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Returning 35 results for 'charm relation giving to have required'.
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charge reaction given to have required
charge reaction gaining to have required
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charmed reaction given to have required
charm religion given to have requires
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
Monsters
Spelljammer: Adventures in Space
leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm
creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Monsters
Guildmasters’ Guide to Ravnica
: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus
the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
Szadek’s Heirs. The founder of House Dimir, Szadek, was the first of
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
signed on entry clearly stipulates their soul is forfeit. They’re required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
three times, the charm vanishes from you. Charm of Darkvision This charm allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away
Charms A charm is a minor supernatural gift, which can be received in a large variety of ways. For example, a wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Blackmist Way and Blackthrone Arts that ease the distinction between body and soul, this charm allows you to cast the gaseous form spell as an action, with no spell components required. Once used three times, the charm goes away.
the tomes, the throne in area T5 starts shedding dim light. Each character who bows before the obsidian throne for the first time gains the charm below (a type of supernatural gift detailed in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cramps until the condition ends. Purple Pear Charms d20 Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required
three times, this charm vanishes from you.
6–8 Charm of Invisibility. This charm allows you to cast the invisibility spell as an action, no components required. Once used three times, this charm
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
imprisoned. Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell
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->Dungeon Master’s Guide
research that contains one or more desks and bookshelves. Arcane Study 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 Identify without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Craft Options
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Treasure In addition to (or instead of) providing information to the adventurers, the last connection to the surviving Araumycos can bestow a charm of heroism to all the player characters (see “Other
Rewards” in chapter 7 of the Dungeon Master’s Guide). Additionally, the thirteen timmask mushrooms on the list of required components that Vizeran needs to create his dark heart talisman (see chapter
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
House of Convalescence The House of Convalescence focuses the life-giving energies of the Auroral Diamond, allowing for incredible feats of healing magic. This makes the House of Convalescence an
Convalescence, a diamond material component is never required. Hit Point Maximum. When creatures would normally roll one or more dice to restore hit points with a spell, they instead use the highest
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
House of Convalescence The House of Convalescence focuses the life-giving energies of the Auroral Diamond, allowing for incredible feats of healing magic. This makes the House of Convalescence an
Convalescence, a diamond material component is never required. Hit Point Maximum. When creatures would normally roll one or more dice to restore hit points with a spell, they instead use the highest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Traveler’s Haven. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the Leomund’s tiny hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
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->Xanathar's Guide to Everything
something else. But what happens if a spell targets something that isn’t a valid target? For example, someone might cast charm person on a creature believed to be a humanoid, not knowing that the target
its saving throw, even though it didn’t attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
might be merciful and pacify the creature with a charm ray or a sleep ray instead of killing it outright. Of course, this mercy has a purpose; the defeated opponent is interrogated, subjugated, and
purpose, giving them the opportunity to serve as guards, spies, or assassins against a rival. Refusal means, at best, servitude as a charmed minion, and at worst, disintegration.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Command, Dragon’s Breath 5 Fear, Fly 7 Arcane Eye, Charm Monster 9 Legend Lore, Summon Dragon Level 6: Elemental Affinity Your draconic magic has an affinity with a damage type associated with dragons
to one damage roll of that spell. Level 14: Dragon Wings As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
also use healing magic to save a wounded villager by restoring 1 or more hit points. Any healed villager thanks their savior, giving the character a piece of jewelry or lucky charm worth 20 gp. If a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. While you have Strawbundle in your possession, this charm allows you to cast the etherealness spell as an action, no components required. After it is used three times, the charm vanishes. Clay No-Face’s
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->Ghosts of Saltmarsh
. Floral Assault The assassin vines growing near area 15 can be moved elsewhere in their pots, as long as their murderous nature is temporarily quelled. The charm of plant command found in area 11 can
required materials and reinforce one door. The time is cut in half if another character (including one of the survivors) helps. A reinforced door cannot be broken through with a Strength check, but must
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
proclamations:
Come one, come all,
to the greatest celebration of the year:
THE WOLF’S HEAD JAMBOREE!
Attendance and children required.
Pikes will be provided.
ALL WILL BE WELL!
—The Baron
FESTIVAL OF THE BLAZING SUN!
Attendance and children required.
Rain or shine.
ALL WILL BE WELL!
—The Baron—
Most Vallakians have no idea whom the statue in the square represents. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
ago. Anyone listening carefully hears a bellowing noise, though (no check required). The cult keeps two wyverns in the stable; sometimes, they unleash a wyvern-sized roar. Cracked sheep bones and a
up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character can
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
cloaks of the Redbrands and claim to be emissaries sent by Iarno “Glasstaff” Albrek, the Redbrand leader, to meet with King Grol. A good DM rewards this kind of clever thinking by giving the
the contest, the deception is a success. You may award XP for monsters fooled by the deception. As the party makes its way deeper into the castle, additional checks might be required, at your discretion.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
time ago. Anyone listening carefully hears a bellowing noise, though (no check required). The cult keeps two wyverns in the stable; sometimes, they unleash a wyvern-sized roar. Cracked sheep bones and a
carry up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, giving them a powerful combination of abilities ideal for espionage and infiltration. Szadek’s Heirs. The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are
). It can innately cast the following spells, requiring no components:
At will: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, the campestris adopt the song into their routine and bestow a charm of heroism (see “Supernatural Gifts” in the Dungeon Master’s Guide) on the character responsible. The campestris in any given fairy
ring can bestow this charm once only. Check the Story Tracker: any character who received singing lessons from Palasha the mermaid in chapter 1 has advantage on this check. Activating the Fey Crossing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed
vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
“Nature Lovers”) and regrows in 2d4 days if Zumzn removes it willingly. The whole fruit is required to make the concoction that will return Xabazhut to his slumber. G25: Everflowing Springs Dyson Logos
them capable of defeating Xabazhut and Ozzadraz. If the characters convince Duban of their strength, whether through combat or conversation, Duban enchants one of their weapons with a Charm of the Slayer
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required
, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. Chalice. A constellation of a life-giving goblet
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
in the “Death House Hauntings” section. Haunted Doorways. The room on the other side of a haunted doorway is filled with magical darkness and silence, giving no hint of whatever is within. A creature
Zone To leave a haunted zone, a character must perform the task specified in the haunted zone’s “Correct Exit” section. The “Failed Exit” section describes how creatures that don’t perform the required
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura of Devotion You and your allies have Immunity to the Charmed
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere
Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required). Level 14: Lunar Form The power of the moon suffuses you, granting you the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
required. Once used, this charm goes away. See “Supernatural Gifts” in the Dungeon Master’s Guide for more information on how charms work. The book teleports to a secret vault in Candlekeep after
spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
down enemies, giving a dungeon’s inhabitants time to mount a defense or flee. The hidden pit is a classic example of this kind of trap. A 10-foot-deep pit usually deals little damage and is easy to
door. If a delaying trap has moving parts that directly threaten characters when they operate, the characters are usually required to make Dexterity saving throws to avoid harm. Restrain. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, short of giving up their stronghold and their leverage over Speaker Crannoc. Levistus tells the cultists to terminate the alliance if one of the following events comes to pass: The characters attack any
and garb to fashion disguises for themselves. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic to convince a cultist to let them inside.