Charm Powers (4)

Explore a collection of Charm Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Charming Words

Actions

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

2/day each: Charm Person

Spellcasting

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

2/day each: Charm Person


Mental Summons

Bonus Actions

Mental Summons. The wizard targets a creature with an Intelligence score greater than 3 within 120 feet. The target makes a DC 15 Wisdom saving throw. On a failure, it uses its reaction to move up to its speed towards the wizard by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.


Sweet Promises

Actions

Sweet Promises (1/day). The wizard targets a creature that can hear it within 60 feet, offering something the target covets. The target makes a DC 15 Wisdom saving throw. On a failure, the target is Charmed until the end of its next turn, and Stunned while Charmed in this way.


Warding Charm

Reactions

Warding Charm (1/day). When a creature the wizard can see targets it with a melee attack but before the attack is made, the wizard casts Charm Person with a DC of 15 on that target.