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Returning 35 results for 'charm rest get to have response'.
Spells
Player’s Handbook
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
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
Monster Manual
Incubus Form. When the succubus finishes a Long Rest, it can shape-shifting;shape-shift into an Incubus, using that stat block instead of this one.Multiattack. The succubus makes one Fiendish Touch
attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Fiendish Touch"}, reach 5 ft. Hit: 16 (2d10 + 5
Spells
Player’s Handbook
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Monsters
Monster Manual
. Response—Constitution Saving Throw: DC 14, each creature of the sahuagin’s choice in a 5-foot Emanation originating from the sahuagin. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Monsters
Monster Manual
":"roll", "rollAction":"Eye rays"}; reroll if the death tyrant has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw: DC 17. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType
":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
Monsters
Monster Manual
", "rollAction":"Eye Rays"}; reroll if the beholder has already used that ray during this turn):
1: Charm Ray. Wisdom Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
hag casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(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
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
Monsters
Tomb of Annihilation
spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
1st level (2 slots
): charm person, protection from evil and good, unseen servantDagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Monsters
Out of the Abyss
two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): eldritch blast, friends, poison spray
1st level: armor
of Agathys, charm person, hex
2nd level: hold person, ray of enfeeblement, spider climb
Sunlight Sensitivity. While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom
Magic Items
Mythic Odysseys of Theros
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Klothys
entangle
Kruphix
dissonant whispers
Mogis
hellish rebuke
Nylea
faerie fire
Pharika
lesser restoration
Phenax
charm person
Purphoros
searing smite
Thassa
identify
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
Classes
Xanathar's Guide to Everything
. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the
delay of death, not a denial of it, for death will eventually get its due.
Grave Domain Features
Cleric Level
Feature
1st
Domain Spells, Circle of Mortality, Eyes of the Grave
Monsters
Van Richten’s Guide to Ravenloft
the swarm has half of its hit points or fewer, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.Spell Redirection. In response to a
attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of.
Gremishkas have an unstable relationship with magic. Spells
Monsters
Storm King's Thunder
experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind
;sticks of wood held by humans” for the rest of its life. A lucky, healthy tressym can live to be 20 years old.
With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Stone's Endurance (Recharges after a Short or Long Rest). When Aruk takes damage, it reduces the damage taken by 9 (1d12 + 3
mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Stone’s Endurance (Recharges after a Short or Long Rest). When the goliath takes damage, it reduces the
to get along, and competition between them is fierce and often violent. They stare at each other across mountain peaks and fight over everything from necessities to territory. The likelihood of peace between them is remote, because goliaths like to hold grudges.Cold
Monsters
Out of the Abyss
following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots
an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is
Species
Eberron: Rising from the Last War
Welcome, welcome! So good to see you again. Let me get your drink—blackroot tal with honey, yes? And then you have to listen to this story I’ve heard about the strange things going on
lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the halfling bartender. The leaders of House
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack.Sometimes the gnolls of Yeenoghu turn
by hunger, leaving more flesh for the rest of the war band.
Gnolls
The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/day each: animal messenger, charm person, Tasha's hideous laughter
1/day each: bestow curse, dispel magic
“Taste the sweetness, breath for breath. Keep the balance, death for death.&rdquo
allying with whatever they believe will get them closer to that power.
Much of a Dunbarrow witch’s magic is performed at cauldrons and delivered as a poison or potion. The most aggressive witch
Classes
Xanathar's Guide to Everything
. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the
delay of death, not a denial of it, for death will eventually get its due.
Grave Domain Features
Cleric Level
Feature
1st
Domain Spells, Circle of Mortality, Eyes of the Grave
Monsters
Baldur’s Gate: Descent into Avernus
components:
At will: charm person, Tasha's hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain, Otto's irresistible dance
Magic Resistance. Smiler has
. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Vecna: Eve of Ruin
":"Serrated Bolt Removal","rollDamageType":"slashing"} slashing damage.Self-Preservation. In response to being hit by a weapon attack, Glaive reduces the damage by 11 (2d10);{"diceNotation":"2d10
Short or Long Rest). Glaive enters a state of overdrive that lasts for 1 minute or until she has the incapacitated condition. While in overdrive, Glaive gains the following benefits:
Glaive has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction
: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestionFiendish Rebuke (3/Day). In response to being damaged by a visible
Monsters
The Wild Beyond the Witchlight
Long Rest). The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can’t affect any creature other than the
and crafts, or they trade them to other Fey for food and favors. A more powerful Fey creature can use a wish stone to scry on the maker of the wish, empower a supernatural charm, or provide the spark
Monsters
Journeys through the Radiant Citadel
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
damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the soul shaker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Monsters
Candlekeep Mysteries
, and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Heal Self (Recharges after a Long Rest). Jade Tigress regains 2d8 + 2;{"diceNotation":"2d8+2
","rollType":"heal","rollAction":"Heal Self"} hit points, and all levels of exhaustion end on her.Deflect Missile. In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The
Monsters
Candlekeep Mysteries
it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4
;{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Heal Self"} hit points, and all levels of exhaustion end on him.Deflect Missile. In response to being hit by a ranged weapon attack, Steel Crane deflects the
Monsters
Quests from the Infinite Staircase
, and Drelnza regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in
on a DC 17 Constitution saving throw or have the paralyzed condition until the start of Drelnza’s next turn. Celestials have disadvantage on the saving throw.
Charm. Drelnza targets one
Backgrounds
Acquisitions Incorporated
Proficiencies: 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 Me the Odds
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense