Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'charmed wind ringing'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        changed with ringing
                                    
                                
                                    
                                        charmed wind riding
                                    
                                
                                    
                                        charges wind reining
                                    
                                
                                    
                                        charmed wind ranging
                                    
                                
                                    
                                        carved with ringing
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s 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 creature’s 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 can’t 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 isn’t under Strahd’s
                                                
                                            
                                                
                                                     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 isn’t under Strahd’s control, but it takes Strahd’s requests
                                                
                                            
                                        
                                                    Winter Eladrin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s 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
                                                
                                            
                                        
                                                    Instrument of the Bards
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Dungeon Master’s 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.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s 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
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     slap the creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also awakens someone that is sleeping naturally. Whispers don’t disturb sleep, unless a sleeper’s passive
                                                
                                            
                                                
                                                     Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Spellcasting. The eladrin’s 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->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 that’s
                                                
                                            
                                                
                                                     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->Dungeon Master’s 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->The Book of Many Things
                                                    
                                                
                                            
                                                     Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned
                                                
                                            
                                                
                                                     encounter with this champion. All of a sudden, everything around me went painfully silent. The ringing of blades, the rustle of clothing, the hum of magic—all gone. It was like I was stuck, observing the world through a frosted pane of glass.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s 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->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     these changes: The paper birds are Constructs. They have vulnerability to fire damage, immunity to poison and psychic damage, immunity to exhaustion, and immunity to the charmed, frightened, and
                                                
                                            
                                                
                                                     desire.
 Ringing the bell summons a flock of giant cranes (use the pteranodon stat block), one for each character or NPC in the party, from the direction of the Palace of Heart’s Desire. These birds
                                                
                                            
                                        
                                                     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 eladrin’s 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 that’s how they regard it — 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 master’s 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->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->Player’s 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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     unleashed. I must mount an expedition to the sunken hulk and make sure all is well.
 •
 A fell wind blows this evening. I fear the wards on the rift have been broken. I must set out first thing in the
                                                
                                            
                                                
                                                     Message. A surviving hermit named Aaron spotted the characters approaching the island and ran here to ring the bell and call for aid. Unfortunately for him, the ringing bell attracted Rasp back to the
                                                
                                            
                                        
                                                     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 5–6). 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 can’t put the drow to sleep.
 Innate Spellcasting. The drow’s 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     manifests only as a gust of cold wind flowing silently past. From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil
                                                
                                            
                                                
                                                     concern is the annihilation of the material realms as they are ripped apart by the superior elemental might of air and wind. Yan-C-Bin
 Huge elemental, neutral evil
 Armor Class 22 (natural armor)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering
                                                
                                            
                                                
                                                     Perception 9
 Languages Common
 Challenge 1/8 (25 XP)
 Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Slaadi In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this
                                                
                                            
                                                
                                                     trait.
 Control Gem. Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
 Certain spells can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     within 30 feet of himself. The target must 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
                                                
                                            
                                                
                                                     each: Animate Dead (as an action), Gust of Wind, Mirror Image, Nondetection
 1/day each: Greater Invisibility, Polymorph, Scrying (as an action)
 Bonus Actions
 Bite. Melee Weapon Attack: +9 to hit
                                                
                                            
                                        






