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Returning 35 results for 'example ranged have presence charmed'.
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Spells
Player’s Handbook
involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or
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
Monsters
Monster Manual
, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
following effect:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Magic Resistance. The
Monsters
Monster Manual
block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30
-foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn
Magic Items
Dungeon Master’s Guide
an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force of personality might find themselves under the orb&rsquo
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
Monsters
Monster Manual
Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.
Dagger. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
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.
Monsters
Monster Manual
Magic Resistance. The pixie has Advantage on saving throws against spells and other magical effects.Faerie Dust. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
Spells
Player’s Handbook
achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers
throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity
Monsters
Monster Manual
Multiattack. The githzerai makes three Psychic Warp attacks.
Psychic Warp. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Psychic Warp"}, reach 5 ft. or
choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
Monsters
Monster Manual
":"Needle Sword", "rollDamageType":"Piercing"} Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Enchanting Bow"}, range 40/160 ft
. 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
Magic Resistance. The pixie has Advantage on saving throws against spells and other magical effects.Multiattack. The pixie makes two Faerie Dust attacks.
Faerie Dust. Melee or Ranged Attack Roll: +7
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
Monsters
Monster Manual
Aura of Bravery. Creatures of the knight’s choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.Multiattack. The knight makes
", "rollDamageType":"Radiant"} Radiant damage.
Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 12 (2d8 + 3
Monsters
Monster Manual
Multiattack. The noble makes three Beguiling Strike attacks.
Beguiling Strike. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Beguiling Strike"}, reach
5 ft. or range 60 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Beguiling Strike", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
divined.
Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes three Chaos Staff attacks.
Chaos Staff. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Chaos Staff"}, reach 10
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Monsters
Monster Manual
", "rollAction":"Scimitar", "rollDamageType":"Poison"} Poison damage, and the target suffers one of the following effects of the pirate’s choice:
Awestruck. The target has the Charmed condition
until the start of the pirate’s next turn. Poison. The target has the Poisoned condition until the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10;{"diceNotation":"1d20
Monsters
Monster Manual
before the end of this turn.
Pistol. Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Pistol"}, range 30/90 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType
creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Magic Items
Dungeon Master’s Guide
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
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
Monsters
Monster Manual
can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
Monsters
Monster Manual
":"Slashing"} Slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType":"Necrotic"} Necrotic damage.
Sickening Ray. Ranged Attack Roll: +10
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
Monsters
Monster Manual
succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers one of the following
":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20
Monsters
Monster Manual
attacks.
Necrotic Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Necrotic Burst"}, reach 5 ft. or range 120 ft. Hit: 24 (7d6);{"diceNotation
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Spells
Player’s Handbook
DEX
14
+2
+2
CON
16
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Monsters
Monster Manual
", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Monsters
Monster Manual
":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Monsters
Monster Manual
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Enchanting Presence
you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.
Inevitable Betrayal. You have Advantage on attack rolls against creatures with the Charmed condition.
Monsters
Lorwyn: First Light
, meadows flourish and crop fields ripen in their presence, and kithkin rejoice when these incarnations pay their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome
that wanders from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard
Monsters
Heroes of the Borderlands
Multiattack. Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
Chaos Blast. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4
12, one creature Ivlis can see within 60 feet. Failure: The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.Beneath a
Monsters
Lorwyn: First Light
"} Piercing damage.
Miasmic Globule. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Miasmic Globule"}, range 60/120 ft. Hit: 15 (6d4);{"diceNotation":"6d4
retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard’s tail and leonine legs; in Shadowmoor, this same
Monsters
Forgotten Realms: Adventures in Faerûn
Fey Ancestry. The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow
);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Shortsword", "rollDamageType":"Poison"} Poison damage.
Drow Hand Crossbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to
Monsters
Netheril’s Fall
", "rollDamageType":"Piercing"} Piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Stinger", "rollDamageType":"Poison"} Poison damage.
Mindwarp Ray. Ranged Attack
", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the start of the phaerimm’s next turn.
Spellcasting. The phaerimm casts one of the following spells, requiring
Monsters
Heroes of the Borderlands
":"Needle Sword", "rollDamageType":"Piercing"} Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Enchanting Bow"}, range 40/160 ft
. 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
Forgotten Realms: Adventures in Faerûn
of ancient empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of
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
Forgotten Realms: Adventures in Faerûn
Fey Ancestry. The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow
has Disadvantage on attack rolls.Multiattack. The drow makes three Abyssal Burst attacks.
Abyssal Burst. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction