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Returning 35 results for 'before being decide charm relatively'.
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Enchanter
Legacy
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Monsters
Volo's Guide to 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
Backgrounds
Guildmasters’ Guide to Ravnica
are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
Selesnya contact; you can decide if the contact is an ally or a rival.
10
I have a sibling in the Simic Combine, and we argue every time we see each other.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
save DC 14, +6 to hit 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
) bludgeoning damage if used with two hands.
Reactions
Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The enchanter tries to magically divert an
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V4: Ysgardian Wildfire Following the river toward its source is relatively easy—until you find the valley blocked by a raging wildfire. The forest grew close to the water here, and blazing trees have
fires rage throughout this region. If the characters choose a route that takes them into or near another wildfire, use the guidelines in area V4 to decide how the flames affect them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Resolving Outcomes You decide when a player makes a D20 Test based on what the character is trying to do. Players shouldn’t just roll ability checks without context; they should tell you what their
you decide: Is a D20 Test Warranted? If the task is trivial or impossible, don’t bother with a D20 Test. A character can move across an empty room or drink from a flask without making a Dexterity check
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Crew Unless you decide otherwise, each ship encountered on the sea has its full crew and enough food and water to sustain that crew and any passengers for the duration of the ship’s journey. You can
Salty Beard 2 Ol’ Eye 3 Silver Copper 4 Golden Fish 5 Black Whale 6 Blue Dog 7 Silky Cur 8 Heartless Fingers 9 Drizzly Patches 10 Thirsty Hook 11 Rum Salt 12 Gloomy Rat 13 Handsome Charm 14 Wee Beast 15 Clever Devil 16 Ugly Liar 17 Pretty Angel 18 Lost Blood 19 Mad Maps 20 Poor Mast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
logic, sharp memory, or both Wisdom Resisting effects that charm, frighten, or otherwise assault your willpower Charisma Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Play Style By building a new world (or adopting an existing one) and creating the key events that launch your campaign, you determined what your campaign is about. Next, you have to decide how you
kick in the dungeon door, fight the monsters, and grab the treasure. This style of play is straightforward, fun, exciting, and action-oriented. The players spend relatively little time developing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Serving Zariel The characters might decide after meeting Zariel that they wish to serve her, joining her army and smiting demons in the Blood War. They also might wind up serving her if they fail to
Elturel. As a sign of favor, she bestows a charm upon each character (see “Archdevil Charms”). Characters who die in Zariel’s service are reborn as lemures from the River Styx. They lose all memories of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
carries it might have severely burned or even killed a loved one. Imagine having the power to cast charm person but being unable to control it and having people you care about suddenly becoming slavishly
persecution of innocents; but most feared the aberrants and stood by as the houses hunted them down. Ever since the War of the Mark, aberrant dragonmarks have been few in number and relatively week
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
keeps order, a relatively easy job until the sahuagin arrived. Marciano refuses to answer questions shouted through the door unless a character first succeeds on a DC 15 Charisma (Persuasion) check to
characters might decide to wait for the sahuagin to exit the cave to raid the town rather than assault the cave. If they take this course of action, roll a d10. The result equals the number of hours
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the injuries suffered by his predecessor, Jorlan Duskryn. Shoor is relatively young and quite arrogant for a drow male, proud of his abilities and accomplishments. He is still flush with his success in
appendix B), which once belonged to Jorlan and is used to capture and restrain prisoners. Jorlan Duskryn Jorlan turned a talent for inflicting pain into skill as a warrior, and a certain roguish charm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
chapter 9, “Dungeon Master’s Workshop”), a creature makes a Sanity saving throw instead.
