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. The power has a random chance of recharging during each round of combat. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. There are only a handful of really useful abjuration spells. 1k. There is now a feat called Charger. If the warforged cast a leveled spell as its action, it is able to. 2. The ability also recharges when the monster finishes a short or long rest. . On a successful save, a creature takes half as much damage and isn't deafened. Acid Breath. Each creature in that line must make a [age-dependent] [Dexterity or Constitution] saving throw, taking [amount] [element] damage on a failed save, or. ago. The tree remains animate for 1 day or until it. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. Hit: 4 (1d6 + 1) piercing damage. Op is asking for features that recharge on a short rest but don't recharge on a long rest. 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. That’s right. Poison Breath (Recharge 5-6). As I read through the dragon section, I see new (to me) info on. 4/5th level would recharge on a 4-6 after casting once. Indomitable Strength (Recharge 5–6). Steam Breath (Recharge 5-6). Claw: Melee Weapon Attack: +14 to hit, reach 5 ft. 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). Also, you will need to assign a Constitution score to undead in 3. The dragon exhales fire in a. , taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Melee Weapon Attack: +3 to hit, reach 5 ft. It used to be that each spell you prepared went into a slot and you used up that spell when you cast it. Psychic Crush (Recharge 5–6). This normally happens when an enemy is attempting to flee from you or is moving past you. Acid Breath (Recharge 5-6). Does that mean 5 or 6 rounds? Thanks for helping me understand! 5. aaron9eee. Recharge is usually denoted using a special notation that indicates the frequency of recharge, such as “Recharge 5-6” or “Recharge 6”. The Liar lets out an angry shriek. The attacks often deal different damage, with a different bonus to hit, and against different defenses. I guess using it in 5e is mostly for flavour, or some kind of homebrewed mechanics. Hit: The target is restrained by webbing. If it lands 5 or 6 then it has recharged for another use. Radiant Breath (Recharge 5–6). The ice spider has a long jump and high jump of 10 feet with or without a running start. Many monsters have rechargeable powers/attacks. It helps balance out the creatures and stop them from abusing strong abilities while maintains tension in a fight. Monsters. Doesn't get much clearer than the rule itselfRecharge. The smoke dragon exhales a 20-foot cone of thick, black smoke that spreads around corners. [. ] See full list on dungeonsolvers. 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. Psychic Crush (Recharge 5–6). ago DM. $egingroup$ To elaborate on the comment above, PCs and monsters are built quite differently. 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. Bonus Actions. 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. Some DMs prefer to save time by using average damage instead of rolling every time. Charging is already an action. Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. Poison Breath (Recharge 5–6). It’s a deliberate variant of the general “recharges after a long rest” method of ensuring things are limited to happen once per day. Do you need to roll multiple times for each breath? - No. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. 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. Melee Weapon Attack: +3 to hit, reach 5 ft. You gain a +2 bonus to attack and damage rolls made with this weapon. Acid Breath. 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. 202) Usually, that means that after an adventure day, and after a long rest, the staff will restore 1d6+4 charges. , by leveling up). Feats. 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 successful one. 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. r/DnD. It’s a deliberate variant of the general “recharges after a long rest” method. If the die is one of the results shown in the power description, the monsters regains the use of the. You do the math. The dragon exhales acid in a 30-foot line that is 5 feet wide. Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons: Fire Breath. 4e: Charge action is a standard at-will action to move up to your speed and make one melee attack. I understand what recharge means, but what does the 5-6 mean?","rollDamageType":" lightning"} lightning damage. 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. Poison. Poison Breath (Recharge 5-6). Illumination. addition, you gain a +1 bonus to attack and damage rolls made using the weapon. The hydra regains 10 hit points for each head regrown in this way. Does that mean that you roll a d6 5 times and add them all together +1 to get the damage? Correct. Fire Breath (Recharge 5–6). Imagine if breath weapons rolled recharge at the end of the turn, and you know when they have recharged. Each creature in that area must make a DC 17 Strength saving throw. Each creature in that area must make a DC 13 Dexterity saving throw, taking 36 (10d6) [breath type] damage on a failed save, or half as much damage on a successful one. it's clear how that would work: the fireball would be countered and fireball flinger would go on cooldown, and would recharge normally. There is no roll. If you roll a 5 or a 6, they regain the ability, if you roll a 1-4, you have to wait to try. , taking 4d6 fire damage on a failed save, or half as much damage on a successful one. If the target is a creature, it must succeed on a DC 21. This could be scaled anywhere between 1. The dragon exhales poisonous gas in a 90-foot cone. 