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                        Returning 35 results for 'name charm reality pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Eye Rays"}; reroll if the beholder has already used that ray during this turn):
1: Charm Ray. Wisdom Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"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. 2: Paralyzing Ray. Constitution
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
                                                
                                            
                                                
                                                     yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Dreamwalker’s 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 isn’t incapacitated. On a failed save, the
                                                
                                            
                                                
                                                     throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     components:
At will: charm person, Tasha's hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain, Otto's irresistible dance
Magic Resistance. Smiler has
                                                
                                            
                                                
                                                     has an unnerving smile — hence his name.
A more apt name for this eladrin would be Smiler the Beguiler, as he’s constantly trying to intoxicate others with his relentless optimism and
                                                
                                            
                                        
                                                    Fraz-Urb'luu
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    . Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name
                                                
                                            
                                                
                                                     elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
                                                
                                            
                                        
                                                    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
                                                
                                            
                                                
                                                     body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
                                                
                                            
                                                
                                                     the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a
                                                
                                            
                                                
                                                     in her seventies, but she is, in fact, much older.
Royal Blood. Madam Eva is Strahd’s half-sister, though Strahd is unaware of this fact. Her real name is Katarina, and she is the daughter of a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
                                                
                                            
                                                
                                                     the same name.
Collaborative Undeath
To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
                                                
                                            
                                                
                                                     typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his
                                                
                                            
                                        
                                                     Species
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
                                                
                                            
                                                
                                                    , the chosen name is a noble quest. For others, it’s a grim destiny.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos
                                                
                                            
                                        
                                                    Beholder
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
                                                
                                            
                                                
                                                     within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
                                                
                                            
                                        
                                                    Tiefling
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
                                                
                                            
                                                
                                                    , the chosen name is a noble quest. For others, it’s a grim destiny.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                    . The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the
                                                
                                            
                                                
                                                    , and Dove Falconhand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     whom are 9th level. Give players who choose from these options time to read over their character sheets before starting the adventure.  Premade Characters   Name Species Class   Cathartic Human Cleric
                                                
                                            
                                                
                                                     Dunil Halfling Rogue Ethelrede Human Fighter Flemin Dwarf Monk Rustle Berrydust Gnome Wizard Weslocke Tiefling Warlock  Cathartic Fay Dalton  View Character Sheet Downloadable PDF Dunil Fay Dalton
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
                                                
                                            
                                                
                                                     always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     princess, who does not reveal her true name, claims to be the only one who can destroy the Queen of Air and Darkness and free the Gloaming Court from that tyrannical ruler. It’s clear that the speaker’s
                                                
                                            
                                                
                                                     Tale and tells the characters (truthfully)that she doesn’t know where those ruins are. (She knows that the ghost of the scrivener, whose name was Zyrian, still lingers where the book was found. She
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     and healing. Sanctum Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you
                                                
                                            
                                                
                                                     to cast Heal once without expending a spell slot. You can’t gain this Charm again while you still have it. Empower: Fortifying Rites. When you issue the Empower order to this facility, you inspire its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Gith The descendants of an ancient people — so old their original name has been lost — have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations
                                                
                                            
                                                
                                                     reality become if beings of thought ruled the plane of thought?  Left to Right: Githyanki Gish, Githyanki Supreme Commander, and Githyanki Kith'rak
                                                
                                            
                                        
                                                     Species
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    .
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
                                                
                                            
                                                
                                                     to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes — or, indeed, whenever the mood strikes them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     generate a crew using the suggestions in the “Ship Purpose” section below or by using the suggested crew for a ship’s type. Crew Member Names Should you need to quickly generate the name of a member
                                                
                                            
                                                
                                                     of a ship’s crew, the following table makes it easy to produce a two-part name that could apply to any member of a crew, regardless of gender or race.  Crew Member Name   d20 First Half Second Half   1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other
                                                
                                            
                                                
                                                     concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
 
 Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Warlock  With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
                                                
                                            
                                                
                                                     spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    The Northern Light Inn The inn gets its name from a magic lantern that once hung above the front door. An invisible duergar stole it recently, depriving the establishment of some of its charm. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Warlock  With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
                                                
                                            
                                                
                                                     spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Detailed NPCs Flesh out NPCs who play prominent roles in your adventures. You can use the accompanying NPC Tracker to record information as you determine these six elements of your NPC: Name You’ll
                                                
                                            
                                                
                                                     need a name for any NPC who plays a prominent role in your campaign. You can pick a given name and a surname from any of the accompanying tables; a name can include options from different tables. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     name. Personal Goal: Get Your Revenge. Someone in the Redbrands nearly got you killed, and you sure would like to know who it was. And then you’d like to take your revenge—on that person, on Glasstaff
                                                
                                            
                                                
                                                     world a better place. But you have no interest in causing suffering or making things worse than they already are. View Character Sheet Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
                                                
                                            
                                                
                                                     the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
                                                
                                            
                                                
                                                     the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Dreamwalkers become divorced from reality by isolation, shame, and their
                                                
                                            
                                                
                                                    
 Dreamwalker’s 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 isn’t incapacitated. On a failed save, the creature is charmed by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
                                                
                                            
                                                
                                                     eight schools of magic. The liquid isn’t poisonous or harmful, and it never runs dry as long as the goblet remains in the auditorium. A humanoid that drinks from the goblet gains a supernatural charm (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a
                                                
                                            
                                                
                                                    : Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the hags by name, lest the hags hear their names being uttered. The dolls were made from the souls of children and want to be free of the captors. The hags are nursing some kind of creature that
                                                
                                            
                                                
                                                     charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    . Drive all doubt from your heart and you will see reality through new eyes. The Cults of the Dragon Below are wildly diverse. The tenets above describe the beliefs of three different cults, and the
                                                
                                            
                                                
                                                     the cultists themselves don’t use this name or see themselves as part of a greater whole. New cults can spring up anywhere at any time, as a seed of madness takes root and spreads. If your character is
                                                
                                            
                                        





