what does recharge 5-6 mean dnd. It means you roll a d6, and it recharges if the die rolls a 5 or 6. what does recharge 5-6 mean dnd

 
 It means you roll a d6, and it recharges if the die rolls a 5 or 6what does recharge 5-6 mean dnd Wrong answers score 0 points

It's a way to avoid XP costs for some spells by burning leftover spell slots instead. 1. This shriek has no effect on constructs and undead. Yes, it could. 3rd edition: Charge was a full-round action to move up to twice your speed and make one melee attack. I might also let them use a legendary action to recover the ability off turn. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The dragon exhales [breath type] in a 30-foot cone. That’s right. (SRD V_5. Claw. This limitation prevents characters from simply charming everyone in the tavern in the space of a few minutes. When the Cleric who dumped his DEX is. The ability also recharges when the monster finishes a short or long rest. The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet. 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. Acid Breath (Recharge 5-6). A dawn always creates one recharge, and there can't be stored more than one charge. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. 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. Claw: Melee Weapon Attack: +14 to hit, reach 5 ft. , one target. " 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). A dragon's breath recharges in 1d4 rounds. This bonus action attack granted by Two-Weapon Fighting does not get your ability modifier added to its damage. Thus, if a human sleeps for 8 hours, then they benefit from a long rest (8 is at least. It might make fights more tense. Arcane Recovery is ability that allows spell slots to recharge at a short rest. Im using this calculator to create challenging (we agreed that there would be little to no "easy and medium" encounters) fights. At the start of each of the monster’s turns, roll a d6. Nearly all resources are either recovered on a long rest or on a short rest. The wand regains 1d6 + 1 expended charges daily at dawn. finish a long rest to use it again. 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. 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. A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. Hellenrae makes three melee attacks. , one creature. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. 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. Recharge is usually denoted using a special notation that indicates the frequency of recharge, such as “Recharge 5-6” or “Recharge 6”. The only thing that does not work for your concept is the Charger feat. Claw. ":"poison"} poison damage on a failed save, or half as much damage on a successful one. What is in the parentheses is the damage you would roll. All other creatures within 30 feet of her that can hear it must make a DC 15 Constitution saving throw. 3. . Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. 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. Mar 6, 2008. Breath Weapons (Recharge 5–6). (This time varies by time of year). This status does not beget natural critical hits or grant advantage to those attacking them. Charging is already an action. aaron9eee. The possibility to roll a 1 and block casting until a rest is too punishing. The queen spits acid in a line that is 50 feet long and 5 feet wide, provided that it has no creature grappled. Sussing out the timing on a rechargeable ability seems like the kind of thing that should give. The power has a random chance of recharging during each round of combat. Lightning Breath (Recharge 5–6): The dracolich exhales lightning in a 120-foot line that is 10 feet wide. I mean of course if the dragon grabs the weresomething. DnD Main wiki page for all Dungeons&Dragons. ago. Ranged Weapon Attack: +5 to hit, range 30/60 ft. 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. Dragon breath weapons used to be simple: 3 uses per day. For example, "Recharge 5-6" means a monster can use the special ability once. , one target. The purple dragon lets out a draconic shout in a 90-ft. 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. Lightning Breath (Recharge 5–6). DnD 5e Charging. ago DM. We would like to show you a description here but the site won’t allow us. Created an item this morning w/ 1 charge that should reset on long rest, but it does not do so. Long Rests: Last 8 hours (6 of which must. , one target. Web (Recharge 5-6). , passive Perception 15 LanguagesSo I went to the system that already does that, the monster recharge system. You gain a +2 bonus to attack and damage rolls made with this weapon. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. I believe in the monsters manual 1 or 2 these are represented by a 5 and 6 rolled on 6 sided dice. This should be an easy decision. As for getting recharge to show on the action, name the action "sand breath (recharge 5-6)". So for. I understand that these numbers are the target numbers of a d6 roll (i. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. A dragon can use his breathe attack every turn, or once for the entire fight. ago. Melee Weapon Attack: +3 to hit, reach 5 ft. "recharges on 5-6". 5e were. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. On the Properties column of the modern firearms, the reload property becomes relevant. Each target must make a DC 17 Wisdom saving throw against this magic. Normally, this is kind of a pain. If the roll is one of the numbers in the recharge notation, the. The light dragon travels from star to star and does not require air, food, drink, or sleep. . 