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Returning 35 results for 'charmed wind realizes'.
Other Suggestions:
changed with realizes
charges wind realized
charged wind realized
charges wind readies
carved with realizes
Magic Items
Dungeon Masterâs Guide
a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
(Air);Air
Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
Ring of Elemental Command (Earth);Earth
Earthquake (5 charges), Stone Shape (2
Monsters
Bigby Presents: Glory of the Giants
structures.Multiattack. The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.
Cloud Morningstar. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit
"} force damage plus 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Cloud Morningstar", "rollDamageType":"thunder"} thunder damage.
Wind Javelin. Ranged Weapon Attack: +18
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatureâs saving throw is successful or the effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
knocked prone.
Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save
Monsters
Princes of the Apocalypse
Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic canât put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling
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, lightning bolt
4th
Monsters
Vecna: Eve of Ruin
succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isnât under Strahdâs
action), Gust of Wind, Mirror Image, Nondetection
1/day each: Greater Invisibility, Polymorph, Scrying (as an action)Strahd can take 3 legendary actions, choosing from the options below. Only one
Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isnât under Strahdâs control, but it takes Strahdâs requests
Winter Eladrin
Legacy
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Monsters
Mordenkainenâs Tome of Foes
wind
1/day each: cone of cold, ice storm
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that
starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature
Phantasmal Force
Legacy
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Spells
Playerâs Handbook (2014)
against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it
steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might
Instrument of the Bards
Legacy
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Magic Items
Dungeon Masterâs Guide (2014)
targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Instrument
Rarity
Rare
Stone shape, wall of fire, wind wall
Doss lute
Uncommon
Animal friendship, protection from energy (fire only), protection from poison
Fochlucan bandore
Drow Favored Consort
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainenâs Tome of Foes
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save
slots): gust of wind, invisibility, misty step, shatter
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): dimension door, Otiluke's resilient sphere
5th level (2 slots): cone of cold
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, bestow
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
strong wind in 1 round. Flames burn in the forested area on either side of the 15-foot-wide road. Any creature who enters the burning forest must succeed on a DC 14 Constitution saving throw or take 10
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames wonât spread far.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ward (encounter 6, âTheaterâ). Jarlaxle makes the characters an offer they canât refuse, setting his agents on them if they dare to do so. Once he realizes the Xanathar Guild doesnât have the stone
complete, the following weather effect is in play. Autumn Wind. Wind whistling through the streets imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The wind also extinguishes open fires smaller than a torch flame.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
spell, sounds of combat in areas not completely sealed off from the outside by doors, or a whisper in the dragonâs ear. If the dragon realizes intruders are near but canât determine their whereabouts
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Spellcasting. The eladrinâs innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1
its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical
, it still believes that the bridge exists and comes up with some other explanation for its fallâit was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Stone Giant Dreamwalker The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and thatâs
Athletics +14, Perception +3
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 10 (5,900 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
The Second Wind Krux hurriedly ushers the party toward the docks in hopes of making a quick getaway aboard his ship. As the characters make their way to the Rock of Bralâs docks with Krux at their
from the aft deck.
âThe Second Wind,â Krux declares pridefully. âIsnât she something?â
The Second Wind is a living ship equipped with two jolly boats called Little Boom and Big Bluster (see the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine
cast the spell, which has a save DC of 18. Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine
cast the spell, which has a save DC of 18. Plane Spells (Charges) Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
magic, protection from energy (lightning only) Cli lyre Rare Stone shape, wall of fire, wind wall Doss lute Uncommon Animal friendship, protection from energy (fire only), protection from poison
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride Acolyte of Nature At 1st level, you learn one druid cantrip of your
Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Athletics +13, Perception +18, Stealth +13
Resistances Cold, Fire, Necrotic, Psychic, Radiant
Immunities Charmed, Frightened, Stunned
Senses Truesight 120 ft.; Passive Perception 28
Languages All
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ability check. Sails and Oars. The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel. Example Galley Crew A galley requires a crew of eighty to
)
STR
24 (+7)
DEX
4 (-3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrinâs Enchanting
Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant
, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and thatâs how they regard it â as a dream. Nothing there is permanent, so nothing there is real. What happens on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
stoic sentinels hold their posts through wind, storm, and flood, bound to their masterâs command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws. Spirit
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their
Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 14
Languages Giant
Challenge 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the Stone of Golorr and is disappointed if the characters donât have it. If they offer up the fake stone recovered in encounter 9, âCellar Complex,â Rongquan immediately realizes itâs a fake. If the
characters arenât sure what to do next, Jarlaxle imparts the following information: âMy friends, donât be discouraged. The wind is blowing in our direction! Iâve learned that Fenerus Stormcastle was
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contain the clanâs historyâfour scrolls per case. The scrolls are in Dwarvish, the written language of giants. A character who can speak Dwarvish or Giant realizes that these writings tell the history of
weather caught the attention of one of the Wind Dukes of Aaqa on the Elemental Plane of Air. This benevolent entity gave them access to powerful elemental magic in exchange for their fealty. After
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you
take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nonmagical attacks
Damage Immunities poison, thunder
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception
(Recharge 5â6). The spectral cloud emits intensely cold wind in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ancestry. The drow has advantage on saving throws against being charmed, and magic canât put the drow to sleep.
Innate Spellcasting. The drowâs innate spellcasting ability is Charisma (spell save DC 18
spray, shocking grasp, ray of frost
1st level (4 slots): burning hands, mage armor, magic missile, shield
2nd level (3 slots): gust of wind, invisibility, misty step, shatter
3rd level (3 slots






