Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blade bitter diffusing charm run'.
Other Suggestions:
blade better diffusing charm run
black better diffusing chaos run
black better diffusing claim run
blade better diffusing claim run
blade bigger diffusing charm run
Monsters
Keys from the Golden Vault
Multiattack. Markos makes two Ceremonial Blade attacks, two Psychic Orb attacks, or one of each.
Ceremonial Blade. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Ceremonial Blade"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Ceremonial Blade", "rollDamageType":"piercing"} piercing damage plus
Classes
Sword Coast Adventurer's Guide
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a
Species
Eberron: Rising from the Last War
lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the halfling bartender. The leaders of House
a number of “bound businesses”—franchises run directly by the house. The Gold Dragon Inn is such a business, with Gold Dragon Inns being found in every major city, each serving a
Monsters
Lost Laboratory of Kwalish
the following bard spells prepared:
Cantrips (at will): blade ward, vicious mockery
1st level (4 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughterShortsword. Melee
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler's blade longsword (see appendix D).
Bardic Inspiration (3/day). As a bonus action, Garret can give
Monsters
Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:
At will: command, compelled duel
1/day each: banishment, blade barrier
rider makes three attacks with its ashen blade or two attacks with its bolt of ash.
Ashen Blade. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Ashen Blade"} to hit
Monsters
Phandelver and Below: The Shattered Obelisk
make it have the charmed or frightened conditions.Multiattack. The goblin makes three Psychic Blade attacks.
Psychic Blade. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
hit", "rollAction":"Psychic Blade"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Psychic Blade", "rollDamageType
Monsters
Acquisitions Incorporated
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace
blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last — leaving her with nothing but the all-consuming desire to seek out
Classes
Xanathar's Guide to Everything
have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their
combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade
Classes
Xanathar's Guide to Everything
have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their
combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade
Classes
Sword Coast Adventurer's Guide
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a
Monsters
Baldur’s Gate: Descent into Avernus
Spellcasting. The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
1/day each: charm person, disguise
blade;night blades, whom Bhaal blesses with darkvision and superior stealth. Reaper of Bhaal;Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade
Monsters
Baldur’s Gate: Descent into Avernus
components:
At will: charm person, Tasha's hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain, Otto's irresistible dance
Magic Resistance. Smiler has
terrified the other warlords of Avernus for a while.
Three of Smiler’s rivals — Bitter Breath, Feonor, and Princeps Kovik — joined forces to wipe out Smiler’s Defilers
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"fire"} fire damage.
Fiendish Charm. One humanoid Isolde can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target
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 Isolde’s Fiendish Charm for the next 24 hours.Isolde was a holy
Species
Eberron: Rising from the Last War
assassins within House Phiarlan. Only special clients—nobles, merchant lords, and the like—have access to these spies.
Toward the end of the Last War, a bitter feud broke out between the
maintain a peaceful relationship, but rivalries run deep.
Baron Elar d’Thuranni is said to be responsible for the Shadow Schism. Ruling the house from an enclave in Regalport, he is always
Magic Items
Waterdeep: Dungeon of the Mad Mage
The longsword, Tearulai, is a sentient, neutral good longsword of sharpness;sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s
cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Evil creatures can’t
Pirate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
You spent your youth
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 in the center (or
Sailor
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Skill
Proficiencies: 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
Monsters
Locathah Rising
(at will): frostbite, mending, resistance, shape water, thunderclap*
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave2nd level (3 slots): darkvision, hold person
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
Monsters
Mordenkainen's Fiendish Folio Volume 1
of Avernus attempted an expedition to the Feywild long ago, and the forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine
, chaotic, and temperamental nature they all share. When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way
monsters
and wield a blade of steel.” The Queen replied, “Then leave the wood, but do not bring your metal into my domain.” And so he left the wood and founded the kingdom of Karrnath. The
beasts. And as each child raised a kingdom, the woods grew smaller and farther apart, and the heart of the Forest Queen grew bitter and cold. The people are her great- grandchildren, and she will not
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary
body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve
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
at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium.Bludgeoning, Piercing, and Slashing from Nonmagical AttacksPiercing from Magic Weapons Wielded by Good Creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when
Backgrounds
Baldur’s Gate: Descent into Avernus
fellows, or on the run?
Skill Proficiencies: 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 in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes
Backgrounds
Guildmasters’ Guide to Ravnica
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
former assistants turned out to be a Dimir spy. We’re not on friendly terms anymore, but we have a habit of running into each other.
4
A Golgari assassin killed a bitter rival of mine, leaving
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
Monsters
Curse of Strahd
vampire spawn under Strahd’s control.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock Spells Cantrips (0 Level) Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level Armor of
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(necromancy)
1st Level
Cause fear (necromancy)
2nd Level
Earthbind (transmutation)
Mind spike (divination)
Shadow blade (illusion)
3rd Level
Enemies abound (enchantment)
Summon lesser demons
(conjuration)
Thunder step (conjuration)
4th Level
Charm monster (enchantment)
Elemental bane (transmutation)
Shadow of moil (necromancy)
Sickening radiance (evocation)
Summon greater
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock Spells Cantrips (0 Level) Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level Armor of
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock Spells Cantrips (0 Level) Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level Armor of
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(necromancy)
1st Level
Cause fear (necromancy)
2nd Level
Earthbind (transmutation)
Mind spike (divination)
Shadow blade (illusion)
3rd Level
Enemies abound (enchantment)
Summon lesser demons
(conjuration)
Thunder step (conjuration)
4th Level
Charm monster (enchantment)
Elemental bane (transmutation)
Shadow of moil (necromancy)
Sickening radiance (evocation)
Summon greater
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(necromancy)
1st Level
Cause fear (necromancy)
2nd Level
Earthbind (transmutation)
Mind spike (divination)
Shadow blade (illusion)
3rd Level
Enemies abound (enchantment)
Summon lesser demons
(conjuration)
Thunder step (conjuration)
4th Level
Charm monster (enchantment)
Elemental bane (transmutation)
Shadow of moil (necromancy)
Sickening radiance (evocation)
Summon greater
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
25. The Nest of the Warriors A bitter stench assails the senses as you lay eyes on the room ahead. Inside, amid a pile of rubbish, offal, and bracken, ghostly lights move across the floor.
Closer
(worth 20 gp each), and a +1 dagger that looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
25. The Nest of the Warriors A bitter stench assails the senses as you lay eyes on the room ahead. Inside, amid a pile of rubbish, offal, and bracken, ghostly lights move across the floor.
Closer
(worth 20 gp each), and a +1 dagger that looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.






