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Returning 35 results for 'bravery being diffusing charm records'.
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Basic Rules (2014)
and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them. Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
. All of the slaves fear Karazikar, and the notion of acting against the beholder seems impossible to them. However, witnessing the bravery of the adventurers has a chance to sway them. If the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
. All of the slaves fear Karazikar, and the notion of acting against the beholder seems impossible to them. However, witnessing the bravery of the adventurers has a chance to sway them. If the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
. All of the slaves fear Karazikar, and the notion of acting against the beholder seems impossible to them. However, witnessing the bravery of the adventurers has a chance to sway them. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Monastery and, to a lesser extent, Miraj Vizann, the “mud sorcerer” in the Temple of the Black Earth. Journals, letters, and transaction records in Wiggan’s study link him to the earth cult, revealing
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Monastery and, to a lesser extent, Miraj Vizann, the “mud sorcerer” in the Temple of the Black Earth. Journals, letters, and transaction records in Wiggan’s study link him to the earth cult, revealing
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Monastery and, to a lesser extent, Miraj Vizann, the “mud sorcerer” in the Temple of the Black Earth. Journals, letters, and transaction records in Wiggan’s study link him to the earth cult, revealing
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
: Deception, Insight Tool Proficiencies: One gaming set Languages: Any one of your choice Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp Feature: Never Tell
of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can’t win if you’re dead. Live to fight another day — when the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
: Deception, Insight Tool Proficiencies: One gaming set Languages: Any one of your choice Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp Feature: Never Tell
of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can’t win if you’re dead. Live to fight another day — when the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Meeting Volo Once the troll and the stirges are dealt with, Volo pushes against the tide of patrons staying clear of the monster to greet the characters, lavishing praise on them for their bravery
begins his request with an air of charm and mystery, but it quickly devolves into tearful sincerity. The figure who approached you strokes his mustache, adjusts his floppy hat, and tightens his scarf
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
: Deception, Insight Tool Proficiencies: One gaming set Languages: Any one of your choice Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp Feature: Never Tell
of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can’t win if you’re dead. Live to fight another day — when the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Meeting Volo Once the troll and the stirges are dealt with, Volo pushes against the tide of patrons staying clear of the monster to greet the characters, lavishing praise on them for their bravery
begins his request with an air of charm and mystery, but it quickly devolves into tearful sincerity. The figure who approached you strokes his mustache, adjusts his floppy hat, and tightens his scarf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Meeting Volo Once the troll and the stirges are dealt with, Volo pushes against the tide of patrons staying clear of the monster to greet the characters, lavishing praise on them for their bravery
begins his request with an air of charm and mystery, but it quickly devolves into tearful sincerity. The figure who approached you strokes his mustache, adjusts his floppy hat, and tightens his scarf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
? Thrakkus hid the Stone of Golorr in a recent meat delivery to an alley in the Trades Ward. Thrakkus doesn’t keep records of his illegal transactions, so the characters must interrogate him or one of
the commoners that dwell in his residence. Thrakkus is belligerent and not eager to give up his Zhent friends. A charm person spell or similar magic is needed to compel him to talk. His squatters are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
? Thrakkus hid the Stone of Golorr in a recent meat delivery to an alley in the Trades Ward. Thrakkus doesn’t keep records of his illegal transactions, so the characters must interrogate him or one of
the commoners that dwell in his residence. Thrakkus is belligerent and not eager to give up his Zhent friends. A charm person spell or similar magic is needed to compel him to talk. His squatters are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
? Thrakkus hid the Stone of Golorr in a recent meat delivery to an alley in the Trades Ward. Thrakkus doesn’t keep records of his illegal transactions, so the characters must interrogate him or one of
the commoners that dwell in his residence. Thrakkus is belligerent and not eager to give up his Zhent friends. A charm person spell or similar magic is needed to compel him to talk. His squatters are
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
(Animal Handling) check, the skeletons stop, bow, and vanish. That character then gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Favor of the Heroic Steed
Supernatural Gift (Charm)
Two heroic steeds find you worthy and agree to serve you. This charm has 2 charges. As an action, you can expend 1 charge to summon a warhorse wearing plate barding (AC 18
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
(Animal Handling) check, the skeletons stop, bow, and vanish. That character then gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Favor of the Heroic Steed
Supernatural Gift (Charm)
Two heroic steeds find you worthy and agree to serve you. This charm has 2 charges. As an action, you can expend 1 charge to summon a warhorse wearing plate barding (AC 18
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
(Animal Handling) check, the skeletons stop, bow, and vanish. That character then gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Favor of the Heroic Steed
Supernatural Gift (Charm)
Two heroic steeds find you worthy and agree to serve you. This charm has 2 charges. As an action, you can expend 1 charge to summon a warhorse wearing plate barding (AC 18
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chairs represent the eight schools of magic. Anyone who has a supernatural charm gained by drinking from the goblet in area Y8 can sit safely in the chair for the school of magic tied to that charm
(see “Treasure” below) and a brittle tome with a black, eight-pointed star on its front cover. This brittle tome records the various meetings of the Wizards of the Ebon Star. One passage explains, in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chairs represent the eight schools of magic. Anyone who has a supernatural charm gained by drinking from the goblet in area Y8 can sit safely in the chair for the school of magic tied to that charm
(see “Treasure” below) and a brittle tome with a black, eight-pointed star on its front cover. This brittle tome records the various meetings of the Wizards of the Ebon Star. One passage explains, in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chairs represent the eight schools of magic. Anyone who has a supernatural charm gained by drinking from the goblet in area Y8 can sit safely in the chair for the school of magic tied to that charm
(see “Treasure” below) and a brittle tome with a black, eight-pointed star on its front cover. This brittle tome records the various meetings of the Wizards of the Ebon Star. One passage explains, in the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
divulge this information, since they fear the Spider more than they fear the characters, though a charm person spell might coax the information from one of them. The bugbears also know the location of
haven’t already done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
divulge this information, since they fear the Spider more than they fear the characters, though a charm person spell might coax the information from one of them. The bugbears also know the location of
haven’t already done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
divulge this information, since they fear the Spider more than they fear the characters, though a charm person spell might coax the information from one of them. The bugbears also know the location of
haven’t already done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. It consumed the wizard from the previous expedition, who took refuge in this library after his companions were
tries to split up the group, persuading one character to remain (using its Charm attack if necessary) while the others deal with the wizard. If they leave anyone alone with Idalla, the fiend attempts to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. It consumed the wizard from the previous expedition, who took refuge in this library after his companions were
tries to split up the group, persuading one character to remain (using its Charm attack if necessary) while the others deal with the wizard. If they leave anyone alone with Idalla, the fiend attempts to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
scholar’s records and realized that the legends of wondrous treasure would lure greedy souls. It consumed the wizard from the previous expedition, who took refuge in this library after his companions were
tries to split up the group, persuading one character to remain (using its Charm attack if necessary) while the others deal with the wizard. If they leave anyone alone with Idalla, the fiend attempts to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
quills. It also holds thick books of tax records dating back to the times of the baron’s father, grandfather, and great-grandfather. The baron wears a signet ring and carries three keys: one that
can’t be harmed. He tries to charm one humanoid he can see within 30 feet of the mirror. Whether the target resists the effect or not, Strahd’s smiling visage invites the characters to dine at Castle






