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                        Returning 35 results for 'globe charmed leaving'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
                                                
                                            
                                                
                                                     from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends.
Benefits granted by the Book of Exalted Deeds
                                                
                                            
                                                
                                                     benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
                                                
                                            
                                                
                                                    
CON
16
+3
+3
 
 
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     ignores movement restrictions caused by webbing.Multiattack. The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.
Bite. Melee Weapon
                                                
                                            
                                                
                                                    "} slashing damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Serrated Sword", "rollDamageType":"poison"} poison damage.
Venom Globe. Ranged Weapon Attack: +11
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Special Equipment. Remallia has a figurine of wondrous power (silver raven).
Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic can't put her to sleep
                                                
                                            
                                                
                                                     level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Fey Ancestry. Drivvin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Drivvin's innate spellcasting ability is Charisma (spell save DC 15
                                                
                                            
                                                
                                                     level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    /day each: Globe of Invulnerability, Hold MonsterThe false lich can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of
                                                
                                            
                                                
                                                     the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul’s body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped.
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Magic Resistance. Vizeran has advantage on saving throws against spells and other magical effects.
Fey Ancestry. Vizeran has advantage on saving throws against being charmed, and magic can't put the
                                                
                                            
                                                
                                                     step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Fey Ancestry. Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep.
Mask of the Wild. Walnut can attempt to hide even when she is only lightly obscured by
                                                
                                            
                                                
                                                     blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last — leaving her with nothing but the all-consuming desire to seek out
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable
                                                
                                            
                                                
                                                     feet. If the brigganock dies, its soul light fades away.
Tunneler. Using a pickaxe or similar tool, a brigganock can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"fire"} fire damage.
Fiendish Charm. One humanoid Isolde can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target
                                                
                                            
                                                
                                                     known only as “the Caller” to corrupt and slay all of Isolde’s companions, leaving Isolde alone, bitter, and vulnerable. The insidious archfey then befriended Isolde and offered to
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each
                                                
                                            
                                                
                                                     centered on a point it can see within 90 feet of itself. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     steal away most of the clan’s gold, leaving only a pittance.
Prisoner 13 is a cunning schemer, ruthless and patient. She listens and watches, absorbing every detail she can, and shares as
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
                                                
                                            
                                                
                                                    . The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
                                                
                                            
                                                
                                                     of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
                                                
                                            
                                                
                                                     succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
                                                
                                            
                                        
                                                    Otto's Irresistible Dance
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to
                                                
                                            
                                                
                                                     this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this
                                                
                                            
                                        
                                                    Orb of Dragonkind
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb’s depths and
                                                
                                            
                                                
                                                     speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb
                                                
                                            
                                        
                                                    Oinoloth
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Magic Circle
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this
                                                
                                            
                                                
                                                     spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re
                                                
                                            
                                                
                                                     advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     caused by webbing.
 Actions
 Multiattack. The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.
 Bite. Melee Weapon Attack: +11 to
                                                
                                            
                                                
                                                    , ending the effect on itself on a success.
 Serrated Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 18 (4d8) poison damage.
 Venom Globe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to
                                                
                                            
                                                
                                                     dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                      +0 
   
 Skills Perception +2
 Immunities Charmed
 Senses Truesight 120 ft.; Passive Perception 12
 Languages Modron
 CR 1 (XP 200; PB +2)
 Traits
 Disintegration. If the modron dies, it
                                                
                                            
                                                
                                                     disintegrates into dust, leaving behind anything it was wearing or carrying.
 Actions
 Multiattack. The modron makes four Slam attacks or four Gears Launcher attacks.
 Slam. Melee Attack Roll: +4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Immunities Charmed
 Senses Truesight 120 ft.; Passive Perception 10
 Languages Modron
 CR 1/8 (XP 25; PB +2)
 Traits
 Disintegration. If the modron dies, it disintegrates into dust, leaving behind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
    Int  6  −2  −2 
  Wis  10  +0  +0 
  Cha  7  −2  −2 
   
 Immunities Charmed
 Senses Truesight 120 ft.; Passive Perception 10
 Languages Modron
 CR 1/4 (XP 50; PB +2)
 Traits
                                                
                                            
                                                
                                                    
 Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
 Actions
 Multiattack. The modron makes two Clockwork Blade attacks.
 Clockwork Blade. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                      +0 
  Cha  9  −1  −1 
   
 Immunities Charmed
 Senses Truesight 120 ft.; Passive Perception 10
 Languages Modron
 CR 1/2 (XP 100; PB +2)
 Traits
 Disintegration. If the modron dies, it
                                                
                                            
                                                
                                                     disintegrates into dust, leaving behind anything it was wearing or carrying.
 Actions
 Multiattack. The modron makes three Clockwork Spear attacks.
 Clockwork Spear. Melee or Ranged Attack Roll: +3, reach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , incapacitating unsuspecting targets and leaving their victims as helpless prey for their vampire masters. Many vampire familiars aspire to eventually become vampires, while others are magically charmed or serve
                                                
                                            
                                                
                                                     
    Int  10  +0  +0 
  Wis  10  +0  +2 
  Cha  14  +2  +2 
   
 Skills Perception +4, Persuasion +4, Stealth +7
 Resistances Necrotic
 Immunities Charmed (except from its vampire master)
 Gear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , Halfling
 Challenge 9 (5,000 XP)
 Special Equipment. Remallia has a figurine of wondrous power (silver raven).
 Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic
                                                
                                            
                                                
                                                     stone, globe of invulnerability*
 7th level (1 slot): symbol,* teleport
 *Abjuration spell of 1st level or higher
 Arcane Ward. Remallia has a magical ward that has 30 hit points. Whenever she
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     of personality might find themselves under the orb’s control. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside
                                                
                                            
                                                
                                                     remain attuned to it. On a failed save, the 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     of personality might find themselves under the orb’s control. Brian Valeza  Orb of Dragonkind An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in
                                                
                                            
                                                
                                                     control the orb for as long as you remain attuned to it. On a failed save, the 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches
                                                
                                            
                                                
                                                     successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect
                                                
                                            
                                                
                                                     to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the
                                                
                                            
                                                
                                                     creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
                                                
                                            
                                        






