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Returning 35 results for 'charmed within rain'.
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Magic Items
Dungeon Master’s Guide
The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour.
This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Magic Items
Dungeon Master’s Guide
You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its
Spells
Player’s Handbook
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving
Spells
Player’s Handbook
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution
. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
Spells
Player’s Handbook
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
Spells
Player’s Handbook
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Spells
Player’s Handbook
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range
, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher
Spells
Player’s Handbook
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spells
Player’s Handbook
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target
succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if
Monsters
Monster Manual
Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While
Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by
Spells
Player’s Handbook
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom
saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Spells
Player’s Handbook
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A
spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose
Monsters
Monster Manual
", "rollAction":"Bejeweled Baton", "rollDamageType":"Psychic"} Psychic damage.
Majestic Song. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet
. Failure: 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Majestic Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed or Frightened condition
Spells
Player’s Handbook
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Monsters
Monster Manual
. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Consume Memories
.
Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of
Monsters
Monster Manual
Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Spells
Player’s Handbook
Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
Spells
Player’s Handbook
, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a
Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed
Spells
Player’s Handbook
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
Spells
Player’s Handbook
within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below
vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails
Monsters
Monster Manual
. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can
Monsters
Monster Manual
":"Psychic"} Psychic damage.
Beguiling Song. Wisdom Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4);{"diceNotation":"3d10+4
", "rollType":"damage", "rollAction":"Beguiling Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of the performer’s next turn. Success: Half
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Spells
Player’s Handbook
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature
):
The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
The
Monsters
Monster Manual
", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage.
Serpentine Gaze. Wisdom Saving Throw: DC 13, one creature the naga can see within 60 feet. Failure: 13 (3d6 + 3);{"diceNotation
":"3d6+3", "rollType":"damage", "rollAction":"Serpentine Gaze", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the start of the naga’s next turn
Monsters
Monster Manual
creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captain’s Charm. Wisdom Saving Throw: DC 14, one
Spells
Player’s Handbook
willingly enter the area, and any creature that is possession;possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them
in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can
Magic Items
Dungeon Master’s Guide
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization
Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Spells
Player’s Handbook
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its
movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has
Spells
Player’s Handbook
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
Spells
Player’s Handbook
10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 15).
Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8