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. When you cast the spell, choose the creature. Melee Weapon Attack: +6 to hit, reach 5 ft. Fire Breath (Recharge 5-6). Breath Weapon (Recharge 6). Creatures like the Goristro and minotaur have the ability to charge. It just means that they can’t take an action of any kind. Mostly, to help players understand when the opposition drops to half hit points or lower. At first glance, this appears to grant the golem one additional attack (as a bonus action). 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. 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. Some abilities have recharge 5-6, which recharges on a 5 or a 6. Whatever works for you in your game is what works in the rules. Hellenrae makes three melee attacks. What does recharge 5 6 mean in D&D? The ability also recharges when the monster finishes a short or long rest. 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. For example, “Recharge 5–6” means a monster can use the special ability once. , one creature. ago · edited 7 yr. visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. Spellcasting Ability. 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. Mar 6, 2008. Each creature in that area must make a DC 17 Dexterity saving throw. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The hound exhales fire in a 15-foot cone. Compendium - Sources->Dragons of Stormwreck Isle. For example, “Recharge 5–6” means a monster can use the special ability once. After used, the item uses should be "Recharge [5+]" or the number you set. , one target in the swarm’s space. 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. #1. Bloodied is a holdover from earlier versions of DnD. Damage dice / numbers you will have to adjust quite a bit. The shard unleashes a pulse of psychic power. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. 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. This can mean though, that they’re often under-utilised. At the start of each of the monster's turns, roll a d6. Dissecting Recharge. The demi-lich unleashes a soul-shattering scream. Bite. Bite. As the Dragon's Breath spell. 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. Claw. Tail. After all, your fun doesn't threaten my fun. But the ability itself much recharge before it can be used again. You only roll one recharge die for the breath weapon ability no matter which breath you use. #13. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. But being able to keep the battle active and dynamic spatially is key and moving your BBEG without attacks of opportunity does just that. Monsters. ”. When you use the Dash action, you can make either one melee weapon attack or a shove as a bonus action. 2nd/3rd level would recharge on a 3-6 after casting once. Melee Weapon Attack: +3 to hit, reach 5 ft. The DM should choose a time every 24 hours when such magic items recharge on that plane of existence. Breath Weapons (Recharge 5–6). 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. A Djinn's scimitar does slashing damage, plus 1d6 thunder or lightning damage. My question for my fellow GMs, is the number of charges it begins with the maximum number of charges it has, or can you let it sit for a few weeks and suddenly have a Wand of Magic Missiles with. 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. 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. Being underwater doesn’t grant resistance to this damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the roll is one of the die results shown, the power is recharged and the monster can use it again that turn. 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”. That’s actually a pretty good idea. But it assumes that a monster with a Recharge of, say, 5-6 will be used on round 1 and not recharge until round 4, and the CR of the game's monsters is set with that in mind. 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:. A ring that must be kept in your mouth for 8 hours to recharge. Breath Weapon (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot cone. 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. The general design features for a "design model" standard adventure day are about 6. It can also effectively convert 2 lower-level spell slots into a 9th-level one. 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. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Druid. Until you do so you can’t fire the weapon again. 1, p, 243; DMG p. The Lernaean Hydra exhales burning. 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. 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. Corrosive Gas (Recharge 5-6). On a 1 to 4, the creature does nothing. If the recharge shows 5-6, then I describe the ray a5ttack. And scarcer still is a good DM that you can count on. Take the Craft Staff and Recharge Staff feats. This expense represents the cost of materials needed for recharging the item. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Long Rests: Last 8 hours (6 of which must. 6/7th level would recharge on a 5-6 after casting once. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. I'm guessing this does not mean 56 turns. Which doesn't mean much because your still just rolling for the order during the round/turn. 5 PHB, an enemy could avoid your charge if you used the Overrun action, but an ally could not. Breath Weapon (Recharge 5-6). Breath Weapon (Recharge 5-6). 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. So one common complaint in 5e is the balance between Short and Long rest classes. dragon can breathe both air and water. Melee Weapon Attack: +10 to hit, reach 10 ft. