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                        Returning 35 results for 'closest and see'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).
Additionally, you can focus your senses as a Magic action to discern the distance
                                                
                                            
                                                
                                                     and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action canāt be used again until the next dawn.
Dragon
Resistance
                                                
                                            
                                        
                                                     Spells
                                                    Playerās Handbook
                                                    
                                                
                                            
                                                    You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
                                                
                                            
                                                
                                                     through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the doorās former space.
Each time you cast this spell, you can create a new demiplane or connect
                                                
                                            
                                        
                                                     Spells
                                                    Playerās Handbook
                                                    
                                                
                                            
                                                     your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you canāt see what occurs outside it, and any Wisdom (Perception) checks you make to hear
                                                
                                            
                                                
                                                     to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
                                                
                                            
                                        
                                                     Spells
                                                    Playerās Handbook
                                                    
                                                
                                            
                                                    This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
                                                
                                            
                                                
                                                     six months, such as a book from a wizardās library.
āVery familiarā is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
                                                
                                            
                                                
                                                     save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    );{"diceNotation":"3d6","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage.Instinctive Charm. If a creature the Ooze Master can see makes an attack roll against it while within
                                                
                                            
                                                
                                                     attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
                                                
                                            
                                                
                                                     amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
                                                
                                            
                                                
                                                     amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ":"recharge", "rollAction":"Void Warp"}. The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void
                                                
                                            
                                                
                                                    );{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Void Warp", "rollDamageType":"force"} force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Aura of Command. The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak canāt be charmed and has
                                                
                                            
                                                
                                                     the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports
                                                
                                            
                                                
                                                    ":"Void Warp", "rollDamageType":"force"} force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersā Guide to Ravnica
                                                    
                                                
                                            
                                                     charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isnāt already within 5 feet of that creature. It then must make
                                                
                                            
                                                
                                                     can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.
Innate Spellcasting. Rakdosās spellcasting ability is Charisma (spell save DC 25). He can
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Uncanny Dodge. Viari halves the damage that he takes from an attack that hits him. He must be able to see the
                                                
                                            
                                                
                                                     his arm in the process. Although Viari was made bodily whole again in an equally dramatic magical fashion, some of those closest to him have noticed that those miraculous events weigh on him still, perhaps suggesting consequences that only he foresees.
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see āActionsā below), detect magic, misty step
2/day each: control
                                                
                                            
                                                
                                                     her turn.
Talons. Auril attacks once with her talons.
Teleport. Auril teleports to an unoccupied space she can see within 30 feet of her.
Touch of Frost (Costs 2 Actions). Auril uses Touch of
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Aurilās form flares with a blue light. Each creature that can see Auril and is within 10 feet
                                                
                                            
                                                
                                                    .
Auril the Frostmaiden
Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winterās cruelty. (For information on what defines a lesser god, see the &ldquo
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts
                                                
                                            
                                                
                                                     ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature
                                                
                                            
                                                
                                                    ās Frightful Cackle for the next 24 hours.
Sickening Gaze (Hyena or Vampire Form Only). The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenās Guide to Ravenloft
                                                    
                                                
                                            
                                                     a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or take 31 (6d8 + 4);{"diceNotation":"6d8+4","rollType
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Implode","rollDamageType":"force"} force damage and be knocked prone and moved to the unoccupied space closest to the sphereās center. Large and smaller objects that aren&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenās Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"fire"} fire damage.
Fiendish Charm. One humanoid Isolde can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target
                                                
                                            
                                                
                                                     vengeance have become all-consuming.
Roleplaying Isolde
The Carnival is the closest thing Isolde has to a family and a home, and she expects everyone who works for her to carry their weight. She
                                                
                                            
                                        
                                                    Demonomicon of Iggwilv
                                                    
    
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                                                     Magic Items
                                                    Tashaās Cauldron of Everything
                                                    
                                                
                                            
                                                     first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a magic circle. The fiend must succeed on a DC 20 Charisma
                                                
                                            
                                                
                                                     possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend canāt try to possess you again for 7 days.
When the tome is discovered
                                                
                                            
                                        
                                                    Amnizu
                                                    
    
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                                                     Monsters
                                                    Mordenkainenās Tome of Foes
                                                    
                                                
                                            
                                                    "} necrotic damage.
Poison Mind. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Forgetfulness"}. The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for
                                                
                                            
                                        
                                                    Amnizu (Summoner Variant)
                                                    
    
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                                                     Monsters
                                                    Mordenkainenās Tome of Foes
                                                    
                                                
                                            
                                                    "} necrotic damage.
Poison Mind. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Forgetfulness"}. The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for
                                                
                                            
                                        
                                                    Dragon Scale Mail
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table).
Additionally, you can focus your senses as an
                                                
                                            
                                                
                                                     action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn.
 
Dragon
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it
                                                
                                            
                                                
                                                    You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or
                                                
                                            
                                        
                                                    Meld into Stone
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any
                                                
                                            
                                                
                                                     and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
                                                
                                            
                                        
                                                    Teleport
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
                                                
                                            
                                                
                                                     you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersā Guide to Ravnica
                                                    
                                                
                                            
                                                    ;m alone.
2
I see everything in clear-cut black and white.
3
Iām just a little fascinated by the ways of the Gruul.
4
I trust the chain of command more than anything &mdash
                                                
                                            
                                                
                                                    ; more even than my closest friends.
5
Iām slow to trust members of other guilds.
6
Iāve been known to turn a blind eye to injustice, with the help of a modest bribe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     through the gate triggers an elder rune (see āElder Runesā). A creature that passes through the gate appears in area 20c on level 2, in the closest unoccupied space next to the identical gate located there.
                                                
                                            
                                                
                                                    24. Arch Gate to Level 2 Temple workers were once housed here, but Halaster had this chamberās furnishings destroyed. The room is now empty except for an arch gate set into the east wall (see āGates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     gate (see āJhesiyra Kestellharpā). The first creature to pass through the gate triggers an elder rune (see āElder Runesā). A creature that passes through the gate appears in area 11c on level 4, in the closest unoccupied space next to the identical gate located there.
                                                
                                            
                                                
                                                     engraved with images of falling coins. The archās keystone has a tiny slot in it. This is one of Halasterās magic gates (see āGatesā), and its rules are as follows: Feeding a gold coin into the slot in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (see āJhesiyra Kestellharpā). The first creature to pass through the gate triggers an elder rune (see āElder Runesā). A creature that passes through the gate appears in area 29 on level 7, in the closest unoccupied space next to the identical gate located there.
                                                
                                            
                                                
                                                     magic gates (see āGatesā). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     above it. The arch is one of Halasterās magic gates (see āGatesā). Its rules are as follows: If the elf figurine taken from Skella in area 15a is touched to the sun symbol, the gate opens for 1 minute
                                                
                                            
                                                
                                                    . Characters must be 8th level or higher to pass through this gate (see āJhesiyra Kestellharpā). The first creature to pass through the gate triggers an elder rune (see āElder Runesā). A creature that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the
                                                
                                            
                                                
                                                     energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     gate triggers an elder rune (see āElder Runesā). A creature that passes through the gate appears in area 25 on level 14, in the closest unoccupied space next to the identical gate located there.
                                                
                                            
                                                
                                                     tunnel leading east.
 The arch is one of Halasterās gates (see āGatesā). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     pass through the gate triggers an elder rune (see āElder Runesā). A creature that passes through the gate appears in area 3b on level 5, in the closest unoccupied space next to the identical gate located there.
                                                
                                            
                                                
                                                     Embedded in the wall at the end of the westward hallway is an arch gate (see āGatesā). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     pass through this gate (see āJhesiyra Kestellharpā). The first creature to pass through the gate triggers an elder rune (see āElder Runesā). A creature that passes through the gate appears in area 8b on level 17, in the closest unoccupied space next to the identical gate located there.
                                                
                                            
                                                
                                                     form a magic gate (see āGatesā). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
                                                
                                            
                                        






