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Returning 35 results for 'being see'.
Spells
Player’s Handbook
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
See Invisibility
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Spells
Basic Rules (2014)
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
See Invisibility Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of talc)
Duration: 1 hour
For the duration, you see creatures and
objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
See Invisibility Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of talc)
Duration: 1 hour
For the duration, you see creatures and
objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
See Invisibility 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) Duration: 1 hour For the duration, you see
invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
See Invisibility Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of talc)
Duration: 1 hour
For the duration, you see creatures and
objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
See Invisibility 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) Duration: 1 hour For the duration, you see
invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
See Invisibility 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) Duration: 1 hour For the duration, you see
invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
See Invisibility 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) Duration: 1 hour For the duration, you see
invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
What the Dead See In the wake of the battle with the Returned, the characters have an opportunity to continue along their way. Before they can, though, all of them witness an incredible sight: an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Eye See You! Hanging Shields. Sixteen old shields bearing emblems from long-forgotten human, dwarven, and elven realms hang on the north and south walls of this tunnel.
Scrying Eye. As the
characters traverse the corridor, a large floating eye surrounded by glowing motes of light appears ahead of them. This is one of Halaster’s scrying eyes (see “Halaster’s Lair”). It studies the characters for a minute or two before disappearing without a sound.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Eye See You! Hanging Shields. Sixteen old shields bearing emblems from long-forgotten human, dwarven, and elven realms hang on the north and south walls of this tunnel.
Scrying Eye. As the
characters traverse the corridor, a large floating eye surrounded by glowing motes of light appears ahead of them. This is one of Halaster’s scrying eyes (see “Halaster’s Lair”). It studies the characters for a minute or two before disappearing without a sound.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
What the Dead See In the wake of the battle with the Returned, the characters have an opportunity to continue along their way. Before they can, though, all of them witness an incredible sight: an
Equipment
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master’s Guide).
Equipment
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” for the risks of not eating.
Equipment
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide).
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a
Species
Player’s Handbook
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
Magic Items
Dungeon Master’s Guide (2024)
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Magic Items
Dungeon Master’s Guide (2024)
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Magic Items
D&D Free Rules (2024)
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
Magic Items
Dungeon Master’s Guide (2024)
The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour.
This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Magic Items
Dungeon Master’s Guide (2024)
This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw
Magic Items
Dungeon Master’s Guide (2024)
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself
Magic Items
Dungeon Master’s Guide (2024)
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily
at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what
Magic Items
D&D Free Rules (2024)
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or
Magic Items
Dungeon Master’s Guide (2024)
nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven
Magic Items
Dungeon Master’s Guide (2024)
You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
Magic Items
Dungeon Master’s Guide (2024)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of
Magic Items
D&D Free Rules (2024)
.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
Magic Items
Dungeon Master’s Guide (2024)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The
Magic Items
Dungeon Master’s Guide (2024)
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical