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Returning 35 results for 'notice 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
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
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Species
Sword Coast Adventurer's Guide
watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling’s bloodline doesn’t affect his or her
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
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->Tomb of Annihilation
Albino Dwarf Spirit Warriors An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate
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->Mythic Odysseys of Theros
concerns are beneath a god’s notice. This outlook might put his champions in a difficult ideological situation, stuck between the demands of a wrathful deity and uncomfortable moral choices. The Keranos’s
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
remember Recognize an illusion as fake Wisdom Perceptiveness and mental fortitude Notice things in the environment or in creatures’ behavior Resist a mental assault Charisma Confidence, poise, and charm Influence, entertain, or deceive Assert your identity
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
guarded by two skeletal knights (see appendix B). The knights guard the door to the sanctuary (area S12), and they notice anyone using the southeast stairs to area S3. Lorry Wanwillow S11: Rubble and
Takhisis, they notice depressions spaced along its base and a plaque reading, “Yield to Her Will.” A character who inspects the depressions and succeeds on a DC 14 Intelligence (Investigation) check
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Summerlast. Their armor is covered in the ichor of Yeenoghu’s demons. The ichor has driven the guards mad, making them hunger for humanoid flesh. When they notice the characters, the guards attack. If a
.
A barlgura and five dretches appear on the western edge of map 4.2. If these demons notice the characters, they attack. If they don’t notice the characters, they attack the temple (area I3), hoping
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
might be the first to inquire after obvious inconsistencies or to notice plain impossibilities. But why has no one before them sought answers to such unignorable questions? The Dark Powers, the Mists
’ control over their domains are purposefully vague. As with any nightmare, the Domains of Dread aren’t shackled to the laws of reality. Domains exist not to simulate a believable world, but to terrify
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ruling over its domain. Long ago, the beholder heard rumors of an arcane device known as the Maze Engine, capable of shifting the gears of reality. During the last Great Modron March, Karazikar
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Princes and Scorpions As Uzoma leads the characters through the crowd, they notice movement in the shadows across the street. Read the following description: Shouts ring out at the crowd’s edge as
empire, it would be a point of pride for the whole land—so Simbon feels obligated to act as though he wants to be Empress Inaya’s heir. In reality, Simbon believes his poor tactical mind and hedonistic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stronghold bereft of warmth or charm juts out of a hillside in a rough crescent shape. Only part of its construction is visible; the rest is buried in the stone.
A large double door of stone serves as the
overlook (area O3). These duergar are tired and bored, but they notice characters who are so incautious as to carry light sources or otherwise announce their presence. If the overlook duergar sees what she
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
suddenly do something you didn’t intend. Certain spells are more subtle, yet you become aware of the spell at a time specified in the spell’s description. Charm person and detect thoughts are examples of
such spells. Some spells are so subtle that you might not know you were ever under their effects. A prime example of that sort of spell is suggestion. Assuming you failed to notice the spellcaster
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with mortals, devils are constantly figuring out how to exploit and corrupt them, often behind thin smiles of feigned concern and false charm. A devil that successfully corrupts a mortal gets the
infernal equivalent of a gold star and can eagerly expect a superior to take notice and give it the promotion it so richly deserves. Meanwhile, when that mortal dies, its soul will find itself condemned to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
). Quill thinks that if he can get close enough to Renekor, he can charm the beholder into revealing information on how to escape Wisteria Vale, or manipulate the beholder’s reality-warping magic to
ability to warp reality and bring to life things from their imagination. Renekor dreamed itself into Wisteria Vale from the Underdark. The beholder believes that the village and its residents are its own
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->Divine Contention
the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on an 1
can be uncovered with a DC 12 Intelligence (Perception) check. Characters who succeed on this check notice muddy scrapes on the floor beneath the concealed door. E6. Halls of the Fiend The hallways are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
’ first attempts to climb the steps, they notice a chwinga (see appendix D) standing among them. It’s about a foot tall, and its mask resembles a triceratops’ head. It’s also carrying a large orange and
deeper. After the characters’ first attempts to climb, they notice another chwinga standing among them at the base of the steps. Its mask resembles a chameleon’s head. It’s carrying an orange and purple
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reality Dawns When Kas reveals himself, a cacophony erupts downstairs. Sleeping characters are awakened, and otherwise occupied characters hear the following: Violent slamming and terrible crashes
the vampire. Malaina’s Mistrust Once the characters learn what has happened, they notice that Malaina remains particularly solemn. Malaina’s Secret. If the characters ask Malaina what’s wrong, she
Compendium
- Sources->Dungeons & Dragons->Monster Manual
finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest. Warping Terrain. Minor warps in reality occur near the lair; any
shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the beholder has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
parallel reality. Characters who walk the length of the circular corridor notice that Devlin’s body is no longer present — nor are any companions who waited behind for them. If they step back through the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
how to deal with thieves, don’t we Meltharond?” She then attacks. If she doesn’t notice the characters, she makes her way to her hoard, inspects the hold to make sure nothing is out of place, and
she returns, however. The chwinga likes music and bestows a supernatural charm (see “New Chwinga Charms”) upon the first character who spends at least 1 hour playing music for it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
begins his request with an air of charm and mystery, but it quickly devolves into tearful sincerity. The figure who approached you strokes his mustache, adjusts his floppy hat, and tightens his scarf
Renaer, knocked Floon unconscious, and dragged him away while Renaer hid and escaped their notice. Floon was taken to a Xanathar Guild hideout in the sewers. A small gang of kenku was left behind at the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
your travels through the Northern Wastes. This charm grants you advantage on Wisdom (Survival) checks made to notice the Wash’s waters filling chasms.
Additionally, while traveling, you and up to 5
, each character in the room who washed themself in area C3 and who didn’t disturb the sarcophagi in area C5 gains the charm Habbakuk’s Blessing (a type of supernatural gift detailed in the Dungeon
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
that come with it (see “Marks of Prestige” in the Dungeon Master’s Guide).
Wealth. You receive up to 50,000 gp worth of coins, jewelry, or property.
Lesser Contract Gifts Charm. You gain a
charm of your choice, subject to the DM’s approval (see “Supernatural Gifts” in the Dungeon Master’s Guide).
Fey Kinship. For 5d6 days, you gain either the Fey Ancestry trait common among elves or the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
single staring eye weeping a spreading fan of tears, above which arches an eyebrow.
Scaly Eye members are swashbucklers who may attack the characters when they notice them, but a successful DC 15
worth 500 gp, five white pearls worth 100 gp each, 623 pp, and 8,329 gp. If Lhammaruntosz or Scaly Eye members notice the characters carrying stolen treasure, they attack. B7. Ascension Chamber The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
three targets it can see within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the
more of the following effects: Creatures 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
eternal city, or by four cities that each represent a different aspect of reality. The Celtic cosmology has an otherworld, called Tír na nÓg, and the cosmologies of some religions inspired by Asian
planes, it’s a good idea to stick to that model. Create one simple trait that players notice, that doesn’t create too much complication at the gaming table, and that’s easy to remember. Try to reflect the philosophy and mood of the place, not merely its physical characteristics.






