, the creature is deafened for 1d4 hours and takes 13 (4d6) psychic damage. Dragons, Vampires, and Lichs all have access to this mechanic. 1. Hit: The target is restrained by webbing. 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. You mean this: (Recharge 5–6) The “(Recharge 5–6)” is just what is displayed and has absolutely nothing mechanical attached to it whatsoever. #1. That’s right. Burning Debris (Recharge 5-6, Always available) - Debris falls down and damages PCs on an area of effect. MagnusTheBigRed • 2 yr. The origin of the acronym is not clear, but it has become a popular shorthand for expressing the need for privacy or uninterrupted focus. The shard unleashes a pulse of psychic power. Does that mean that you roll a d6 5 times and add them all together +1 to get the damage? Correct. A clay golem has an action called Haste that is thematically similar to the spell of the same name but mechanically rather different:. 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. It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain. The effect ends after you exhale the fire three times or when. , one target. 3 times per encounter (with three rounds) on a recharge of 6, and 2 times per encounter on a rechange of 4. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. All News Dungeons & Dragons Level Up: Advanced 5th Edition Pathfinder Starfinder Warhammer 2d20 System Year Zero Engine Industry News Reviews Dragon Reflections. If a creature has an ability that recharges by rolling a d6 at the start of their turn, like a dragon's breath weapon or a mind flayer's mind blast , it immediately recharges and they can use this ability at the end of the current creature's turn using either their reaction or a legendary action. , one creature. Dissecting Recharge. Usage says "A monster power is usable at will, oncer per encounter, or it recharges in certain circumstances. , one target. This ability states "Charge. level 1. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Recharge is a mechanic in Dungeons and Dragons 5th edition (5e) that allows certain abilities of monsters to be regained after they have been used. A score of 18 is the highest that a person usually reaches. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. Many monster powers have a 'recharge' value, usually 4-6 or 5-6. You can take each. The dragon uses one of the following breath weapons: Radiant Breath. 1k. In 3. (Most wands and staves recharge in a like manner). , one creature. If it lands 5 or 6 then it has recharged for another use. The hound exhales fire in a 15-foot cone. 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. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. The Champion wears boots of haste and the Deathwalker's Ward, and. Web (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. Melee Weapon Attack: +10 to hit, reach 5 ft. Tap on the Settings app and scroll down until you find Sleep Mode. ago. Recharging a magic item requires one day per each 1,000 gp of the material cost determined in this step. The death rune is inscribed on its shaft and inlaid with pearl. Multiattack. 6-7 (–2): Often misuses and mispronounces words. So the monster would start with the powerful ability, next turn roll for recharge, if 5-6 doesn't recharge it uses the next ability on the list. 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. 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. As an action, the restrained target can make a DC. . 5e. A ring that must be kept in your mouth for 8 hours to recharge. The dragon uses one of the following breath weapons. The hydra exhales an icy blast in a 30-foot cone. 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. At the start of each of the monster's turns, roll a d6. Hit: 11 (2d6 + 4) slashing damage. all magic items that have charges, like the Wand of Magic Missiles and the Helm of Teleportation, regenerate their charges at their own intervals. e. 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. 1. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. 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. Smoke Breath (Recharge 5-6). You can keep your thing the same if you want, but if it only gets an ability once every 5 turns, it’ll only be using that ability once per combat most of the time, maybe twice. (SRD V_5. Lightning Breath (Recharge 5–6). 4-5 (–3): Often resorts to charades to express thoughts. 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. For a 5th level caster, recharge on 5-6, can make you cast one spell a fight including cantrip, very often. It is "poisonous gas" the Dwarf gets advantage on the save. Spellcasting Ability. Breath Weapon (Recharge 5-6). Bite. Mind Blast (Recharge 5-6): The alhoon magically emits psychic energy in a 60-foot cone. Legendary Resistance: When this creature fails a save it instead makes the save, Recharge 5-6. So it really depends on how many dawns happen. The explanation is in a tiny, easy-to-miss paragraph at the start of the Monster Manual, I was confused what it meant for a long time, too. 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. Not end, beginning. 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. 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. Recharge is usually denoted using a special notation that indicates the frequency of recharge, such as “Recharge 5-6” or “Recharge 6”. 5. There are only a handful of really useful abjuration spells. [deleted] • 8 yr. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Breath Weapons (Recharge 5–6). Mind Blast (Recharge 5–6). I understand that these numbers are the target numbers of a d6 roll (i. The only thing that does not work for your concept is the Charger feat. 5e isn't designed around magic plusses as a necessary part of mathematical development in the way that 4e and to a lesser extent 3. Recharge X–Y. DnD Clerics are among the most diverse and interesting classes in 5e DnD. 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. Normally, powers may be at-will or once per encounter, but it may recharge in certain circumstances. