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                        Returning 19 results for 'charm were reality'.
                    
                
                        
                            
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                                                     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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Dreamwalkerâs 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 isnât incapacitated. On a failed save, the
                                                
                                            
                                                
                                                     throw, the creature is immune to this giantâs Dreamwalkerâs Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
                                                
                                            
                                        
                                                    Graz'zt
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary
                                                
                                            
                                                
                                                     body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Grazâzt is capable of terrible violence when provoked. He wields the greatsword Angdrelve
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
                                                
                                            
                                                
                                                     ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Grazâzt is capable of terrible violence when
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
                                                
                                            
                                        
                                                    Beholder
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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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
                                                
                                            
                                                
                                                     within 1 mile of the beholderâs lair sometimes feel as if theyâre being watched when they arenât.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
                                                
                                            
                                        
                                                     Species
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tieflingâs bloodline doesnât affect his or her
                                                
                                            
                                                
                                                     are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
                                                
                                            
                                                
                                                     always straining to peer into another reality that seems to be just beyond my senses.
5
Iâm uneasy if I canât see plants growing or feel soil beneath my feet.
6
Seeing illness
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Dreamwalkers become divorced from reality by isolation, shame, and their
                                                
                                            
                                                
                                                    
 Dreamwalkerâs 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 isnât incapacitated. On a failed save, the creature is charmed by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
                                                
                                            
                                                
                                                     eight schools of magic. The liquid isnât 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->Out of the Abyss
                                                    
                                                
                                            
                                                     ruling over its domain. Long ago, the beholder heard rumors of an arcane device known as the Maze Engine, capable of shifting the gears of reality. During the last Great Modron March, Karazikar
                                                
                                            
                                                
                                                     Oblivium and raised here, knowing no other life. Many of the beholderâs slaves worship it, particularly those born here, their minds warped by the aberrationâs charm rays and their lifelong captivity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. Although he prefers charm and subtle manipulation, Grazâzt is capable of terrible violence when
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 23):
 At will: charm person, detect magic, dispel magic
 3/day each: darkness, dominate person, telekinesis, teleport
 1/day each: dominate monster, greater
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest. Warping Terrain. Minor warps in reality occur near the lair; any
                                                
                                            
                                                
                                                     shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the beholder has already used that ray during this turn):
  Charm Ray. Wisdom Saving Throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ). Quill thinks that if he can get close enough to Renekor, he can charm the beholder into revealing information on how to escape Wisteria Vale, or manipulate the beholderâs reality-warping magic to
                                                
                                            
                                                
                                                     ability to warp reality and bring to life things from their imagination. Renekor dreamed itself into Wisteria Vale from the Underdark. The beholder believes that the village and its residents are its own
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     three targets it can see within 120 feet of it:
  Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the
                                                
                                            
                                                
                                                     more of the following effects: Creatures within 1 mile of the beholderâs lair sometimes feel as if theyâre being watched when they arenât. When the beholder sleeps, minor warps in reality occur within 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Death Tyrant On rare occasions, a beholderâs sleeping mind imagines a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave
                                                
                                            
                                                
                                                     the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
  Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social
                                                
                                            
                                                
                                                     frost, shocking grasp
 1st level (4 slots): charm person, feather fall, mage armor, thunderwave
 2nd level (3 slots): dust devil,* gust of wind, invisibility
 3rd level (3 slots): fly, gaseous form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     must succeed on a DC 12 Wisdom saving throw or suffer one of the following effects, rolled randomly.  2d4 Eye Ray   2â3 Charm. For its turn, the target moves toward its nearest ally and attacks with a
                                                
                                            
                                                
                                                     succeed on a DC 15 Intelligence saving throw or suffer a severe break with reality. On a failed save, a creature has disadvantage on all Intelligence checks, Wisdom checks, and Charisma checks. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     emerge from the stone to spy on creatures that pass by. One chwinga is fascinated by tall people and might bestow a charm of restoration (see chapter 7 of the Dungeon Masterâs Guide) on the tallest
                                                
                                            
                                                
                                                     the city has fallen and sheâs in exile. Both situations coexist in her hallucinatory reality.) Black Orchid. Characters in search of a black orchid for Asharraâs ritual (see âKir Sabalâ) find one here
                                                
                                            
                                        






