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                        Returning 35 results for 'good charm living'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     returning to your living body (and ending the spell) or attempting to possess a Humanoidâs body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
                                                
                                            
                                                
                                                     by a Protection from Evil and Good or Magic Circle spell canât be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the targetâs body, and
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    ): charm person, protection from evil and good, unseen servantDagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way.
Oak becomes a radically
                                                
                                            
                                                
                                                     different person with each of his reincarnations, flipping between neutral good and neutral evil. His memories of past lives have been fractured by his many deaths, but he spends each new life accounting
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    
Athreos
protection from evil and good
Ephara
sanctuary
Erebos
inflict wounds
Heliod
guiding bolt
Iroas
heroism
Karametra
goodberry
Keranos
thunderous smite
                                                
                                            
                                                
                                                    
Klothys
entangle
Kruphix
dissonant whispers
Mogis
hellish rebuke
Nylea
faerie fire
Pharika
lesser restoration
Phenax
charm person
Purphoros
searing smite
Thassa
identify
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     supernatural charm of the DMâs choice. See the Dungeon Masterâs Guide for information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Dreamwalkerâs Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isnât incapacitated. On a failed save, the
                                                
                                            
                                                
                                                     throw, the creature is immune to this giantâs Dreamwalkerâs Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     negotiation and her fatherâs charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.
Ideal: âThe people of Icewind Dale are survivors
                                                
                                            
                                                
                                                    . They can weather any storm.â
Bond: âMy mother taught me what it means to be a good leader. I wonât disappoint her.â
Flaw: âI donât give an inch in any argument or conflict.â
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , spare the dying, thaumaturgy
1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    ), detect evil and good
3/day each: charm person (as a 5th-level spell), darkness, suggestion
1/day: raise dead
Magic Resistance. The angel has advantage on saving throws against spells and other magical
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand
1/day each: charm person, hold person
                                                
                                            
                                                
                                                     a group of outlaws and local ruffians to secure his own position in town.
Glasstaff puts on airs of gentility and courteous manners, addressing his bandits and ruffians as âmy good fellows
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture
                                                
                                            
                                                
                                                     and crafts, or they trade them to other Fey for food and favors. A more powerful Fey creature can use a wish stone to scry on the maker of the wish, empower a supernatural charm, or provide the spark
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     damage.
Spellcasting. Ringlerun casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: light, mage hand, prestidigitation
3/day each: charm
                                                
                                            
                                                
                                                     made him the envy of many rival spellcasters.
Ringlerun has a good heart, but heâs easily distracted by intellectual pursuits. He would rather spend time in quiet contemplation or reading than in
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings
                                                
                                            
                                                
                                                     torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflictâor diffuse it with a good-natured distraction
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    ", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
                                                
                                            
                                                
                                                     apparitions and their ilk, exorcists channel the forces of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving
                                                
                                            
                                                
                                                     is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
                                                
                                            
                                                
                                                     Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Charm Person
2/day each: Dispel Magic, Fog Cloud
                                                
                                            
                                                
                                                     regains spent legendary actions at the start of her turn.
Attack. Hulgaz makes one Claw attack.
Charm. Hulgaz uses Spellcasting to cast Charm Person.
Curdle Heart (Costs 2 Actions). Hulgaz sours
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
                                                
                                            
                                                
                                                     Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverseâs existence
                                                
                                            
                                                
                                                     frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the
                                                
                                            
                                                
                                                     living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    : banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
                                                
                                            
                                                
                                                     Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     spell attacks). Madam Eva has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, command, detect evil and good, protection
                                                
                                            
                                                
                                                     from evil and good
2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
3rd level (3 slots): create food and water, speak with dead, spirit guardians
4th level (3 slots
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ): banishment, divination, guardian of faith
5th level (2 slots): dispel evil and good, flame strike (see âActionsâ below), scrying
6th level (1 slot): forbiddance, planar ally
7th level (1
                                                
                                            
                                                
                                                     Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     stability.
Rilmani
Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too
                                                
                                            
                                                
                                                     overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: mage hand, prestidigitation
1/day each: charm person, faerie fire, unseen servant
                                                
                                            
                                                
                                                     the Canaith mandolin;Canaith mandolin's properties. Although he hopes Golden Axe will earn him the good graces and financial support of the van Timmels, Sythian would sooner lose the instrument than
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
                                                
                                            
                                                
                                                     at his core, the seneschal didnât return as a skeletal knight but rather as an intangible spirit. Caradocâs Undead form suits him well, allowing him to possess the living and use unwilling
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Innate Spellcasting (Psionics). The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: charm person
1/day
                                                
                                            
                                                
                                                     the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     and Good spell. When the possession ends, Gremorly reappears in an unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving
                                                
                                            
                                                
                                                    âs Keep. Gremorly was a necromancer and misanthrope who had little patience for the living; he resolved to use the keep to create and house a ghostly army he would use to seize power. Gremorly
                                                
                                            
                                        
                                                    Graz'zt
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary
                                                
                                            
                                                
                                                     Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Grazâzt strikes the perfect figure of untamed desire, every plane and curve of his body, every
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
                                                
                                            
                                                
                                                     this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Innate Spellcasting (Psionics). The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: charm person
3/day
                                                
                                            
                                                
                                                    , the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    , ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
                                                
                                            
                                                
                                                    ; the mummy lord canât use the same effect two rounds in a row.
Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic
                                                
                                            
                                                
                                                     at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium.Bludgeoning, Piercing, and Slashing from Nonmagical AttacksPiercing from Magic Weapons Wielded by Good Creatures
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
                                                
                                            
                                                
                                                     following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     extraordinarily long, spindly limbs. She must submerge herself in a briny concoction for an hour each day, or her body will dry out until it locks up in a kind of living rictus, and she remains that way until
                                                
                                            
                                                
                                                     Yagaâs adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilvâs good graces
                                                
                                            
                                        





