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Returning 35 results for 'blessings before devoted charm require'.
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blessing before devote chaos require
blessing before devote chain require
blessing before devoted chain requires
blessing before devoted charge requires
blessing before devote chasm require
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
down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.
Fallen Angels. The insatiable
Monsters
Spelljammer: Adventures in Space
half damage if it fails, provided it isn’t incapacitated.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
Monsters
Tomb of Annihilation
half damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living
Monsters
Mythic Odysseys of Theros
metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars
the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.Fire, Poison
Monsters
Mythic Odysseys of Theros
most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a
are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.Fire, Poison
Monsters
Mythic Odysseys of Theros
). It can innately cast the following spells, requiring no material components:
3/day each: cure wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonRadiant
Monsters
Mythic Odysseys of Theros
, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are
creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn’t require air, food, drink, or sleep.Fire, Poison
Monsters
Mythic Odysseys of Theros
creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and
sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.
VARIANT: ANVILWROUGHT RAPTOR FAMILIAR
Some anvilwrought raptors are
Monsters
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
its many arms. However, should a soul shaker encounter someone with an impressionable mind, the creature attempts to charm the individual, using them as a lure to tempt others into its hunting grounds
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
Sage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Suggested
Characteristics
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right
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
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
pleasure palaces where nothing is forbidden, save moderation or kindness.
The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies
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
kindness.
Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with
Monsters
Icewind Dale: Rime of the Frostmaiden
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
(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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Supernatural Gifts A supernatural gift is a special reward granted by a being or force of great magical power. Such supernatural gifts come in two forms: blessings and charms. A blessing is usually
bestowed by a god or a godlike being. A charm is typically the work of a powerful spirit, a location of ancient magic, or a creature that has legendary actions. Unlike a magic item, a supernatural gift
Backgrounds
Baldur’s Gate: Descent into Avernus
be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
BALDUR’S GATE FEATURE: RUMOR MONGER
Via your personal rumor mill and articles
involved, have a strong chance of knowing who is.
Suggested Characteristics
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to
Monsters
Eberron: Rising from the Last War
powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms
primary patrons for warlocks in Khorvaire. Covens devoted to the Queen of Shadows use dark magic and fear to dominate whole communities, while isolated warlocks make pacts with Sul Khatesh to pursue power
Monsters
Mordenkainen Presents: Monsters of the Multiverse
until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The elder oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack
, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: charm person (as 5th-level spell), detect thoughts
3/day each: dimension door, dominate
Monsters
Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
fosters hatred unwittingly serves Rak Tulkhesh, and countless soldiers in the Five Nations are devoted to the Rage of War. Many of the Carrion Tribes of the Demon Wastes likewise serve Rak Tulkhesh
Monsters
Icewind Dale: Rime of the Frostmaiden
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Monsters
Mordenkainen Presents: Monsters of the Multiverse
until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack: +7
spell components and using Intelligence as the spellcasting ability (spell save DC 15):
3/day each: charm person (as 5th-level spell), detect thoughts, hypnotic patternOlder oblexes, called adults
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
, devoted to contemplating philosophical principles.
8
My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica.
Non-Simic
Monsters
Icewind Dale: Rime of the Frostmaiden
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Supernatural gifts come in two forms: Blessing. A Blessing is usually bestowed by a god or a godlike being. Charm. A Charm is usually the work of a powerful spirit, a magical location, or a mythic creature. Unlike a magic item, a supernatural gift isn’t an object and doesn’t require Attunement.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
saved for later use is information lost. They consider literacy an important gift of the gods, one that should be spread and taught. His followers are scribes and scholars devoted, like their patron
concerned with religious hierarchy and protocol. This behavior is supported by the fact that Deneir’s blessings of divine magic are more often bestowed on those who lose themselves in written works
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Training Time To change your subclass, your DM might require you to spend time devoted to the transition, as you study the ways of the new specialization. This transition requires a number of days
equal to twice your new level in the class; a higher level represents more to learn. The DM might also require an expenditure of money to pay for training, magical reagents, or other goods needed for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Traps Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down
the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traps Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down
the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.
Monsters
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wants the characters to destroy Zyrian’s ghost so that she can free herself from The Scrivener’s Tale, but she doesn’t share that information yet.) If the characters require further enticement, the
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->Strixhaven: A Curriculum of Chaos
, creativity, and magical flair are encouraged. The pin is a magic item called a masque charm. Its magic can help students dress for the Magister’s Masquerade. Masque charms are only for use during the
Magister’s Masquerade. Students caught wearing a masque charm or using its magic outside the event are withdrawn from any Extracurriculars for the rest of the academic year. All third-year students
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former
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->Mordenkainen's Tome of Foes
, are pleasure palaces where nothing is forbidden, save moderation or kindness. The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret
dress and 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, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.