1, p, 243; DMG p. 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. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. For example, “Recharge 5–6” means a monster can use the special ability once. The simple change is as follows: Short Rest Abilities: Convert into a (5,6) recharge. Compendium - Sources->Dungeon Master’s Guide. You could have a bad dexterity and roll a 1 and in the end have a negative initiative. Not end, beginning. Psychic Crush (Recharge 5–6). 8. [deleted] • 5 yr. If it hadnt been for the quadruple recharge, the fight would have been OK I guess. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the. Gray Ooze Lair. 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. Fire Breath (recharge 5-6). If you play a magic-user in DnD 5e then as one of your class abilities you will receive some number of spell slots. Mar 6, 2008. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. 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. If not, then the monster can’t use it, but can roll in the following round at the end of its initiative, to see if it recharges again. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. A long rest must last at least eight hours for your character to feel the full benefit. This takes two forms: short rests and long rests. Combat is chaotic enough just dealing with everyone succeeding or failing at attacks or abilities. In the case of your example, this results in (2 + 5) / 2 = 3. Armor Class 14; Hit Points 58 (9d8 + 18)Poison Breath (Recharge 5-6). Once completed, a Long Rest will restore a character. 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. Have a way to deal damage. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. 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. Burning Debris (Recharge 5-6, Always available) - Debris falls down and damages PCs on an area of effect. Challenge 1/4 (50 XP) Charge. The lizalfos exhales fire in a 15-foot cone. However, there aren’t many abilities that use a reaction, so most players won’t be able. Do you need to roll multiple times for each breath? - No. ago. The hound exhales fire in a 15-foot cone. it's more often than every three turns cause you start out with it. • 8 yr. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. ago · edited 7 yr. The ability also recharges when the monster finishes a short or long rest. action. Haste (Recharge 5–6). The ooze targets one creature that it can sense within 60 feet of it. Page 186 of the Player’s Handbook explains the standard rules for resting: Short Rests: Last 1 hour, heal by rolling hit dice, and can’t do anything too strenuous (eating, drinking, reading, tending wounds, etc… is allowed). Lightning Breath (Recharge 5–6). Status effects and zone control. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Recharge X–Y. Breath Weapon (Recharge 5-6). Even on a world that experiences dawn each day, the DM is free to choose a different time — perhaps noon, sunset, or midnight — when certain magic items recharge. A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. 1. 5e implicitly expects a large number of encounters, and a decent amount of short rests, in a day to maintain proper balance. Alternatively, you can utter a creature’s name. 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. . 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. , one target. 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. Some monsters have recharge 4-6, others just have 6. Bludgeoning, PiercingFire. The new rules for One D&D explicitly limit this to weapons & unarmed strikes. 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. DND means 'Do Not Disturb,' 'Do Not Delete,' 'Drunk and Disorderly' and 'Dungeons and Dragons'. 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. 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. Monsters. The shard unleashes a pulse of psychic power. It is commonly used in messaging and social media to indicate that someone does not want to be bothered or interrupted. 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. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Haste (Recharge 5-6) – The golem gains a +2 bonus to AC, advantage on DEX saves, and can use slam as a bonus action until the start of its next turn. This page explains how DND is used on messaging apps such as Snapchat, Instagram, Whatsapp, Facebook, X (Twitter), and. ago. 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. So just like breath weapons on dragons at the start of it's turn you roll a d6 and on a 5 or 6 it recovers the use of this ability. 3. Keeping watch is actually very. Melee Weapon Attack: +10 to hit, reach 10 ft. 2. There are lots of ways to make a half-dragon, either through “magic” or the old-fashion way of producing offspring. In the case of this wand, which doesn't require attunement, the Identify spell seems to be the only. Nothing else is implied by being “incapacitated. 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. It is easy to build such a half-dragon on the fly. In 4e, for example, certain enemies, characters or items would gain bonuses when bloodied. Chromatic Orb 5e [DnD Spell Guide: Uses, Rules, Tips] →. Use dragons bigger than 20 feet long. b) just after they have used the thing up. For higher level monsters you are almost certainly going to need to tone down their Strength and Constitution. Teleport (Recharge 4–6). It means you roll a d6, and it recharges if the die rolls a 5 or 6. At the start of each of the monster's turns, roll a d6. Poison Breath (Recharge 5-6). But for dragons, this has an extra effect: their breath weapon recharges quicker, as they become more desperate. Poison Breath (Recharge 5–6). These two are listed together because combining them will tell you the to-hit modifier for the monster. I keep seeing creatures with abilities that mention "(Recharge x-x)". Just a reminder, most dragons have a "Recharge 5-6" next to their Breath Weapon. