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                        Returning 35 results for 'charm way reason'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
                                                
                                            
                                                
                                                     you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
                                                
                                            
                                                
                                                     this way, and the shelter doesn’t inhibit the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.A far-off wail precedes the sight of a
                                                
                                            
                                                
                                                     around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy.Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way.
Oak becomes a radically
                                                
                                            
                                                
                                                     for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     enchanting glow that has pulled many Wildspace explorers to their demises.Lure Charm. The star angler’s lure flares with enchanting starlight, targeting one creature the star angler can see within 120
                                                
                                            
                                                
                                                     feet of itself. The target must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the star angler’s next turn. While charmed in this way, the target has the
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1
                                                
                                            
                                                
                                                     magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     this way and then buried rises the following night as a vampire spawn under Drelnza’s control.
Heretic. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage
                                                
                                            
                                                
                                                     command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    : charm person (as a 3rd-level spell), crown of madness
1/day: dominate person
Magic Resistance. The master has advantage on saving throws against spells and other magical effects.Multiattack. The
                                                
                                            
                                                
                                                     on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    ","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The soul shaker can have only one creature grappled in this way at a time.A
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Gralhund. Urstul is a glorified thug with all the charm and breeding of a snake, but the Gralhunds tolerate him because he feeds them useful information culled from his spies throughout the city. Urstul
                                                
                                            
                                                
                                                     takes his orders from Manshoon's current Manshoon's Simulacrum;simulacrum, which comes and goes from House Gralhund by way of a teleportation circle (connected to the circle in Kolat Towers).
Urstul is a
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     1 minute. While poisoned in this way, a creature takes 31 (7d8);{"diceNotation":"7d8", "rollType":"damage", "rollAction":"Brimstone Vapor", "rollDamageType":"fire"} fire damage at the start of each of
                                                
                                            
                                                
                                                    . Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Charm Person
2/day each: Dispel Magic, Fog Cloud
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     rank most highly in his esteem.
Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the
                                                
                                            
                                                
                                                     idol can innately cast the following spells, requiring no material components:
At will: charm person, cure wounds, disguise self, thaumaturgy
1/day each: commune, dominate person, insect plague, mass
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ":"Stomp","rollDamageType":"bludgeoning"} bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or
                                                
                                            
                                                
                                                     is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a
                                                
                                            
                                                
                                                     domain, in hopes that they will find a way to destroy the vampire or set Strahd free.
For the Love of Strahd. The Dark Powers of Ravenloft would consider Madam Eva a worthy choice to replace Strahd as
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Fire", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one.
Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must
                                                
                                            
                                                
                                                     control, but it takes Strahd’s requests and actions in the most favorable way.
Each time Strahd or his companions deal damage to the target, it can repeat the saving throw, ending the effect on
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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 this way and then buried in the ground rises
                                                
                                            
                                                
                                                     the following night as a vampire spawn under Zorak's control.
Charm. Zorak targets one humanoid he can see within 30 feet of him. If the target can see Zorak, the target must succeed on a DC 17 Wisdom
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the
                                                
                                            
                                                
                                                     magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
                                                
                                            
                                                
                                                     vampire spawn under Strahd’s control.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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 this way and then buried in
                                                
                                            
                                                
                                                     the ground rises the following night as a vampire spawn under Keresta's control.
Charm. Keresta targets one humanoid it can see within 30 feet of it. If the target can see Keresta, the target must
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking
                                                
                                            
                                                
                                                     might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     take the risk, sneaking into a howler den is another way to find a cache of this rare mineral as they are for some reason drawn to this rare mineral.
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     Bless spell once using this benefit, targeting only creatures carrying a wicker charm you’ve woven, and you can’t do so again until you finish a Long Rest. You can also cast the spell
                                                
                                            
                                                
                                                     using any spell slots you have. Your spellcasting ability for casting the spell in this way is Intelligence, Wisdom, or Charisma (choose the ability when you select this feat).
Twisted Hex. As a Magic
                                                
                                            
                                        
                                                    Dryad
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If
                                                
                                            
                                                
                                                     target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.
Each time the dryad or her allies do anything harmful to the
                                                
                                            
                                        
                                                    Stone Giant Dreamwalker
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    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 creature is
                                                
                                            
                                                
                                                     charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     construction is the reason it’s not often a weapon seen on land, though when used by a skilled fighter, it most certainly can be a formidable tool.
When you successfully hit a creature with a
                                                
                                            
                                                
                                                     vertebrae sword, you can use a bonus action to rake and twist the weapon, breaking off some of the sword’s boney barbs and dealing an extra 1d8 piercing damage. The vertebrae sword can only be used in this way 5 times before it becomes unusable as a weapon.
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Origin Feat
You know how to spot a liar, and you can get people to see your way, whether through charm, reasonable arguments, or force of will. You gain the following benefits.
Charming Presence
                                                
                                            
                                        
                                                    Charlatan
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read
                                                
                                            
                                                
                                                     a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and insults are my
                                                
                                            
                                        
                                                    Vampire Warrior
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the
                                                
                                            
                                                
                                                     and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite
                                                
                                            
                                        
                                                    Sibriex
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     save DC 21). It can innately cast the following spells, requiring no material components:
At will: charm person, command, dispel magic, hold monster
3/day: feeblemind
Legendary Resistance (3/Day). If the
                                                
                                            
                                                
                                                     save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three
                                                
                                            
                                        
                                                    Vampire
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm
                                                
                                            
                                                
                                                     or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s companions do anything harmful to the target
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     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 this way and
                                                
                                            
                                                
                                                     then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
                                                
                                            
                                                
                                                     hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
                                                
                                            
                                        






