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Returning 35 results for 'being barriers diffusing charm required'.
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Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
(spell save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous
Monsters
Phandelver and Below: The Shattered Obelisk
):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Synaptic Rend (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
Soulknife
Legacy
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Classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only
Monsters
Tyranny of Dragons
, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Monsters
Baldur’s Gate: Descent into Avernus
spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic
signed on entry clearly stipulates their soul is forfeit. They’re required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Charm (no action required) to end the Blinded, Deafened, Paralyzed, or Poisoned condition on yourself.
Dolurrh, the Realm of the Dead. When you use a spell slot to cast a spell from the Necromancy
school, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
Fernia, the Sea of Fire. When you use a spell slot to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Charm (no action required) to end the Blinded, Deafened, Paralyzed, or Poisoned condition on yourself.
Dolurrh, the Realm of the Dead. When you use a spell slot to cast a spell from the Necromancy
school, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
Fernia, the Sea of Fire. When you use a spell slot to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Charm (no action required) to end the Blinded, Deafened, Paralyzed, or Poisoned condition on yourself.
Dolurrh, the Realm of the Dead. When you use a spell slot to cast a spell from the Necromancy
school, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
Fernia, the Sea of Fire. When you use a spell slot to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
three times, the charm vanishes from you. Charm of Darkvision This charm allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away
Charms A charm is a minor supernatural gift, which can be received in a large variety of ways. For example, a wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
three times, the charm vanishes from you. Charm of Darkvision This charm allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away
Charms A charm is a minor supernatural gift, which can be received in a large variety of ways. For example, a wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
three times, the charm vanishes from you. Charm of Darkvision This charm allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away
Charms A charm is a minor supernatural gift, which can be received in a large variety of ways. For example, a wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Blackmist Way and Blackthrone Arts that ease the distinction between body and soul, this charm allows you to cast the gaseous form spell as an action, with no spell components required. Once used three times, the charm goes away.
the tomes, the throne in area T5 starts shedding dim light. Each character who bows before the obsidian throne for the first time gains the charm below (a type of supernatural gift detailed in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
imprisoned. Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell
princess offers to immediately bestow upon each of them the following supernatural charm (see the Dungeon Master’s Guide for more information on supernatural charms), which she can do even while
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
research that contains one or more desks and bookshelves. Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for
7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Craft Options
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Blackmist Way and Blackthrone Arts that ease the distinction between body and soul, this charm allows you to cast the gaseous form spell as an action, with no spell components required. Once used three times, the charm goes away.
the tomes, the throne in area T5 starts shedding dim light. Each character who bows before the obsidian throne for the first time gains the charm below (a type of supernatural gift detailed in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
research that contains one or more desks and bookshelves. Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for
7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Craft Options
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
imprisoned. Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell
princess offers to immediately bestow upon each of them the following supernatural charm (see the Dungeon Master’s Guide for more information on supernatural charms), which she can do even while
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Blackmist Way and Blackthrone Arts that ease the distinction between body and soul, this charm allows you to cast the gaseous form spell as an action, with no spell components required. Once used three times, the charm goes away.
the tomes, the throne in area T5 starts shedding dim light. Each character who bows before the obsidian throne for the first time gains the charm below (a type of supernatural gift detailed in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cramps until the condition ends. Purple Pear Charms d20 Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required
three times, this charm vanishes from you.
6–8 Charm of Invisibility. This charm allows you to cast the invisibility spell as an action, no components required. Once used three times, this charm
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cramps until the condition ends. Purple Pear Charms d20 Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required
three times, this charm vanishes from you.
6–8 Charm of Invisibility. This charm allows you to cast the invisibility spell as an action, no components required. Once used three times, this charm
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cramps until the condition ends. Purple Pear Charms d20 Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required
three times, this charm vanishes from you.
6–8 Charm of Invisibility. This charm allows you to cast the invisibility spell as an action, no components required. Once used three times, this charm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
research that contains one or more desks and bookshelves. Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for
7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Craft Options
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
imprisoned. Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell
princess offers to immediately bestow upon each of them the following supernatural charm (see the Dungeon Master’s Guide for more information on supernatural charms), which she can do even while
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Treasure In addition to (or instead of) providing information to the adventurers, the last connection to the surviving Araumycos can bestow a charm of heroism to all the player characters (see “Other
Rewards” in chapter 7 of the Dungeon Master’s Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Treasure In addition to (or instead of) providing information to the adventurers, the last connection to the surviving Araumycos can bestow a charm of heroism to all the player characters (see “Other
Rewards” in chapter 7 of the Dungeon Master’s Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Treasure In addition to (or instead of) providing information to the adventurers, the last connection to the surviving Araumycos can bestow a charm of heroism to all the player characters (see “Other
Rewards” in chapter 7 of the Dungeon Master’s Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Traveler’s Haven. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the Leomund’s tiny hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Traveler’s Haven. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the Leomund’s tiny hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a






