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Returning 35 results for 'charmed way radiant'.
Magic Items
Dungeon Master’s Guide
that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means. A creature reduced to 0 Hit Points by
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
Magic Items
Dungeon Master’s Guide
throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its
nature, a target ceases to be Charmed in this way. Once used, this property can’t be used again until the next dawn.
Monsters
Monster Manual
Aura of Bravery. Creatures of the knight’s choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.Multiattack. The knight makes
", "rollDamageType":"Radiant"} Radiant damage.
Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 12 (2d8 + 3
Monsters
Monster Manual
following effect:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Magic Resistance. The
animal lord has Advantage on saving throws against spells and other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit
Spells
Player’s Handbook
designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
Monsters
Monster Manual
-foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn
. While Charmed, the target has the Incapacitated condition. Fearful (Hunter Only). The target has the Frightened condition until the end of its next turn. Mired (Sage Only). The target takes 10 (3d6
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
Monsters
Monster Manual
", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
Spells
Player’s Handbook
DEX
14
+2
+2
CON
16
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Spells
Player’s Handbook
or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the
takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).
You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no
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
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
"}. The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient
Monsters
Monster Manual
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
Magic Items
Dungeon Master’s Guide
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Monsters
Icewind Dale: Rime of the Frostmaiden
immune to the dragon’s Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns
, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn.
Radiant
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
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
Monsters
Tomb of Annihilation
humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close
creeper takes fire, necrotic, or radiant damage, this trait doesn’t function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can
Monsters
Quests from the Infinite Staircase
Humanoid she can see within 30 feet of herself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. While charmed in this way, the target regards Drelnza as a trusted
, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. Drelnza takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if
creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
Monsters
Mordenkainen Presents: Monsters of the Multiverse
inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
"} radiant damage, and the target must succeed on a DC 14 Wisdom saving throw or be charmed by the veil keeper until the start of the veil keeper’s next turn. While charmed in this way, a creature
", "rollAction":"Mirage Flare"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Mirage Flare", "rollDamageType":"radiant
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
’t require sleep.Multiattack. The elf makes two Longsword or Radiant Ray attacks.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword
Monsters
Baldur’s Gate: Descent into Avernus
Dark Devotion. Thurstwell has advantage on saving throws against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13
","rollType":"damage","rollAction":"Sacred Flame","rollDamageType":"radiant"} radiant damage, gaining no benefit from cover.Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses
Monsters
Fizban's Treasury of Dragons
dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Ice
", "rollDamageType":"piercing"} piercing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +9
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
Magic Items
Baldur’s Gate: Descent into Avernus
Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed
in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the
Monsters
Spelljammer: Adventures in Space
Radiant Pellet attacks, or one of each.
Branch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Branch"} to hit, reach 10 ft., one target. Hit: 8 (2d6
+ 1);{"diceNotation":"2d6+1","rollType":"damage","rollAction":"Branch","rollDamageType":"bludgeoning"} bludgeoning damage.
Radiant Pellet. Ranged Spell Attack: +2;{"diceNotation":"1d20+2
Monsters
Fizban's Treasury of Dragons
, plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"radiant"} radiant damage. The dragonborn can cause the sword to flare with bright light, and the
target must succeed on a DC 14 Constitution saving throw or be blinded until the start of the dragonborn’s next turn. The sword can flare in this way only once per turn.
Healing Touch (1/Day). The
Monsters
Fizban's Treasury of Dragons
must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the
", "rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +13
Monsters
Vecna: Eve of Ruin
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
incapacitated condition and must use its movement on its turn to move directly toward the star angler; a charmed target doesn’t avoid opportunity attacks, but it does avoid damaging terrain. A target can be charmed by only one star angler at a time.
Monsters
Out of the Abyss
Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Asha expends a spell slot of 2nd level or higher, the extra damage increases
by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Fey Ancestry. Asha has advantage on saving throws against being charmed, and magic can’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
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
torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction
Monsters
Vecna: Eve of Ruin
, regaining all his hit points.
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t function at the
, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use his Change Shape bonus action.Multiattack. Strahd makes two Death Strike






