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Returning 35 results for 'blazing been diffusing charm realm'.
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Monsters
Eberron: Rising from the Last War
idol can innately cast the following spells, requiring no material components:
At will: charm person, cure wounds, disguise self, thaumaturgy
1/day each: commune, dominate person, insect plague, mass
","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.A radiant idol was an angel that was banished from the celestial realm of Syrania and cast
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
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
Goblins
The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements
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
Monsters
Eberron: Rising from the Last War
Innate Spellcasting (Psionics). The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: charm person
1/day
competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals.
Fearmongers. Their ability
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to
, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. Sworn and Beholden A warlock is defined by a pact with an otherworldly being. Sometimes the
Monsters
Vecna: Eve of Ruin
Fire", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one.
Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must
. He had become a vampire, and Barovia became a Domain of Dread.
Now the Dark Powers keep Strahd trapped in his realm, tormenting him with his inability to escape for all eternity. He spends his days
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
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
expend the Charm (no action required) to give one target of the spell Disadvantage on its saving throw against the spell.
Xoriat, the Realm of Delirium. When you use a spell slot to cast a spell, you
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
expend the Charm (no action required) to give one target of the spell Disadvantage on its saving throw against the spell.
Xoriat, the Realm of Delirium. When you use a spell slot to cast a spell, you
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
expend the Charm (no action required) to give one target of the spell Disadvantage on its saving throw against the spell.
Xoriat, the Realm of Delirium. When you use a spell slot to cast a spell, you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
When Strahd Attacks Strahd isn’t a villain who remains out of sight until the final scene. Far from it—he travels as he desires to any place in his realm or his castle, and (from his perspective) the
day. If they’re indoors, he tries to charm or goad a character into inviting him inside (along with his vampire spawn, if they are present). Strahd and his minions never attack Ireena. These
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
When Strahd Attacks Strahd isn’t a villain who remains out of sight until the final scene. Far from it—he travels as he desires to any place in his realm or his castle, and (from his perspective) the
day. If they’re indoors, he tries to charm or goad a character into inviting him inside (along with his vampire spawn, if they are present). Strahd and his minions never attack Ireena. These
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
When Strahd Attacks Strahd isn’t a villain who remains out of sight until the final scene. Far from it—he travels as he desires to any place in his realm or his castle, and (from his perspective) the
day. If they’re indoors, he tries to charm or goad a character into inviting him inside (along with his vampire spawn, if they are present). Strahd and his minions never attack Ireena. These
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or
be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or
be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or
be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
elements exist in their purest form: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
elements exist in their purest form: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Shadowfell Grave dirt, mourner’s veil 91–94 Yew wardrobe Parted Veil Feywild Book of limericks, toadstool 95–98 Human-shaped hole Gastrognome Far Realm Alien fossil, bezoar 99–00 Inn room door Ubiquitous