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose
. 46–55 The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56–65
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative
experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. 46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, but their words are understandable. DM Option: Domain Languages. If you want to highlight the differences between domains, you can do away with Common and decide that the inhabitants of each domain
mysterious Raven Queen, or something else entirely is for you to decide. Whatever the case, Ezra’s followers, traditions, alignment, and the domains she grants her clerics vary widely. Collaborate with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
infernal iron that is 5 feet thick. See chapter 5 for more information on breaking these infernal chains. The chain links are covered in 1-foot-long iron barbs that make them relatively easy to move
collected the necessary resources, you can decide which ability checks might come into play as they create their improvised equipment — and to determine how well that equipment works. Use the following
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
saboteurs using their criminal activities as a cover for their true agenda. What is Sora Katra really trying to accomplish in Sharn? This question ties to how you decide to use the Daughters of Sora
powers in Sharn, or pursue ancient artifacts in the ruins below the city to keep them out of others’ hands. Dreamlily is relatively safe; dragon’s blood is not. Its effects are intentionally unpredictable
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
perfectly still and pose no threat as long as the tomb remains relatively quiet. If any character talks loudly, steps on a piece of broken pottery, or makes any other equivalent noise while in the tomb, read
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Athletics, Perception Tool Proficiencies: Navigator’s tools, vehicles (water) Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole
briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works. The Academy of Devastation believes that an academic approach to
DC 12, +4 to hit 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
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, that knot is undone, sometimes resulting in a surge of magical energy. You can use the Dragon Death Throes table to help you decide what happens when a dragon dies. Characters who slay a dragon are often
seize the dragon’s power. The benefit conferred by this transfer of power is up to you. It might include one of the draconic gifts described in chapter 2 of this book, or a charm or blessing from the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
antlers. 2 Compelling Voice. The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder. 3
magic item that can be used to defeat a powerful monster. As the DM, you decide whether such a gift is warranted. To randomly determine what kind of gift your archfey might bestow on a character, roll on
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
stamina; Intelligence is reasoning and memory; Wisdom is perceptiveness and mental fortitude, and Charisma is confidence, poise, and charm.
Each ability has a score from 1 to 20, although your
Initiative order remains the same from round to round for the whole combat. If there’s a tie, I’ll decide which character or creature goes before the other.
Attacks. Each character can make attacks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
your coin of decisionry and cast two votes. Absentee Ballot Starting at rank 2, if a member of your franchise party is absent, you gain their vote and can decide quite confidently how they would have
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. Decisionists work best when a verdict is unilateral and in direct contradiction
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
of danger posed by the trap. A spell is a great foundation to use as the design of a trap, whether the trap duplicates the spell (a mirror that casts charm person on whoever looks into it) or uses its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
additional redcaps. The redcaps believe the tooth is a lucky charm, so they frequently pass it from one to the next to keep Barnabas from finding it. Because of this constant transfer of the tooth
Infernal War Machines Fort Knucklebone contains the hulks of infernal war machines in varying states of disrepair and cannibalization. Of the lot, two appear relatively intact. The smaller one is a Devil’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, in the form of a blessing or charm (see chapter 7, “Treasure” for such supernatural gifts). SAMPLE FACTION: THE ZHENTARIM
The Zhentarim (also known as the Black Network) is an unscrupulous shadow
network that seeks to expand its influence and power throughout the Forgotten Realms.
The public face of the Black Network appears relatively benign. It offers the best and cheapest goods and services
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
for was recently arrested and executed for selling stolen jewelry. You can decide whether Ariana’s interest in the characters attracts the attention of a duergar patrol. Subsequent occurrences of this
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
cumulative. If you have temporary hit points and receive more of them, you don’t add them together, unless a game feature says you can. You decide which temporary hit points to keep. As an example
vampire’s Charm ability or a druid’s Wild Shape? Dispel magic has a particular purpose: to break other spells. It has no effect on a vampire’s Charm ability or any other magical effect that isn’t a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ability determines its ability modifier, as shown in the Ability Scores and Modifiers table in the Player’s Handbook. If you can’t decide what a monster’s ability scores should be, look for comparable
d20 10½ Step 9. Damage Vulnerabilities, Resistances, and Immunities Decide whether your monster has vulnerability, resistance, or immunity to one or more types of damage (see the Combat section of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage a creature. (You can decide whether to allow Tannus to fight to protect himself or others, but should encourage the player running him to think about creative nonattack ways to influence the fight
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the southeast part of Thundertree. (If the characters decide to explore the ruins of Thundertree, see chapter 3.) R6: Armory The door to this room is locked from the outside. Across from the locked
divulge this information, since they fear the Spider more than they fear the characters, though a charm person spell might coax the information from one of them. The bugbears also know the location of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in this area. The furniture here is of similar construction to that seen in area H3, surviving for centuries in the relatively dry environment of the haven but eventually succumbing to rot. The room is
the collection, you can decide what it might be worth, but the characters should earn at least 50,000 gp for the lot (see also “A Little Light Reading” below). Such a reward might take the form of one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their old lives and embrace a “higher purpose.” Once the new recruits are thus purified, the priests decide whether they are worthy for indoctrination as initiates or would better serve the Howling
frost, shocking grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form