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. 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. The aforementioned roar of the Lion and the AC boosting shield of the Unicorn both cost two actions, for example. If the named target is within. Fire Breath (Recharge 5–6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Rules for resting applies to creatures of all types, including constructs like golems and undead like zombies and. For an automatic pistol, you can fire 15 times before reloading. And it also works for PHB's Dragonborn: Breath Weapon. ”. The dragon uses one of the following breath weapons: Radiant Breath. It is "poisonous gas" the Dwarf gets advantage on the save. c) at the end of their action at the same time as saving throws. 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. Enchantments usually have a specific recharge time ranging from 30 minutes to 12 hours. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape. all magic items that have charges, like the Wand of Magic Missiles and the Helm of Teleportation, regenerate their charges at their own intervals. Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. , one target. Because, if nothing else, keeping track of the recharge for each head will be annoying for you as a DM. This means they get to use their breath weapon once (usually as its action), and must wait until it has gathered enough power again to use it. , one target. As published in the 3. The 5e Rest Rules. He doesn’t suffer from lethargy when. This means they get to use their breath weapon once (usually as its action), and must wait until it has gathered enough power again to use it. I come from 2nd a long time ago and have only. Correct. I thought initiative was only rolled at the beginning of combat. An animated tree acts as an ally of the treant. Dragon Shout (Recharge 5-6). level 1. The rune giant unleashes a torrent of sparks in a 30' cone. It does seem low but I used to think that about the. If the roll is one of the numbers in the recharge notation, the. Compendium - Sources->Player's Handbook. Don't play at 15th level and above, or do play but only for one session. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Hit: 13 (2d6 + 6) slashing damage. An item cannot receive more than its maximum. It's a way to avoid XP costs for some spells by burning leftover spell slots instead. (Most wands and staves recharge in a like manner). Armor Class 14; Hit Points 58 (9d8 + 18)Poison Breath (Recharge 5-6). [3] “Flag that pdf as DND so no one accidentally deletes it. Step 1: Pick a color or dragon type. You roll a d6. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form. Have a way to deal damage. -Flame Wings: Recharge: 5-6. 1st level would recharge on a 2-6 after casting once. The total is how much damage you did. 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. Example: Action Surge -> Action Surge (5,6). "}. 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. and wielding no shield, her speed increases by 20 feet (included in her speed). What is in the parentheses is the damage you would roll. Finally, I would point out that many combats only last about 3-4 rounds, but that this heavily depends on the scenario. action. Dragon breaths work usually work along the "Recharge 5-6" line. The dragon uses one of the following breath weapons. , one target. A dragon can use his breathe attack every turn, or once for the entire fight. The mind flayer magically emits psychic energy in a 60-foot cone. recharge of 6. 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. There are lots of ways to make a half-dragon, either through “magic” or the old-fashion way of producing offspring. Actions. When casting a spell as a ritual, the time it takes to cast is extended by 10 minutes. 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. 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. I'm guessing this does not mean 56 turns. 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. But for dragons, this has an extra effect: their breath weapon recharges quicker, as they become more desperate. This is the ability score used to determine how effective you spells are, and affects a number of things, including your number of spells prepared (if applicable), the saving throw DC of your spells, and your spell attack modifier. Languages —. The dragon rat breathes destructive energy as determined by its Draconic Heritage trait. DnD has many, many, many different kinds effects but a surprisingly small number of different limited resources. 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. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. 1. At the start of each of the monster’s turns, roll a d6. Compendium - Sources->Tyranny of Dragons. This distinction creates a clear and easy classification for classes and subclasses based on the resources they're dependant on. [. You can now recharge your staff at a rate of 5 spell levels for 1 charge. Some monsters have recharge 4-6, others just have 6. They magically recharged at either midnight or dawn, depending on your DM. does this mean I need to roll an 11 or 12 on a pare of 6. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon. 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. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. Hit: 11 (2d6 + 4) slashing damage. The dragon exhales fire in an 60-foot line that is 5 feet wide. 107. How do you know when those are recharged? The most common one I have seen is 5 6. If the roll is one of the numbers in the recharge notation, the. Monsters. This ability states "Charge. Erik's answer gives a very good breakdown of CR for your hydra, but here's an alternative version of the ability:. " There is then a paragraph for "Recharge", which states " Recharge: The power has a random chance of recharging during each round of combat. You can't use another power to replace the movement in a charge because the movement is. The dragon uses one of the following breath weapons. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to. Legendary ActionsThe greater pyrohydra makes one Bite attack with each head. Each target must make a DC 17 Wisdom saving throw against this magic. 5. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Shadow Jump (Recharge 5-6). Acid Breath (Recharge 5–6). The spell uses the slot level, spell save DC, spell attack bonus, and. The loading feature ends with "regardless of the number of attacks you can normally make. Because your choice of Divine Domain so greatly affects your capabilities, Clerics can fit a variety of roles and play styles. 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. death, enthrall, suggestion 3/day each: hellish rebuke, hex, scorching ray (at 3rd level)Multiattack. Maybe getting to recharge additional devices or make the reroll safer would be something acquired via a feat or class feature. If you have moved at least ten feet in a straight line immediately before making this attack, you get a +5 to the damage, or you can shove the target ten feet (assuming a hit/success in both cases) 11. Virulent Miasma (1/Day). At the start of each of the creature’s turns, roll a d6. The dragon uses one of the following breath weapons. Each creature in that area must. ago. 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. As the name would suggest, the Long Rest takes up more time to accomplish. If it lands 5 or 6 then it has recharged for another use. Players would then have a round to prepare, like seeing the dragon inhale. 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. Ranged Weapon Attack: +5 to hit, range 30/60 ft. Steam Breath (Recharge 5–6). Teleport (Recharge 4–6). At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a failure, the creature is deafened for 1d4 hours and takes 13 (4d6) psychic damage. The effect ends after you exhale the fire three times or when. Yeah, I use the bloodied condition throughout the game for all opposition. 1. Whatever works for you in your game is what works in the rules. The greater pyrohydra uses all its heads to exhale flame which fills a 25-foot radius sphere centered on a point it chooses within. Haste (Recharge 5–6). While wearing this ring, you can cast any spell stored in it. Of those eight hours, six must be spent sleeping. At the start of each of the monster's turns, roll a d6. 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. It takes 5 (1d10) force damage if it ends its turn inside an object. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Lightning Breath (Recharge 5–6): The dracolich exhales lightning in a 120-foot line that is 10 feet wide. Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. 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. . , one creature. • 8 yr. If you have a breath weapon that requires rest to recharge, it gains a. The dragon exhales lightning in an 60-foot line that is 5 feet wide. If it's a 5 or 6, the hellhound can use its fire breath again. Tap on the Settings app and scroll down until you find Sleep Mode. , one target. 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. Not end, beginning. $egingroup$ Note that this is not a case of specific beats general. To recharge abilities and spells, to recover hit points with natural healing, and to handle certain tasks like identifying magic items, you need to spend some time resting. In this case, you would roll a 1d12 and add 2 for the damage. Make sure the button on your tracker is aligned with the button opening on the charging cable. Sussing out the timing on a rechargeable ability seems like the kind of thing that should give. Moloch, the creature can repeat the saving throw. 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. The shard unleashes a pulse of psychic power. As for getting recharge to show on the action, name the action "sand breath (recharge 5-6)". The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) 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. 5e. Hit: 1 piercing damage, plus 1 damage of the type determined by the dragon rat’s Draconic Heritage trait. Since the. There are lots of ways to make a half-dragon, either through “magic” or the old-fashion way of producing offspring. 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. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. The dragon has this available at least once. , passive Perception 15 LanguagesSo I went to the system that already does that, the monster recharge system. Tonight was a stressful night - the PCs were engaged in a chase which brought up the notion of a charging attack. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A wand of magic missile could have 70 charges of fireball that resets to 7 every day and upon expending the last charge destroys the entire world and everyone in it. ) Wolfhunter333 • 2 yr. Haste (Recharge 5–6). DMing is a steep learning curve initially), the Fire Breath actually is a recharge ability. While using published adventure sets, I've noticed that some enemies have abilities that have things…Recharge. Combat and time sensitive moments in D&D 5e are split into turns ordered in rounds for ease of running. Yes, a magic item that recharges at dawn would recharge whenever the sun comes up. Thus, if a human sleeps for 8 hours, then they benefit from a long rest (8 is at least. So if you want to speed things up and not roll dice, use the 9. ago. Charging attack and other rules in 5E.