Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 18 results for 'before being doubled charmed resolve'.
Other Suggestions:
before being doubles charmed remove
before being double charmed remove
before being doused charmed remove
before being doubles charmed resolves
before being double charmed resolves
Feats
Forgotten Realms: Heroes of Faerûn
, provided its Speed isn’t 0.
Additionally, you bolster the targets’ resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can’t be
possessed or gain the Charmed or Frightened condition; if a target is already possessed, Charmed, or Frightened, the target has Advantage on any new saving throw against the relevant effect.
Once you use this benefit, you can’t do so again until you finish a Long Rest.
Monsters
Strixhaven: A Curriculum of Chaos
Theorem"}. The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the
professor until the start of the professor’s next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
Monsters
Fizban's Treasury of Dragons
of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys
creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the
Monsters
Fizban's Treasury of Dragons
succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell.
Thriving Wildlife. Giant
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next
round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature. Stone Passage. The dragon touches a section of stone
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Red Fire Silver Cold White Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it
starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fire Silver Cold White Cold You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to
starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the
attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, cartographer’s tools, and woodcarver’s tools.
Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep.
Actions
Poison
22 (4d8 + 4) Expertise. Iriad’s proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. 4th 27 (5d8 + 5) Ability Score Improvement. Iriad’s Dexterity score
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
powerful adventurers. Their deaths and souls are my nourishment.”
Flaw. “I underestimate the resolve of my enemies.”
Acererak
Medium undead, neutral evil
Armor Class 21 (natural armor)
Hit Points
nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 22
Languages Abyssal
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body
+7
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve. Professors of theory hold that altering the way a person
Resistances psychic
Condition Immunities charmed, frightened
Senses passive Perception 15
Languages Common plus any four languages
Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery
. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in themselves. A map of Gorewood and an overview of the locations within this Abyssal realm appear later in this chapter. Depending on your players’ actions, the characters might resolve their final
, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 15
Languages Abyssal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. Level 2: Unarmored
one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn’t give you levels of Exhaustion. Level 13
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. Level 2: Unarmored
turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn’t give you levels of Exhaustion. Level 13: Deflect Energy You can now use your Deflect Attacks feature against
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions. Level 15: Bulwark of Force You can shield






