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Returning 35 results for 'charm weighs requires'.
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Magic Items
Dungeon Master’s Guide
64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its
Magic Items
Dungeon Master’s Guide
central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack
requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or
Magic Items
Mythic Odysseys of Theros
You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, prestidigitation
2/day each: charm person, fog cloud, levitateKobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers
requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became
Magic Items
Waterdeep: Dungeon of the Mad Mage
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the
notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Monsters
Icewind Dale: Rime of the Frostmaiden
(spell save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous
elaborate design of their own diabolical creation. While disembodied, a brain in a jar weighs roughly 125 pounds.Poison
Monsters
Out of the Abyss
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
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
Magic Items
Keys from the Golden Vault
of existence. The painting can’t telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell).
Guardian
AC 12, 20 hit points, and immunity to poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a mending spell, it regains 2d6 hit points.
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
Eversmoking Bottle
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the
as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and
Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
Monsters
Locathah Rising
person, lesser restoration, moonbeam3rd level (3 slots): conjure animals, dispel magic, water breathing4th level (3 slots): charm monster, freedom of movement5th level (2 slots): greater restoration
dropping to 0 hit points, any excess damage carries over their normal form.
Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of
Beholder
Legacy
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Magic Items
Lost Laboratory of Kwalish
armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an
item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space
magic-items
central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack
requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
Bard
Legacy
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Classes
Basic Rules (2014)
from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study
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->Ghosts of Saltmarsh
Charm of Plant Command Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically
worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Charm of Plant Command Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically
worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charms Charms can be received in many different ways. For example, a Wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with the magic of a Charm, as might a
character who solves a sphinx’s riddle or drinks from a magical fountain. Mythic creatures sometimes grace their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charms Charms can be received in many different ways. For example, a Wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with the magic of a Charm, as might a
character who solves a sphinx’s riddle or drinks from a magical fountain. Mythic creatures sometimes grace their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Siren Song Lyre Wondrous item, rare (requires attunement) You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion
. If the spell requires a saving throw, the spell save DC is 13. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Siren Song Lyre Wondrous item, rare (requires attunement) You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion
. If the spell requires a saving throw, the spell save DC is 13. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade dress code requires attendees to come in formal costumes with masks. Costumes can take a wide variety of forms, but they can’t suggest any specific college affiliation. Otherwise, style
, creativity, and magical flair are encouraged. The pin is a magic item called a masque charm. Its magic can help students dress for the Magister’s Masquerade. Masque charms are only for use during the
classes
Basic Rules (2014)
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eyes of Charming Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eyes of Charming Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade dress code requires attendees to come in formal costumes with masks. Costumes can take a wide variety of forms, but they can’t suggest any specific college affiliation. Otherwise, style
, creativity, and magical flair are encouraged. The pin is a magic item called a masque charm. Its magic can help students dress for the Magister’s Masquerade. Masque charms are only for use during the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eyes of Charming Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Eyes of Charming Wondrous Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Eyes of Charming Wondrous Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eyes of Charming Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Eyes of Charming Wondrous Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person