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Returning 35 results for 'charm resolve groups to her response'.
Monsters
Monster Manual
":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing damage.Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captain’s Charm. Wisdom Saving Throw: DC 14, one
Monsters
Monster Manual
and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Major Image, Project ImageWarding Charm. Trigger: A creature hits the
performer with an attack roll. Response—Wisdom Saving Throw: DC 17, the triggering creature. Failure: The attack roll misses the performer, and the target has the Charmed condition until the end of the performer’s next turn.
Monsters
Mythic Odysseys of Theros
called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a
glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to
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
daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: alter self, major image
3/day each: charm person, detect
responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: dancing lights, disguise self, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with animals
1/day each: charm person, dimension door, hold monsterMisty Escape
(Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: disguise self, mage hand, minor illusion
2/day each: charm person, dispel magic, greater invisibility
delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"force"} force damage if used with two hands.Vicious Reprisal. In response to taking damage, the
groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the
Monsters
Keys from the Golden Vault
reactions per round but only one per turn.
Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
vitality and charm, and to funnel these qualities into herself. However, the magic only enhanced her greed and jealousy; the more she took from Jhaeros, the hungrier for power Charmayne became, going so
Warlock of the Archfey
Legacy
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Monsters
Volo's Guide to Monsters
spells:
Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
1st–5th level (3 5th-level slots): blink, charm person, dimension door
(Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Splitting Up Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several
smaller chases, resolve each chase separately. You can keep all the creatures in Initiative order, but track the distances separately for each group.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
or the prior trouble transforms into a new threat in response to the characters’ actions. Events need to grow in magnitude and scope, increasing the stakes and drama as the characters become
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Response Mayor Raven thanks the characters for defending her people, fearing things would have gone far worse if they hadn’t. She promises to reward the characters, but at the moment, she’s focused
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->Dungeon Master’s Guide
Large Groups The biggest considerations with large groups are maintaining order at the table and keeping combat from becoming too slow. Structured Turns If you find yourself in a situation where
Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to resolve an attack. Instead of telling you a number and asking if it hits
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
around the characters and in response to their actions. World-shaking events force conflict. They set new events and power groups in motion. Their outcomes change the world by altering the tone of the
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
the minions into multiple groups based on the type of cover or concealment they have, then make a separate attack for each group. Target Response Effects If a group attack triggers a reaction or
many minions join a group attack. For instance, if five minions surround a target, the GM may decide to have all five attack at once to speed up combat, or may break up the attacks among smaller groups
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn
.
Reactions
Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bone Naga In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga’s resurrection by transforming the living naga
frost
1st level (4 slots): charm person, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (2 slots): lightning bolt
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
agent of the Sunweaver—deemed service in the Brightguard a holy calling, the group’s ranks swelled. Most members have unshakable resolve, but recent revolutionary acts have the order on edge. The
they defend the order and its members like lions protect their prides. They resent other revolutionary groups whose violent ways cause the people to distrust the Silent Roar by extension. Many Silent
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter
attack bonus, assume that it hits once with each of those attacks. If a creature’s attacks have different attack bonuses, resolve each attack separately. This attack resolution system ignores critical
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, saying, “No closer, friends! This is a private matter, and we don’t wish to be disturbed.” Unferth presents himself with a false joviality, making light of the fact that two groups of upstanding
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
short or long rest. Misty Escape Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
eight schools of magic. The liquid isn’t poisonous or harmful, and it never runs dry as long as the goblet remains in the auditorium. A humanoid that drinks from the goblet gains a supernatural charm (see
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasting ability (spell save DC 17):
At Will: Mage Hand, Minor Illusion, Prestidigitation
1/Day Each: Major Image, Project Image
Reactions
Warding Charm. Trigger: A creature hits the
performer with an attack roll. Response—Wisdom Saving Throw: DC 17, the triggering creature. Failure: The attack roll misses the performer, and the target has the Charmed condition until the end of the performer’s next turn.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Using Hulgaz in a Game Hulgaz is a compelling antagonist for groups that enjoy roleplaying and social encounters, especially if they might enjoy the prospect of making a deal with a devil. Though her
will: Charm Person
2/day each: Dispel Magic, Fog Cloud
1/day: Teleport
Legendary Actions
Hulgaz can take 3 legendary actions, choosing from the options below. Only one legendary action option can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wearing the crown: You have resistance to psychic damage. You have advantage on saving throws against effects that would charm you. You can use a bonus action to inspire one creature you can see that is
and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to defend dwarves and to serve as a symbol of dwarven resolve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of such groups to life as described in chapter 4, fleshing out their personalities, goals, and ideals. Then use those elements to shape a response to the arrival of adventurers in their territory
over a cavern complex or a gang of trolls inhabiting an aboveground ruin. Other times, particularly in larger dungeons, multiple groups of creatures share space and compete for resources. For example
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pair of vrock demons into the cavern from the northern passage. The demons swoop and buzz around, initially ignoring other creatures as both groups savagely assault each other. The demons’ arrival
breakout, then decide how to get down to the cavern floor and where to go after that. Describe the chaos of the demon attack and the drow’s response as the escaped prisoners try to flee. The characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inspiration. Roleplaying. Using inspiration to reward roleplaying is a good place to start for most groups. Reward a player with inspiration when that player causes his or her character to do something that
those conventions. Players and Inspiration. Remember that a player with inspiration can award it to another player. Some groups even like to treat inspiration as a group resource, deciding collectively
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
franchise party. Noteworthy Decisionists: Donaar Blit’zen (“C” Team), Kelshi Annab Essential Functions: Receive one extra vote on franchise matters; resolve interparty conflicts Position Proficiencies: In
in this capacity for years. When she leverages her coin of decisionry, glinting with its final, unswerving resolve, it is because she has heard all.
The Decisonist Franchise Rank Features
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving
hand, minor illusion
2/day each: charm person, dispel magic, greater invisibility, wall of force
Bonus Actions
Teleport. The abishai teleports, along with any equipment it is wearing or carrying
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
1/day each: charm person, dimension door, hold monster
Reactions
Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports, along
, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestion
Reactions
Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
marshal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival’s assets
you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and introduce it into play. Think about how a rival might operate in order to bring specific
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. The three Hoplite Unit Names tables present the sorts of titles used by hoplite
relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc