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Returning 35 results for 'close kind'.
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Spells
Player’s Handbook
direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object
of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Spells
Player’s Handbook
direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close&mdash
Spells
Player’s Handbook
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails
Locate Object
Legacy
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Spells
Basic Rules (2014)
direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object
of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Monsters
Fizban's Treasury of Dragons
draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are incapable of flight— though they do afford the
draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an
Locate Creature
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature
up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature
Monsters
Fizban's Treasury of Dragons
skilled in close combat, using two weapons to tear at their foes.
Dragon Followers
Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose
devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs
Monsters
Fizban's Treasury of Dragons
, masterminds have a breath weapon—a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat.
Dying draconian masterminds are a sight to behold
seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations
triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind
, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind
, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Travel between Worlds World-to-world travel requires a spelljamming ship, a teleport spell, or some other kind of magic. Within a Wildspace system, the DM must decide how long it takes a spelljamming
Xaryxispace in Light of Xaryxis serve as examples). Using such a diagram, you can calculate the shortest possible voyage (when the two worlds are as close to one another as possible) and longest possible voyage (when the two worlds are as far apart as they can be).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the
chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the
chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
been able to get too close, but they say we’ll face dozens or even hundreds of skeletons and zombies all around this part of the fortress. They have a few wagons, or perhaps large creatures, with them
—that’s not clear. I’ve had conflicting reports about the horde’s leader, but it’s some kind of ghost or creature made of dark mist.” Who’s Defending the Other Wall Sections? “We have a few soldiers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
family plays in your life. Do you live near family? What kind of work do your closest family members pursue, and is that reflected in the background you choose? Are you close to your relatives, or have you had a falling out? Did you lose kin in the Last War?
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
human society, so they gain influence by controlling enemy rulers — and those close to them — through blackmail, drugs, magic, and the subterfuge of disguised purebloods.
From Calimshan and
rather than among other creatures, including my own kind.
4
I sometimes become consumed by philosophy.
5
I believe I am superior to others of my caste.
6
I am driven by wanderlust
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
banished back into the Abyss. The task of the adventurers is to be close at hand but not get caught up in the battle until one demon lord is left standing, weakened and spent from the conflict. That
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that they cannot attack the crocodile, for its kind are sacred to them. Since the first attack, matters have grown worse. The giant crocodile has attacked lizardfolk engaged in routine patrols of the
marsh, killing and eating many. Because the crocodile’s lair lies close to a possible route of approach of a sahuagin attack, the lizardfolk dare not leave the area unpatrolled. There would be no
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Alderleaf Farm Qelline Alderleaf is a wise and pragmatic halfling farmer who seems to know everything that goes on in town. She is a kind host and is willing to let the characters stay in her hayloft
was close. Carp thinks the bandits have a secret lair under the old manor house. He also saw some strange goblins with “glowing hands” duck into the tunnel. Carp can take the characters to the tunnel
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconian Foot Soldier The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are
close to enemies before springing an ambush. When draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone. On the world
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
former Lightsea Lancer and Djaynai’s current regent. He is known not only for his falcon-eyed shrewdness but also for his compassion and kindness. Those close to him know he suffers bleak moods, during
which it is challenging to obtain an audience with him. Yet during those times, he is still kind to those he meets, even as he speaks sparse and sorrowful words. Atiba-Pa fears that the Djaynaians
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Alderleaf Farm A wise female halfling of forty-five, Qelline Alderleaf is a pragmatic farmer who seems to know everything that goes on in town. She is a kind host, and is willing to let the
with a pair of Redbrands. They didn’t see him, but it was close. Carp thinks that the bandits have a secret lair under the old manor house. He can take the characters to the tunnel or provide them
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
point you choose must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage and falling prone on a failure. 5–6 Close Call. A character you choose must make a successful DC 13 Dexterity
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
are desperately lonely or eager to find a settlement where they can live among their own kind. The Recluses table offers adventure hooks you can use to launch an adventure with a reclusive giant
decades as other creatures crowd too close to the giant’s dwelling. 3 Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast’s owner is a giant who
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
old world and concluded no place would be safe from the inevitable destruction caused by their kind. Midway through its journey, Aphelion adopted a new core directive: eliminate every member of the
remotely close or open any door aboard the spaceship that isn’t blocked. It can override the key card requirement of a card-locked door (see the “Spaceship Features” section later in this adventure) to do
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
exquisite miniature dragons made of precious metals, jewels, and stone, with one representing each kind of chromatic, metallic, and gem dragon
10 The jewel-encrusted skull of an ancient dragon
, which the deep dragon always keeps close at hand and talks to when lonely
11 A magnificent set of drums painted with scenes from the folklore of an isolated mountain community
12 A
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
air envelope around a habitable planet or moon is called an atmosphere. An atmosphere is a special kind of air envelope that replenishes itself constantly. A creature or an object can refresh its air
). Overlapping Air Envelopes When two bodies come close enough to each other, their air envelopes merge, and the quality of the air around the smaller body changes to match that of the larger body. When