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. Giant Spider. it's clear how that would work: the fireball would be countered and fireball flinger would go on cooldown, and would recharge normally. During one round of combat we assume each person is acting and moving concurrently. A character must then reload it using an action or a bonus action (characters choice). A wand that will only regain its charges after it is given away as a gift. . objects. The dragon exhales fire in an 20-foot line that is 5 feet wide. Are both breaths expended once one is used. Each creature in the line must make a DC 16 Dexterity saving throw, taking 20 (6d6) acid damage on a failed save, or half as much damage on a successful one. They magically recharged at either midnight or dawn, depending on your DM. Combat is chaotic enough just dealing with everyone succeeding or failing at attacks or abilities. The Stirring weapon has the Slumbering property. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. For example, “Recharge 5–6” means a monster can use the special ability once. 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. If you want to treat it as a spell, you'll have to decide what level it is. c) at the end of their action at the same time as saving throws. The dragon exhales radiant energy in a 15-foot cone. You only roll one recharge die for the breath weapon ability no matter which breath you use. 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. Charging is already an action. At the start of each of the monster’s turns, roll a d6. ":"poison"} poison damage on a failed save, or half as much damage on a successful one. Are both breaths expended once one is used. 3 more replies. This is using a weighted average of the dragon's damage between normal attacks and the breath weapon, assuming the dragon gets a recharge every third round (which is. I'm guessing this does not mean 56 turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Remember that it's also your DM's discretion. I mean of course if the dragon grabs the weresomething. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An opportunity attack can be performed when an enemy leaves your melee range (usually 5 feet but sometimes 10 feet). 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. Dragon Sight. Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons: Fire Breath. How does this work? I have to roll a number in that specified range on a d20 to… Origin of Dnd. The rune giant unleashes a torrent of sparks in a 30' cone. 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. · 7 yr. At its most basic level, a Legendary Action allows a creature to spend one of the Legendary Actions to do something outside of their action at the end of another creature’s turn. This means just like in the core rules, the fighter can roll a check each round to see if he recovers each ability. (Recharge 5-6) The field/celestial conjures a CR/2 (min 1) x 5 foot radius aura destructive to the souls not of its type (fiend/celestial) at a point within 15 + (CR x 5) feet. At the beginning of that creatures turn the DM rolls a D6, if it lands on the numbers mentioned the ability is recharged. A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Radiant Breath (Recharge 5–6). Learn all about the Behir in DnD 5e including lore, tactics, stats, suggested encounters and DM tips. 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. Bite. Overpowered is the perception that something is vastly more powerful than it should be. Poison Breath (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft. This is still an issue. Bite. 16-17 (3): Able to stay awake for days on end. The 3. The dragon exhales steam in a 60 cone. Because PC life spans are measured in. Teleport. Languages —. Hit: 10 (1d10 + 5) piercing damage plus 5 (2d4) cold damage. what does dragon breathe recharge 5-6 mean? How often can dragon use breathe weapon? Lightning Breath (Recharge 5-6; 4-6 if bloodied). 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. Then, everyone rolls a dexterity based. Monsters. For each head the hydra has above one, it gets an extra reaction that can be used only for opportunity attacks. Hit: 14 (2d8 + 5) bludgeoning damage. Melee Weapon Attack: +3 to hit, reach 5 ft. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action. Creatures in the area must make a DC 24 Constitution saving throw, taking 18d8 acid damage on a failed saving throw, or half as much damage on a. The loading feature ends with "regardless of the number of attacks you can normally make. If one Sending Stone is in a plane that experience dawn every 5 minutes, then that satisfies the mechanical condition that would enable the restoration of the charge if it was used. 8. 20 (5): Tireless paragon of physical endurance. Traits. Web (Recharge 5–6). Keeping watch is actually very. However, I feel that this is slightly overused and. Rolling the ability should use the charge. Chromatic Orb 5e [DnD Spell Guide: Uses, Rules, Tips] →. Dragon breaths work usually work along the "Recharge 5-6" line. Long rests are quite integral at the end of every day, as nearly every class feature and racial feature in the game with limited uses is. Each weapon with the reload property specifies the number of shots it can fire. DnD 5e Charging. 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. Pay an XP costs as appropriate for an item of this (reduced) price. While items may not "automatically recharge by any means", the entire point of that dropdown appears to give us the ability to set it to do so. The dragon uses one of the following breath weapons: Radiant Breath. For example, “Recharge 5–6” means a monster can use the special ability once. 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. 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. Actions. Im using this calculator to create challenging (we agreed that there would be little to no "easy and medium" encounters) fights. The BBEG should be able to change the battlefield. