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Returning 35 results for 'point are and his calm'.
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Monsters
Monster Manual
within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases
being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.
Immutable Form. The golem can’t shape-shift.
Lightning
Monsters
Eberron: Rising from the Last War
level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots
’s choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered
Monsters
The Book of Many Things
.
Spellcasting. Pazrodine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: Faerie Fire
2/day each: Calm Emotions
cylinder centered on a point within 60 feet of Pazrodine until initiative count 20 on the next round. When a creature enters the whirlwind’s area for the first time on its turn or starts its
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
among thieves, but criminals rarely show any respect for law or authority.
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society
always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Calm Emotions Level 2 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each Humanoid in a 20-foot-radius Sphere centered
on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Calm Emotions Level 2 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each Humanoid in a 20-foot-radius Sphere centered
on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Calm Emotions Level 2 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each Humanoid in a 20-foot-radius Sphere centered
on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Tul, and then turn the Wayside Inn into a shrine to Talos. From this point, they would establish a series of shrines up and down the High Road, allowing them to bend the weather to their will and choke
. This results in foul weather and raging skies appearing right above the inn, while the rest of the area is sunny and calm. If the adventurers can intervene in time, they can stop the ritual and save Leilon from destructive weather in their immediate future.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Tul, and then turn the Wayside Inn into a shrine to Talos. From this point, they would establish a series of shrines up and down the High Road, allowing them to bend the weather to their will and choke
. This results in foul weather and raging skies appearing right above the inn, while the rest of the area is sunny and calm. If the adventurers can intervene in time, they can stop the ritual and save Leilon from destructive weather in their immediate future.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Calm Emotions 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each
humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Calm Emotions 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each
humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Calm Emotions 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each
humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Calm Emotions 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each
humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
way toward a calm harbor on the island’s north side.
A large, open-air temple comes into view, perched on the edge of a cliff high above you. The ship drops anchor at the mouth of the harbor, and
the cliff to the temple, dotted along the way with doorways cut into the rock.
The sailors set you ashore on a rickety dock, where a large rowboat is neatly tied. They point to the base of the path
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
way toward a calm harbor on the island’s north side.
A large, open-air temple comes into view, perched on the edge of a cliff high above you. The ship drops anchor at the mouth of the harbor, and
the cliff to the temple, dotted along the way with doorways cut into the rock.
The sailors set you ashore on a rickety dock, where a large rowboat is neatly tied. They point to the base of the path
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chapter 1) was not killed in a previous chapter of the adventure, the characters find him among Sloobludop’s survivors. He is the sole point of calm and reason in the ruined settlement, and the various
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
sure I get my point across.
4 I don’t care about the opinions of creatures that are less intelligent than I am. But I’m fascinated by creatures that are significantly more intelligent.
5
love hearing stories and songs and sharing them with others to bring comfort and calm.
8 I have no patience for people who imagine their lives are the least bit important.
Brass Dragon Ideals
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
sure I get my point across.
4 I don’t care about the opinions of creatures that are less intelligent than I am. But I’m fascinated by creatures that are significantly more intelligent.
5
love hearing stories and songs and sharing them with others to bring comfort and calm.
8 I have no patience for people who imagine their lives are the least bit important.
Brass Dragon Ideals
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chapter 1) was not killed in a previous chapter of the adventure, the characters find him among Sloobludop’s survivors. He is the sole point of calm and reason in the ruined settlement, and the various
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
speed. In a dead calm (no wind), waterborne ships can’t move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current
. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
speed. In a dead calm (no wind), waterborne ships can’t move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current
. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
speed. In a dead calm (no wind), waterborne ships can’t move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current
. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
the island. Avoiding the rocks jutting up from the ocean, your ship makes its way toward a calm harbor on the island’s north side.
A large, open-air temple comes into view, perched on the edge of a
, where a large rowboat is neatly tied. They point to the base of the path and wish you good luck before they row back to the ship. Your visit to Dragon’s Rest begins!
Before continuing with the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
the island. Avoiding the rocks jutting up from the ocean, your ship makes its way toward a calm harbor on the island’s north side.
A large, open-air temple comes into view, perched on the edge of a
, where a large rowboat is neatly tied. They point to the base of the path and wish you good luck before they row back to the ship. Your visit to Dragon’s Rest begins!
Before continuing with the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
speed. In a dead calm (no wind), waterborne ships can’t move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current
. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experiments.” Everything beyond that point is smudged and illegible. 7b. Ghoul Barrels Barrels. Twelve sealed wooden barrels covered in dust rest against the walls. Three are empty, three contain fist
uses its next action to try to calm the golem. While attempting to calm the golem, the skull can’t electrify the floor. 7d. Mining Woes Three ghasts hunker down behind the door leading into this room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experiments.” Everything beyond that point is smudged and illegible. 7b. Ghoul Barrels Barrels. Twelve sealed wooden barrels covered in dust rest against the walls. Three are empty, three contain fist
uses its next action to try to calm the golem. While attempting to calm the golem, the skull can’t electrify the floor. 7d. Mining Woes Three ghasts hunker down behind the door leading into this room
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disadvantage. In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. Visibility A relatively calm sea offers great visibility
do on land. Owning a Ship At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It’s up to you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disadvantage. In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. Visibility A relatively calm sea offers great visibility
do on land. Owning a Ship At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It’s up to you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the characters are identified as a threat, the only way to calm the lizardfolk’s aggression is to call for a truce and parley with the queen. See “Parley and Surrender” below. If the entire lair were
communicate verbally, they might accomplish this with placating gestures, such as sheathing their weapons. They will certainly get their point across if they throw down their weapons in a convincing