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Returning 35 results for 'need charm reason pdf'.
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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
Mythic Odysseys of Theros
). It can innately cast the following spells, requiring no material components:
3/day each: cure wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic
daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
Monsters
Spelljammer: Adventures in Space
leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm
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
services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement
Monsters
Curse of Strahd
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
he might need help and traveled for months to reach Strahdâs domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base
Monsters
Sleeping Dragonâs Wake
, mending
1st level (4 slots): charm person, detect magic, expeditious retreat, sleep
2nd level (3 slots): darkness, invisibility,suggestion
3rd level (3 slots): dispel magic, protection from energy
weather in a 6-mile radius centered on its lair. The dragon doesnât need to be outdoors; otherwise the effect is identical to the control weather spell.
Underwater plants within 6 miles of the
Succubus
Legacy
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic
Incubus
Legacy
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic
Species
Eberron: Rising from the Last War
lies in charm and connections. A Ghallanda innkeeper hears many thingsâif you want to know whatâs really going on in a community, talk to the halfling bartender. The leaders of House
Ghallanda donât sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.
Ghallanda has
Sailor
Legacy
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Backgrounds
Playerâs Handbook (2014)
Proficiencies: Athletics, Perception
Tool Proficiencies: Navigatorâs tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone
âs Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good
Backgrounds
Acquisitions Incorporated
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether youâre a good gambler or a bad one rarely matters
Proficiencies: Deception, Insight
Tool Proficiencies: One gaming set
Languages: Any one of your choice
Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
Backgrounds
Baldurâs Gate: Descent into Avernus
charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Playerâs Handbook), a set of common clothes
, and a pouch containing 10 gp
Feature: Shipâs Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship
Firbolg
Legacy
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Species
Volo's Guide to Monsters
offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility
Reason for Adventuring
1
Outcast for murder
2
Outcast for severely damaging home territory
3
Clan slain by invading humanoids
4
Clan slain by a dragon or demon
5
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.
Lizardfolk see little need to plan more than a season or so
quirk for a lizardfolk character or to inspire a unique mannerism.
Lizardfolk Quirks
d8
Quirk
1
You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and
Backgrounds
Guildmastersâ Guide to Ravnica
guildless masses of the city.
Consider why youâre embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think Iâm following in their footsteps.
2
Iâve been assigned to track this guild&rsquo
Charlatan
Legacy
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Backgrounds
Playerâs Handbook (2014)
a born gambler who canât resist taking a risk for a potential payoff.
5
I lie about almost everything, even when thereâs no good reason to.
6
Sarcasm and insults are my
Charity. I distribute the money I acquire to the people who really need it. (Good)
4
Creativity. I never run the same con twice. (Chaotic)
5
Friendship. Material goods come and go. Bonds of
Tortle
Legacy
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Species
The Tortle Package
our homes on our backs.â The shells they carry around provide all the shelter they require. Consequently, tortles donât feel the need to root themselves in one place for too long. A tortle
prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesnât like its name for whatever reason, it can change it. A tortle might change its name a dozen
Backgrounds
Baldurâs Gate: Descent into Avernus
you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently
visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to venture into the dirtier, more dangerous parts of the
Backgrounds
Baldurâs Gate: Descent into Avernus
. In any case, characters with this background have a plan to hit the big time; all they need is audacity and a little time.
You have always had a way with people. You know what makes them tick, you
want.
4
Iâm a born gambler who canât resist taking a risk for a potential payoff.
5
I lie about almost everything, even when thereâs no good reason to.
6
Sarcasm and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
official D&D source, such as a book or a PDF, to create a character. This restriction ensures that players donât need to own a lot of books to make a character and makes it easier for DMs to know how all
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
and healing. Sanctum Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see âSupernatural Giftsâ 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 canât 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->Princes of the Apocalypse
as little as eight or nine days. Reason to Visit. If the characters need the services and commerce of a big city and Waterdeep doesnât do for some reason, then Neverwinter is the next best choice.
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an
artificer might use alchemistâs supplies to create a potent elixir, calligrapherâs supplies to inscribe a sigil of power, or tinkerâs tools to craft a temporary charm. The magic of artificers is tied
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. These devout clerics rarely sell their services, however, and the high priest would need a compelling reason to help someone who has different beliefs.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! 2 You sleep best while mostly submerged in water. 3 Money is meaningless to you. 4 You think there are only two
metaphors work. That doesnât stop you from using them at every opportunity. 7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with. 8 You enjoy eating your food while itâs still wriggling.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
nightly quest to hold the sun at bay stems from a need to preserve the beauty of things by freezing them. There is no way to reason with a being so bereft of compassion as Auril, but in her weakened
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
only the strongest survive. One of the hallmarks of the Dark Sun setting is that the heroes donât need to seek out forgotten dungeons to find adventure â mere survival is adventure enough. But there is no reason you canât successfully adapt Princes of the Apocalypse to your Dark Sun campaign.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fortresses along the riverâs blighted banks. For this reason, amnizus are also known as Styx devils. VARIANT: DEVIL SUMMONING
Some amnizus have an action that allows them to summon other devils
spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has advantage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, but heâs not without his charm. There is nothing he wonât do to help a friend in need. Volothamp âVoloâ Geddarm
Medium humanoid (human), chaotic good
Armor Class 11
Hit Points 31 (7d8)
Speed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
generate a crew using the suggestions in the âShip Purposeâ section below or by using the suggested crew for a shipâs type. Crew Member Names Should you need to quickly generate the name of a member
Salty Beard 2 Olâ Eye 3 Silver Copper 4 Golden Fish 5 Black Whale 6 Blue Dog 7 Silky Cur 8 Heartless Fingers 9 Drizzly Patches 10 Thirsty Hook 11 Rum Salt 12 Gloomy Rat 13 Handsome Charm 14 Wee Beast 15 Clever Devil 16 Ugly Liar 17 Pretty Angel 18 Lost Blood 19 Mad Maps 20 Poor Mast
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether youâre a good gambler or a bad one rarely matters
: Deception, Insight Tool Proficiencies: One gaming set Languages: Any one of your choice Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp Feature: Never Tell
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Perceiving a Caster at Work Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. Other spells, such as charm person, display no visible, audible, or
, a component pouch, or a spellcasting focus. If the need for a spellâs components has been removed by a special ability, such as the sorcererâs Subtle Spell feature or the Innate Spellcasting trait
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
charm and connections. A Ghallanda innkeeper hears many things â if you want to know whatâs really going on in a community, talk to the halfling bartender. The leaders of House Ghallanda donât sell
information; they prefer to build friendship and deal in favors. But should a Ghallanda baron every truly need something, they likely have a favor they can call in. Ghallanda has a number of âbound
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Charm. While you have Clay No-Face in your possession, you donât need to eat, drink, or breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes
: a straw doll with rusty pins sticking into its body, a faceless child molded from clay, and a stuffed monkey with the lower body of a unicycle. The straw doll says, âYou need to run away! The Sewn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
eight schools of magic. The liquid isnât 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
âSupernatural Giftsâ in the Dungeon Masterâs Guide). Roll a d8 and consult the Magic Goblet Charms table to determine which charm is bestowed. Each charm grants its recipient the power to cast a






