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Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Enchanter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Monsters
Locathah Rising
person, lesser restoration, moonbeam3rd level (3 slots): conjure animals, dispel magic, water breathing4th level (3 slots): charm monster, freedom of movement5th level (2 slots): greater restoration
their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble's game statistics are replaced by the
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new
creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature
Monsters
Sleeping Dragon’s Wake
, mending
1st level (4 slots): charm person, detect magic, expeditious retreat, sleep
2nd level (3 slots): darkness, invisibility,suggestion
3rd level (3 slots): dispel magic, protection from energy
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
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->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
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->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->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->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->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->Dragonlance: Shadow of the Dragon Queen
replaced by simple buildings aligned along muddy streets. They now house hundreds who can’t find lodgings within the city’s walls. Wyhan’s Apothecary Wyhan (lawful evil, human mage) is a black-robed Mage
of High Sorcery. Though supposedly retired, she keeps a shop that deals in wares few in Kalaman need. Wyhan’s Apothecary sells the occasional good-luck charm, but those who know what to ask for might
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam
3rd level (3 slots): conjure animals, dispel magic, water breathing
4th level (3 slots): charm monster, freedom of
form using a bonus action on their turn.
Amble’s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains
and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its
companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent, you no
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a
steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replaced by a council of three prominent citizens, elected every two years. However, the recent abdication of one councilor and the town’s growing size have prompted the townsfolk to decide that it’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a
steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, peg arm accessories) that provide surprising functionality — and even replaced one of her own hands and a leg to prove her point. Talk First, Fight Later? When the characters approach the Peg and Hook
, first decide whether their previous investigation has alerted Dran Enterprises. If they allowed Rakeem to eavesdrop and report their conversations, alerted Eriss the broker of their antagonistic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
G. Tser Pool Encampment The road gradually disappears and is replaced by a twisted, muddy path through the trees. Deep ruts in the earth are evidence of the comings and goings of wagons.
The canopy
characters haven’t spoken with Madam Eva, the storyteller urges them to do so. Madam Eva’s Tent If the characters decide to see Madam Eva, read: Magic flames cast a reddish glow over the interior of this
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. When you
, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately
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->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->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->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->Acquisitions Incorporated
seems appropriate. Each time a franchise gains a rank, existing staff members can be gifted with early retirement (that is, fired), and replaced alongside new hires that fit the franchise’s needs. A
, though the DM can decide otherwise. If a mobile franchise headquarters requires more crew than is granted by the franchise’s rank, the characters must hire the remainder (typically at the skilled
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->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
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
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
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->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