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're. This ring stores spells cast into it, holding them until the attuned wearer uses them. Mind Blast (Recharge 5-6): The alhoon magically emits psychic energy in a 60-foot cone. , one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. It is "poisonous gas" the Dwarf gets advantage on the save. A creature within 5 feet of the targeted space must make a DC 14 Dexterity saving throw. Or half as much damage on a. 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. , one target. Does that mean 5 or 6 rounds? Thanks for helping me understand! 5. A wand that must be held by a baby to regain charges. 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. This could be scaled anywhere between 1. The loading feature ends with "regardless of the number of attacks you can normally make. Hit: 11 (2d6 + 4) slashing damage. If a character gets a 23 and a monster a 19 as the Initiative, the order goes like this: At the end of every turn you roll a d6, on a 5-6 the Dragon regains it's breath weapon, on a 1-4 it doesn't, and you roll every turn until you get it back! Moop5872. 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. The rules are pretty clear about this: "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. I come from 2nd a long time ago and have only. You can rage again after a long rest, but not until you gain the ability to do so again somehow (e. Corrosive Gas (Recharge 5-6). The runes adorning the giant's body flare with brilliant light. But the ability itself much recharge before it can be used again. Teleport. 107. Melee Weapon Attack: +15 to hit, reach 5 ft. The drow throws a smokepowder bomb with a lit fuse at a space within 30 feet of them. Menu. Monsters. (This time varies by time of year). The DM makes the rules. 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. If the warforged cast a leveled spell as its action, it is able to. What likely happened is that one of the quotations accidentally got deleted and when you replaced it you did it in the field instead of as code or something. I tried googling it, but I couldn't find anyone asking the question anywhere. Oh wait, I mean golems. Players can and should use their power throughout an adventuring day so any power that can used not only every encounter but potentially be used once every 2-4 turns needs to be weak. The plague spreader releases toxic gas in a 30-foot-radius sphere. If the roll is one of the die results shown, the power is recharged and the monster can use it again that turn. The ability also recharges when the monster finishes a short or long rest. 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. The proficiency bonus follows the RAW for 5e fighters, and the ability mod increases align to the levels where PCs gain Ability Score Increases. Indomitable Strength (Recharge 5–6). Each creature in the area must make a DC 17 Dexterity saving throw, taking 54(12d8) fire damage on a failed save or half as much dmage on a successful one. The dragon exhales poisonous gas in a 30‐foot cone. Melee Weapon Attack: +10 to hit, reach 5 ft. round of combat. 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. Only a Wish spell or divine intervention can restore a transformed creature to its former state. Questions tagged [recharge] Ask Question For questions about abilities of characters or monsters that recharge after use, and the mechanics governing such abilities. Each creature in that area must make a DC 17 Strength saving throw. Fire Breath (Recharge 5–6). As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. Most recharging staffs are wood, but a rare few are bone, metal, or even glass. 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. Lotus1235 • 2 yr. Each creature in that area must make a DC 23 Strength saving throw. If the roll is one of the die results shown, the power is recharged and the monster can use it again that turn. After all, your fun doesn't threaten my fun. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. addition, you gain a +1 bonus to attack and damage rolls made using the weapon. Acid Breath. Ranged Weapon Attack: +5 to hit, reach 30/60 ft. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage. A Lunar Dragon’s Lair The. As an action, the restrained target can make a DC. For example, "Recharge 5–6" means a monster can use the special ability once. 2. name }}, from the 5th edition (5e. Plug the charging cable into the USB port on your computer or any UL-certified USB wall charger. The dragon has this available at least once. It does not work because the feat requires that you use your action to Dash. For a 5th level caster, recharge on 5-6, can make you cast one spell a fight including cantrip, very often. The average is calculated as you'd expect: ([min damage] + [max damage]) / 2, and then rounded down. Are both breaths expended once one is used. After used, the item uses should be "Recharge [5+]" or the number you set. There are lots of ways to make a half-dragon, either through “magic” or the old-fashion way of producing offspring. The smoke dragon exhales a 20-foot cone of thick, black smoke that spreads around corners. 