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Returning 35 results for 'Charm'.
magic-items
This charm is a sphere of intricate metal branches, interwoven to form a sort of nest.
By placing the charm on the ground and speaking its command word, you can cause it to unfold, creating a 30
and items along with it.
This perch lasts up to 8 hours, at which point the tree will retreat into the ground and the platform will shrink, eventually curling back into the small charm. At any time the
Magic Items
A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast
from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.
Magic Items
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3
charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Spells
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it
spells
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is
Compendium
- Sources->Basic Rules
Charm Person 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw
Compendium
- Sources->Player's Handbook
Charm Person 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw
Compendium
- Sources->Xanathar's Guide to Everything
Charm Monster 4th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a creature you can see within range. It must make a Wisdom saving
Compendium
- Sources->Ghosts of Saltmarsh
Charm of Plant Command Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically
worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell
Monsters
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
’s Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away.
Charm of
Amnizu
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Monsters
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
At will: charm person, command
3
sensed, experienced, and learned during the last 5 hours.Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's
Magic Items
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Monsters
enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person
, invisibility, suggestion, tonguesInstinctive Charm (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Instinctive Charm"}. When a visible creature within 30 feet of the enchanter
Magic Items
You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is
Enchanter
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Monsters
with spell attacks). The enchanter has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
with two hands.Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The enchanter tries to magically divert an attack made against it, provided that
Magic Items
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a
Amnizu (Summoner Variant)
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Monsters
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
At will: charm person, command
3
of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action.Instinctive Charm. When a creature within 60 feet of the
Monsters
","rollDamageType":"fire"} fire damage.
Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The
saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the
Monsters
, message, vicious mockery
1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/Day). Brahma can use a bonus action
disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or
Monsters
): charm person, protection from evil and good, unseen servantDagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Monsters
spells prepared:
Cantrips (at will): acid splash, friends, mage hand, poison spray
1st level (4 slots): charm person, detect magic, magic missile, ray of sickness
2nd level (3 slots): detect thoughts
);{"diceNotation":"3d6","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage.Instinctive Charm. If a creature the Ooze Master can see makes an attack roll against it while within
Monsters
.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic
effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends
Bael
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Monsters
changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image
3/day each: counterspell, dispel magic, fly, suggestion
.
Awaken Greed. Bael casts charm person or major image.
Infernal Command. Bael uses his Infernal Command action.
Teleport. Bael uses his Teleport action.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Magic Items
This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic
magic-items
use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.
While wearing the Sage’s Signet, you can cast Charm Person and Hypnotic Pattern once each from the
Stone Giant Dreamwalker
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Monsters
Dreamwalker's Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is
creature is immune to this giant's Dreamwalker's Charm for 24 hours.Multiattack. The giant makes two attacks with its greatclub.
Greatclub. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType
Monsters
":"Claw","rollDamageType":"fire"} fire damage.
Charm. One humanoid the flame can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed
successfully saves against the effect, or if the effect on it ends, the target is immune to this flame’s Charm for the next 24 hours.
The flame can have only one target charmed at a time. If it
Magic Items
(Investigation) or Wisdom (Perception) check.
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can’t be used again until the next dawn.
Evil Mage
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monsters
hit with spell attacks). The mage knows the following spells from the wizard’s spell list:
Cantrips (at will): light, mage hand, shocking grasp
1st Level (4 slots): charm person, magic
Monsters
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): dancing lights, minor illusion, ray of frost
1st level (4 slots): charm person, color spray, magic missile, silent
Hobgoblin Iron Shadow
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Monsters
with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, true strike
1st level (3 slots): charm person, disguise self, expeditious
Monsters
material components:
1/day each: charm person, fog cloud, greater invisibility, polymorph (self only)
Magic Resistance. Siren has advantage on saving throws against spells and other magical
Monsters
1/day each: charm person, sleet storm, gaseous form, sleep, fear
Magic Weapons. Xipe's weapon attacks are magical.
Regeneration. Xipe regains 10 hit points at the start of his turn if it has at least
monsters
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 8):
At will: minor illusion
1/day: charm person (already cast)LightningCold, Fire
monsters
of Agathys, charm person, hex
2nd level: hold person, ray of enfeeblement, spider climb
Sunlight Sensitivity. While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom