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Returning 35 results for 'blocks button diffusing charm religious'.
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Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
objects. Reliquary 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 Greater Restoration once without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Harvest: Talisman. When you issue the Harvest order to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
objects. Reliquary 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 Greater Restoration once without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Harvest: Talisman. When you issue the Harvest order to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
objects. Reliquary 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 Greater Restoration once without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Harvest: Talisman. When you issue the Harvest order to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
balloon made from a bulging rain cloud is tethered to the balcony’s battlements.
If Charm the darkling elder and her two cohorts, the darklings Trinket and Bauble, fled Hither in their rain cloud
balloon, all three are lurking in the guest room (see appendix C for their stat blocks). Charm’s detached shadow is also present unless the characters destroyed it earlier in the adventure. Like other
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
balloon made from a bulging rain cloud is tethered to the balcony’s battlements.
If Charm the darkling elder and her two cohorts, the darklings Trinket and Bauble, fled Hither in their rain cloud
balloon, all three are lurking in the guest room (see appendix C for their stat blocks). Charm’s detached shadow is also present unless the characters destroyed it earlier in the adventure. Like other
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
balloon made from a bulging rain cloud is tethered to the balcony’s battlements.
If Charm the darkling elder and her two cohorts, the darklings Trinket and Bauble, fled Hither in their rain cloud
balloon, all three are lurking in the guest room (see appendix C for their stat blocks). Charm’s detached shadow is also present unless the characters destroyed it earlier in the adventure. Like other
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chamber lightly obscured and blocks the characters’ view of a great green door to the south (see “Skeleton Gate” below). The iron cage and its prisoner are described in the “Cage” section. When the
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chamber lightly obscured and blocks the characters’ view of a great green door to the south (see “Skeleton Gate” below). The iron cage and its prisoner are described in the “Cage” section. When the
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chamber lightly obscured and blocks the characters’ view of a great green door to the south (see “Skeleton Gate” below). The iron cage and its prisoner are described in the “Cage” section. When the
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with mortals, devils are constantly figuring out how to exploit and corrupt them, often behind thin smiles of feigned concern and false charm. A devil that successfully corrupts a mortal gets the
devils but also explains their hierarchy, how they behave in accordance with their lawful evil alignment, what pleases and enrages them, and why they’re scared of dying on their home plane.
Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information:
The leader of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information:
The leader of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with mortals, devils are constantly figuring out how to exploit and corrupt them, often behind thin smiles of feigned concern and false charm. A devil that successfully corrupts a mortal gets the
devils but also explains their hierarchy, how they behave in accordance with their lawful evil alignment, what pleases and enrages them, and why they’re scared of dying on their home plane.
Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with mortals, devils are constantly figuring out how to exploit and corrupt them, often behind thin smiles of feigned concern and false charm. A devil that successfully corrupts a mortal gets the
devils but also explains their hierarchy, how they behave in accordance with their lawful evil alignment, what pleases and enrages them, and why they’re scared of dying on their home plane.
Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information:
The leader of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
aurak draconian Drayan supervises six bozak draconians (see appendix B for both stat blocks) in this room. The bozaks are busy dismantling the statues of the gods behind the effigy of Takhisis. If a
shrieking in triumph, the Dragon Armies marching across the face of Ansalon, and a dark temple rising from broken ground. The character gains the charm Dragon Queen’s Will (a type of supernatural gift
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
aurak draconian Drayan supervises six bozak draconians (see appendix B for both stat blocks) in this room. The bozaks are busy dismantling the statues of the gods behind the effigy of Takhisis. If a
shrieking in triumph, the Dragon Armies marching across the face of Ansalon, and a dark temple rising from broken ground. The character gains the charm Dragon Queen’s Will (a type of supernatural gift
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
aurak draconian Drayan supervises six bozak draconians (see appendix B for both stat blocks) in this room. The bozaks are busy dismantling the statues of the gods behind the effigy of Takhisis. If a
shrieking in triumph, the Dragon Armies marching across the face of Ansalon, and a dark temple rising from broken ground. The character gains the charm Dragon Queen’s Will (a type of supernatural gift
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
outside, making them ideal places for hidden temples and black markets. Swaying rope bridges provide the best avenues between the blocks of this quarter, since the old boardwalks are sinking like
everything else. Alchemists’ Quarter The Alchemists’ Quarter is the northeast section of the Styes. Long ago, it was the seat of the district’s scholastic and religious leadership, but its once-fine temples
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
outside, making them ideal places for hidden temples and black markets. Swaying rope bridges provide the best avenues between the blocks of this quarter, since the old boardwalks are sinking like
everything else. Alchemists’ Quarter The Alchemists’ Quarter is the northeast section of the Styes. Long ago, it was the seat of the district’s scholastic and religious leadership, but its once-fine temples
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
outside, making them ideal places for hidden temples and black markets. Swaying rope bridges provide the best avenues between the blocks of this quarter, since the old boardwalks are sinking like
everything else. Alchemists’ Quarter The Alchemists’ Quarter is the northeast section of the Styes. Long ago, it was the seat of the district’s scholastic and religious leadership, but its once-fine temples
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to
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
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to
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
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Treasure. The unlocked chest next to the cot contains a selection of threadbare garments and worn sandals. It also holds a religious icon set with fourteen small diamonds (100 gp each), two blocks of
the hermitage to the large tower along its west side. A crenellated battlement blocks the walkway in and is set with arrow slits.
This battlement served as the main point of defense for the fortress’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Treasure. The unlocked chest next to the cot contains a selection of threadbare garments and worn sandals. It also holds a religious icon set with fourteen small diamonds (100 gp each), two blocks of
the hermitage to the large tower along its west side. A crenellated battlement blocks the walkway in and is set with arrow slits.
This battlement served as the main point of defense for the fortress’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Treasure. The unlocked chest next to the cot contains a selection of threadbare garments and worn sandals. It also holds a religious icon set with fourteen small diamonds (100 gp each), two blocks of
the hermitage to the large tower along its west side. A crenellated battlement blocks the walkway in and is set with arrow slits.
This battlement served as the main point of defense for the fortress’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is favored by a god, pantheon, or religious order. This section presents the Life Domain, Light Domain, Trickery Domain, and War Domain subclasses. Life Domain Soothe the Hurts of the World
The
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is favored by a god, pantheon, or religious order. This section presents the Life Domain, Light Domain, Trickery Domain, and War Domain subclasses. Life Domain Soothe the Hurts of the World
The
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is favored by a god, pantheon, or religious order. This section presents the Life Domain, Light Domain, Trickery Domain, and War Domain subclasses. Life Domain Soothe the Hurts of the World
The
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
intruders on sight. The caves are otherwise empty. H4. Kobold Vampire Spawn Characters coming from area H2 must descend a naturally formed staircase of ice to reach this cave. Frost-covered blocks of stone
floor of which is strewn with frost-covered blocks of stone and a toppled pillar. Embedded in the east wall is a glittering stone tower that appears to have crashed through the ceiling long ago. The






