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Returning 35 results for 'circle of senses'.
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circle of sense
Spells
Player’s Handbook
by a Protection from Evil and Good or Magic Circle spell can’t be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and
possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your
Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the
has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill
spells
You attempt to reactivate a dormant gate, portal, or Teleportation Circle by infusing it with magical energies. This spell must be cast twice, once at each location the portal connects. While the
and immediately seeks out whoever awakened the portal. The entity magically senses your location at the time it arrives and for the next 24 hours. The creature drawn through the portal varies
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 Class Features As a ranger, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters come within sight of the elven tomb, read: The tracks lead to a large, circular indentation in a snowy hillside. Rising from the middle of this circle is a triangular gnomon of beautifully
and enclosed by a half-circle of pale blue crystal pillars. North of the berm is a delicately carved gazebo made of marble, and south of the berm is a row of outward-facing, white marble statues atop
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogre Chain Brute An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the
.
STR
19(+4)
DEX
8(−1)
CON
16(+3)
INT
5(−3)
WIS
7(−2)
CHA
7(−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 3 (700
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Ogre Chain Brute An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the
.
STR
19(+4)
DEX
8(−1)
CON
16(+3)
INT
5(−3)
WIS
7(−2)
CHA
7(−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 3 (700
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters come within sight of the elven tomb, read: The tracks lead to a large, circular indentation in a snowy hillside. Rising from the middle of this circle is a triangular gnomon of beautifully
and enclosed by a half-circle of pale blue crystal pillars. North of the berm is a delicately carved gazebo made of marble, and south of the berm is a row of outward-facing, white marble statues atop
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Central Basin This depression in the cavern floor is the main part of the myconid colony. The central circle mound was only recently created, and is now a kind of “town square” where all the
. Bioluminescent fungi trace strange constellations along the cavern’s ceiling and walls, showing the darkness of the ravine and a mist-shrouded smaller cavern beyond.
Inner Circle The central mound is the base
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Central Basin This depression in the cavern floor is the main part of the myconid colony. The central circle mound was only recently created, and is now a kind of “town square” where all the
. Bioluminescent fungi trace strange constellations along the cavern’s ceiling and walls, showing the darkness of the ravine and a mist-shrouded smaller cavern beyond.
Inner Circle The central mound is the base
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
slashing damage from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 11
Languages any two languages (usually Abyssal or Infernal)
Challenge 7 (2,900 XP
circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7
Damage Resistances necrotic
Senses passive Perception
ability (spell save DC 15):
At will: Dancing Lights, Mage Hand, Prestidigitation
2/day each: Bestow Curse, Dimension Door, Mage Armor, Web
1/day: Circle of Death
Bonus Actions
Summon Undead (1
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
slashing damage from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 11
Languages any two languages (usually Abyssal or Infernal)
Challenge 7 (2,900 XP
circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7
Damage Resistances necrotic
Senses passive Perception
ability (spell save DC 15):
At will: Dancing Lights, Mage Hand, Prestidigitation
2/day each: Bestow Curse, Dimension Door, Mage Armor, Web
1/day: Circle of Death
Bonus Actions
Summon Undead (1
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
.
STR
9 (–1)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7
Damage Resistances necrotic
Senses
door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When necromancer kills a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
.
STR
9 (–1)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7
Damage Resistances necrotic
Senses
door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When necromancer kills a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 20
Languages all but rarely speaks
Challenge 25 (75,000
teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 20
Languages all but rarely speaks
Challenge 25 (75,000
teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
perimeter tower overhead, allowing only a narrow slice of sky to illuminate the pool’s silvery surface. The pool is surrounded by a circle of huge standing stones, all inscribed with strange writing
pieces of the tainted bark and moss. When she is reduced to 30 hit points or fewer, enough corrupted bark has been sloughed off that the treant regains her senses and stops fighting. A character can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
perimeter tower overhead, allowing only a narrow slice of sky to illuminate the pool’s silvery surface. The pool is surrounded by a circle of huge standing stones, all inscribed with strange writing
pieces of the tainted bark and moss. When she is reduced to 30 hit points or fewer, enough corrupted bark has been sloughed off that the treant regains her senses and stops fighting. A character can
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Doric The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a child, and she guards her adoptive community with nature’s ferocity. The Circle of the Moon
(+0)
Saving Throws Int +6, Wis +7
Skills Insight +7, Nature +6, Perception +7, Survival +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 17
Languages Common, Druidic
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Doric The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a child, and she guards her adoptive community with nature’s ferocity. The Circle of the Moon
(+0)
Saving Throws Int +6, Wis +7
Skills Insight +7, Nature +6, Perception +7, Survival +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 17
Languages Common, Druidic
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, Stealth +5
Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal plus any one language (usually Common)
Challenge 7 (2,900 XP)
Blood Witch Dance
blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, Stealth +5
Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal plus any one language (usually Common)
Challenge 7 (2,900 XP)
Blood Witch Dance
blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
—
16th
+5
Ability Score Improvement
9
4
3
3
2
—
17th
+6
—
10
4
3
3
3
1
18th
+6
Feral Senses
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Foe Slayer
11
4
3
3
3
2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
—
16th
+5
Ability Score Improvement
9
4
3
3
2
—
17th
+6
—
10
4
3
3
3
1
18th
+6
Feral Senses
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Foe Slayer
11
4
3
3
3
2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While