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                        Returning 35 results for 'new charm reflective pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person
                                                
                                            
                                                
                                                    , invisibility, suggestion, tonguesInstinctive Charm (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Instinctive Charm"}. When a visible creature within 30 feet of the enchanter
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic
                                                
                                            
                                                
                                                     prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
                                                
                                            
                                        
                                                    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
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                    . The new fractines occupy the space formerly occupied by the original fractine, and each new fractine has hit points equal to half the original’s, rounded down. If the original fractine had a
                                                
                                            
                                                
                                                     creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.A fractine is a bizarre, two
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and
                                                
                                            
                                                
                                                     the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu’s Instinctive Charm for
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature
                                                
                                            
                                                
                                                    , the attacker is immune to the amnizu’s Instinctive Charm for 24 hours.Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    ):
1/day each: arms of Hadar, charm person, mage armorMarkos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to
                                                
                                            
                                                
                                                     understand the secrets of the planes of existence. Raised in a family of scholars and academics, Markos wished to make a breakthrough discovery that would propel himself and his family to new heights
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ":"Polymorph Concoction"}): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch targets a
                                                
                                            
                                                
                                                    /day each: animal messenger, charm person, Tasha's hideous laughter
1/day each: bestow curse, dispel magic
“Taste the sweetness, breath for breath. Keep the balance, death for death.&rdquo
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     DC 12):
At will: minor illusion, prestidigitation
1/day each: charm person, disguise self, silent imageIron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police
                                                
                                            
                                                
                                                     welcome no new members into their ranks. When a recruit’s training is complete, they are tasked with conducting assassinations and spy missions.
GOBLINOIDS OF THE FEYWILD
The goblinoid
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Magic Resistance. Diderius has advantage on saving throws against spells and other magical effects.
Rejuvenation. Diderius gains a new body in 24 hours if his heart is intact, regaining all his hit
                                                
                                            
                                                
                                                     points and becoming active again. The new body appears within 5 feet of Diderius’s heart.
Spellcasting. Diderius is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragon’s 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
                                                
                                            
                                                
                                                     rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Fire", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one.
Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must
                                                
                                            
                                                
                                                    ;s control.
Change Shape. Strahd transforms into a new form or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     plus your Proficiency Bonus and the ability modifier you chose for Old Blessing). You can only have one Twisted Hex charm at a time. If you make a new one, the previous one loses its magic.
                                                
                                            
                                                
                                                     Bless spell once using this benefit, targeting only creatures carrying a wicker charm you’ve woven, and you can’t do so again until you finish a Long Rest. You can also cast the spell
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
                                                
                                            
                                                
                                                     operate a new mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness — or that were tasked
                                                
                                            
                                        
                                                    Pirate
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
                                                
                                            
                                                
                                                    
Tool Proficiencies: Navigator’s 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 with a hole in the center (or
                                                
                                            
                                        
                                                    Sailor
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
                                                
                                            
                                                
                                                     Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s 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
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                     person, lesser restoration, moonbeam3rd level (3 slots): conjure animals, dispel magic, water breathing4th level (3 slots): charm monster, freedom of movement5th level (2 slots): greater restoration
                                                
                                            
                                                
                                                     their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble's game statistics are replaced by the
                                                
                                            
                                        
                                                     Species
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
                                                
                                            
                                                
                                                     are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your
                                                
                                            
                                                
                                                     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 Player’s Handbook), a set of common clothes
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     guilds, and often these new guild members maintain friendships with former guild mates.
Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
 Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a
                                                
                                            
                                                
                                                     came to Icewind Dale with immigrants from Chult and made new homes for themselves in and around Ten-Towns. Those that remained near civilization adopted the garb of their humanoid neighbors, creating
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     visions delivered in your trances, your god has called you to a new mission. A goblin tribe has made its lair in an ancient ruin now called Cragmaw Castle, where they have defiled a shrine once sacred to
                                                
                                            
                                                
                                                     knowledge is for the benefit of all. Kingdoms and laws are useful so far as they allow knowledge to flourish. Tyrants who seek to suppress and control it are the worst villains. You share your knowledge freely, and use what you have learned to help where you can.
View Character Sheet Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ” section below provides examples of conflicts that reinforce particular themes. If a conflict reaches a satisfying end before the end of the campaign, create a new conflict to replace it. You can also
                                                
                                            
                                                
                                                     power and capabilities, and they can also be story milestones in the arc of your campaign. The shift from one tier to another is an ideal time to wrap up a campaign conflict and introduce a new one that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     friends. The chwinga mounts the fox, bestows a charm of animal conjuring or one of the new charms described in appendix C (see “New Chwinga Charms”) upon the character it hit with the snowball, and
                                                
                                            
                                                
                                                     five militia members, who look like they were clubbed to death. New-fallen snow has already begun to settle on their corpses.
 These five people pursued the verbeeg for a while and then fell prey to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    : antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. It functions as a spellbook for you. While you are holding the book, you can use it as a
                                                
                                            
                                                
                                                     minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school. When you cast an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     masks with 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
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 23):
 At will: charm person, detect magic, dispel magic
 3/day each: darkness, dominate person, telekinesis, teleport
 1/day each: dominate monster, greater
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     following: A charm of animal conjuring, a charm of heroism, or a charm of vitality, all of which are described in the Dungeon Master’s Guide. One of the charms described in the “New Chwinga Charms” section
                                                
                                            
                                                
                                                    , assuming it has been well treated, it bestows a supernatural charm upon the character (see “Supernatural Gifts” in the Dungeon Master’s Guide for more information). The charm can be any one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its
                                                
                                            
                                                
                                                     wizard spells prepared:
 Cantrips (at will): mage hand, minor illusion, ray of frost
 1st level (4 slots): charm person, detect magic, sleep
 2nd level (3 slots): detect thoughts, hold person
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Tongue” sidebar). It says, “So, a new challenger enters the arena! You have thirty seconds to choose your teammates for a game of Chain Lightning!” The illusory figure disappears after making its
                                                
                                            
                                                
                                                     electrical barrier enclosing the stadium vanishes, and the trophy levitates from its pedestal and drifts over to the member of the winning team nearest to it. The game can’t be played again until a new
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     determine a random event, which can include the appearance of new reavers. As each new enemy appears, roll on the Astral Reavers table to determine a special quality for them, and use these descriptions to
                                                
                                            
                                                
                                                     help identify specific reavers in combat. When you’ve played two full rounds of combat, proceed to the “End Simulation” section below. Battle Events  d20 Event   1–12 A new astral reaver (bandit) jumps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the duration of the charm effect to 12 hours. Humanoid thralls that resist the rod’s magic often choose to maintain the appearance of being charmed for the sake of their own survival, because the nagas
                                                
                                            
                                                
                                                    . Frustrated by this new obstacle to their dominance of the level, the nagas now seek allies to slay the bullywugs and their leader. The nagas know the locations of all the magic gates on this level, as well as how to activate them. They share that information with creatures that willingly serve them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. VARIANT: DEVIL SUMMONING
 Some amnizus have an action that allows them to summon
                                                
                                            
                                                
                                                     following 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     beholder. They learn from Quill’s notes that the beholder dreamed itself into Wisteria Vale from the Underdark, and that Quill has been trying to charm it into revealing how to escape the demiplane. It
                                                
                                            
                                                
                                                     eventually becomes clear that the beholder has imprisoned the real Quill in a magic painting. The characters must find Quill, convince him that they’re here to help, and administer the cure without incurring the wrath of the beholder, who wants to keep its new haven intact.
                                                
                                            
                                        