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. -When the text says (Recharge 5-6), it does not mean that is the number of rounds. To similate this variance and strength of iconic ability, at the start of each turn. A charge is a special attack that typically takes a full-round action and the attacker typically makes an attack at its end. It’s a deliberate variant of the general “recharges after a long rest” method. As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage. So, according to official calculation, a recharge 5-6 and a once (per short rest) ability are equal. Lightning Breath (Recharge 5-6): The Behir exhales a line of lightning that is 20 feet long and 5 feet wide. I guess using it in 5e is mostly for flavour, or some kind of homebrewed mechanics. Because, if nothing else, keeping track of the recharge for each head will be annoying for you as a DM. Created an item this morning w/ 1 charge that should reset on long rest, but it does not do so. cone. E. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison. This ability can’t be used again until it recharges when the golem rolls a 5 or 6 on a d6 at the beginning of it’s turn or on a short or long rest. Eventually at level 20 the Fighter will have a BAB of +20/+15/+10/+5. , one target. Each creature in that area must succeed on a DC 21 intelligence saving throw or take 24 (4d8 + 6) psychic damage and be stunned for 1 minute. Acid Breath. Frost Breath (Recharge 5–6). For example, "Recharge 5-6" means a monster can use the special ability once. The dragon exhales acid in a 60-foot line that is 5 feet wide. Use dragons bigger than 20 feet long. A feat represents a talent or an area of expertise that gives a character special capabilities. 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. visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. Also, for the Dragon's breath attack, it says recharge 5-6. The dragon exhales poison in a 60-foot cone. The dragon uses one of the following breath weapons. On a failed saving throw, the creature takes 63 (18d6) fire damage, or half as much damage on a successful saving throw. With most creatures with a breath weapon (or other powerful ability) they have a recharge mechanic so they cannot be easily used repeatedly Basically how it works is after the attack/ability has been used on the start of each of the creatures turn until they get the recharge they roll 1d6 if you roll the listed number (a 5 or 6 in this case. In fifth edition, a wand is an arcane focus that costs a fraction of the price of a longbow. The queen spits acid in a line that is 50 feet long and 5 feet wide, provided that it has no creature grappled. 2. That’s for the DM. If the. or B) The line is describing a "counter" that resets on a long rest. At the start of the monster’s turn, roll 1d6. 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. If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. 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”. How do you know when those are recharged? The most common one I have seen is 5 6. A dragon can use his breathe attack every turn, or once for the entire fight. Make sure the button on your tracker is aligned with the button opening on the charging cable. 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. In DnD 5e Legendary Actions are something the more iconic creatures of DnD have access to. Staffs are often decorated with carvings. Players would then have a round to prepare, like seeing the dragon inhale. . aaron9eee. Each target must make a DC 17 Wisdom saving throw against this magic. "recharges on 5-6". In roll20, it says that a red dragon wyrmling’s fire breath has “recharge 5-6”. Let’s first look at the mechanics of resting in 5e. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Arcane Recovery is ability that allows spell slots to recharge at a short rest. At the start of each of the monster's turns, roll a d6. The target must make a DC 13 Dexterity saving throw. Does that mean 5 or 6 rounds? Thanks for helping me understand!5. Will-o-wisps are undead spirits that shock creatures near them. The attacks often deal different damage, with a different bonus to hit, and against different defenses. The drow throws a smokepowder bomb with a lit fuse at a space within 30 feet of them. The tree then takes root if possible. 6. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a. 1. Forcecage yourself inside the forcecage, to negate the ranged attacks. . , by leveling up). The dragon can burrow through solid rock at half its burrowing speed and leaves a 15. 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. If an item has lost half or more of its hit points, the DC to break it drops by 2. 'if A then B' does not imply 'if B then A'. For example, after the dragon attacks, you roll and it's breath weapon recharges, so you describe to the players how its chest swells up as it breathes in, and an orange glow emanates from deep within its throat. The Trample feat becomes useless if you cannot overrun as part of a Charge. Maybe getting to recharge additional devices or make the reroll safer would be something acquired via a feat or class feature. flypirat. What does recharge 5 6 mean? The ability also recharges when the monster finishes a short or long rest. [. but DnD is just a whole buncha monsters and magical creatures, half of which are either made of fire or undead or a million other crazy things. meta. Bludgeoning, PiercingFire. Bite. We would like to show you a description here but the site won’t allow us. 10. On the main Features page, the item uses should be "Charged". name }}, from the 5th edition (5e. But for dragons, this has an extra effect: their breath weapon recharges quicker, as they become more desperate. , one target. It helps balance out the creatures and stop them from abusing strong abilities while maintains tension in a fight. 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. Take the Craft Staff and Recharge Staff feats. , one creature. What does recharge 6 mean in DND? The ability also recharges when the monster finishes a short or long rest.