202) Usually, that means that after an adventure day, and after a long rest, the staff will restore 1d6+4 charges. When the wall appears, each creature in its space is pushed out of it by the shortest route. From here, scroll to the section that's labeled 'Factory Reset' or 'Clear. 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 of 6. 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. On a success, the effect ends. The 3. 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. The iron sphere extends a nozzle from an open panel and releases a fan of fire in a 15-foot cone. Hit: 1 piercing damage, plus 1 damage of the type determined by the dragon rat’s Draconic Heritage trait. Claw. 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. 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. Reducing the Head to 0 hit points gives all remaining parts. You draw magical energy through yourself as a conduit to recharge a magic item. Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons. Hit: 13 (2d6 + 6) slashing damage. Make sure the button on your tracker is aligned with the button opening on the charging cable. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. 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. Crush. 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. 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. You roll a d6. Also, you will need to assign a Constitution score to undead in 3. The dragon exhales fire in an 60-foot line that is 5 feet wide. News. The Stirring weapon has the Slumbering property. Challenge 1/4 (50 XP) Charge. Third, multiply this percentage by the base price of the item. Mostly, to help players understand when the opposition drops to half hit points or lower. The ooze. It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained. A feat represents a talent or an area of expertise that gives a character special capabilities. Give them a really long tail and neck, for example. ***** Rolling a 1 or 20: Sometimes fate blesses or curses a combatant, causing the novice to hit an the veteran to miss. I'm guessing this does not mean 56 turns. If a certain number of stacks has been reached, it collapses, damaging anyone still inside and trapping them. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning. 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. The 9 is there to save you from rolling math rocks if you just want to take. Bite. 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. So one common complaint in 5e is the balance between Short and Long rest classes. Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Tonight was a stressful night - the PCs were engaged in a chase which brought up the notion of a charging attack. cone. You mean this: (Recharge 5–6) The “(Recharge 5–6)” is just what is displayed and has absolutely nothing mechanical attached to it whatsoever. #9 Feb 24, 2020. Thank you for the correction, yes I did mean on the following turn. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to. medium. MagnusTheBigRed • 2 yr. The monster's damage is on a HIT: 1d8+1. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The 9 is the average amount of damage it will do. The remaining two hours can be used for light activity (examples from the Player’s Handbook include reading, talking, eating, or keeping watch). Actions. So if you want to speed things up and not roll dice, use the 9. Many monsters have rechargeable powers/attacks. It might make fights more tense. I just don't understand what they mean by this. 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. how straight does that need to be assuming you are using a square based grid for character locations? Do the last 20 feet of movement made by the creature need to be all in the. Recharge is usually denoted using a special notation that indicates the frequency of recharge, such as “Recharge 5-6” or “Recharge 6”. The recharge value is also part of the ability description; "Acid Breath (Recharge 5–6). For example, "Recharge 5–6" means a monster can use the special ability once. Ice-Breath Lizalfos. At the start of each of the monster's turns, roll a d6. Breath Weapon (Recharge 5-6). , one target. Dragon Shout (Recharge 5-6). Doesn't get much clearer than the rule itself Recharge. The dragon uses one of the following breath weapons: Radiant Breath. 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. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. 2-3 (–4): Barely able to function, very limited speech and knowledge. It can also effectively convert 2 lower-level spell slots into a 9th-level one. ago. For instance, an iron door with a weak lock can be forced open much more easily than it can be hacked down. 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. Normally, powers may be at-will or once per encounter, but it may recharge in certain circumstances. A ring that must be kept in your mouth for 8 hours to recharge. It's still up to you since it's your game, but just cuz Avernus. 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. Example: Action Surge -> Action Surge (5,6). Singularity Breath (Recharge 5–6). Dragon breaths work usually work along the "Recharge 5-6" line. #1. Firmly tap the screen twice or turn your wrist to wake Charge 5. The mind flayer magically emits psychic energy in a 60-foot cone. For example, “Recharge 5–6” means a monster can use the special ability once. It does seem low but I used to think that about the. (Most wands and staves recharge in a like manner). The dragon exhales poisonous gas in a 90-foot cone.