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                        Returning 35 results for 'charmed willing rate'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits
                                                
                                            
                                                
                                                    . Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possession;possessed by or gain the Charmed or Frightened conditions from them. If the target
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "}. 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
                                                
                                            
                                                
                                                     DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
                                                
                                            
                                        
                                                     Magic Items
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    This small, smooth stone contains the essence of a single experience.
As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the
                                                
                                            
                                                
                                                     stone.
Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Fey Ancestry. Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. Môrgæn's spellcasting ability is Intelligence. She can innately cast
                                                
                                            
                                                
                                                     with singular ferocity and an impressive rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what's the point of asking questions when
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    , reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite
                                                
                                            
                                                
                                                     on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire.
The target's hit point maximum is reduced by an amount
                                                
                                            
                                        
                                                     Magic Items
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     helm is maintaining concentration, the citadel remains motionless in its space.
Transfer Attunement. You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature
                                                
                                            
                                                
                                                     begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300 feet per minute. Any creature on the citadel or on the ground within 120 feet of the citadel
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
                                                
                                            
                                                
                                                    : Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it
                                                
                                            
                                                
                                                     familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Zorak, incapacitated
                                                
                                            
                                                
                                                     saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta
                                                
                                            
                                                
                                                     succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The target can’t be returned to its original form by any means short of a wish spell.
2. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1
                                                
                                            
                                                
                                                     minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
3. Mind-Weakening Ray. The target must
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed
                                                
                                            
                                                
                                                     from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened
                                                
                                            
                                                
                                                     encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Hashalaq Quori
Hashalaq quori are loremasters
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
                                                
                                            
                                                
                                                     host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Kalaraq Quori
The most powerful quori are the kalaraqs, also known as
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
                                                
                                            
                                                
                                                     vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollDamageType":"necrotic"} necrotic damage.
Infernal Command. Each of Bael’s allies within 60 feet of him can’t be charmed or frightened until the end of his next turn.
Spellcasting. Bael casts
                                                
                                            
                                                
                                                     stratagems. Bael gladly spares the lives of those he defeats—if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
                                                
                                            
                                                
                                                     following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7
                                                
                                            
                                                
                                                     against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests
                                                
                                            
                                        
                                                    Water Walk
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
                                                
                                            
                                        
                                                    Succubus
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
                                                
                                            
                                                
                                                    Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
                                                
                                            
                                        
                                                    Incubus
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
                                                
                                            
                                                
                                                    Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
                                                
                                            
                                        
                                                    Protection from Evil and Good
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several
                                                
                                            
                                                
                                                     benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened
                                                
                                            
                                        
                                                    Mind Blank
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The
                                                
                                            
                                        
                                                    Gazer Familiar
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other
                                                
                                            
                                                
                                                     Rays"} (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start
                                                
                                            
                                        
                                                    Vampire Warrior
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature
                                                
                                            
                                                
                                                     target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
                                                
                                            
                                        
                                                    Vampire
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    . The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    ).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by
                                                
                                            
                                                
                                                     vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
                                                
                                            
                                        
                                                    Oinoloth
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    ","rollType":"recharge","rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on
                                                
                                            
                                                
                                                     can see.
Transfixing Gaze. The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
                                                
                                            
                                                
                                                     Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
                                                
                                            
                                                
                                                     within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
                                                
                                            
                                                
                                                     within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
                                                
                                            
                                        






