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Returning 35 results for 'domain see rely'.
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Monsters
Monster Manual
Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6);{"diceNotation":"4d6", "rollType":"roll", "rollAction":"Energy Drain
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Monsters
Monster Manual
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Magic Items
Dungeon Master’s 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
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Magic Items
Ravenloft: The Horrors Within
The Darklord of the Domain of Dread known as the Shadowlands is Ebonbane, a sapient sword. Ebonbane uses its monster stat block while in Shadowborn Manor.
Bound to the Shadowlands. When you enter a
wielder that assists in its goals but always views it wielder as a lackey.
Destroying Ebonbane. The only way to destroy Ebonbane is to forge a weapon from the Four Keys and reduce Ebonbane to 0 Hit Points with it (see the Ebonbane stat block).
Monsters
Forgotten Realms: Adventures in Faerûn
creature Karas can see within 90 feet of herself. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Harrow", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
Eyes of Minute Seeing
Legacy
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Magic Items
Basic Rules (2014)
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Blur
Legacy
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Spells
Basic Rules (2014)
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Robe of Eyes
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Magic Items
Basic Rules (2014)
that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks
feats
and drain your life force. You gain the following features.
Domain Traveler. When you enter the Mists intent on reaching a specific domain, you are treated as if you possess a Mist talisman keyed to
that domain. To use this feature, you must know the name of the domain you have chosen as your destination, but you don’t need to have previously visited that land. This trait doesn’t allow
monsters
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Vladeska fails a saving throw, she can choose to succeed instead.Multiattack. Vladeska makes two Pike attacks. She can replace one attack with an
creature in a 20-foot-radius, 60-foot-high Cylinder centered on a point Vladeska can see within 300 feet. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Artillery Fire
monsters
;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Darklord Restoration"} weeks somewhere in Kartakass.
Legendary Resistance (3/Day, or 4/Day in Domain). If Harkon fails a saving throw, he can
originating from Harkon. Failure: The target has the Charmed condition for 1 hour or until it takes damage.Legendary Action Uses: 3 (4 in Domain). Immediately after another creature’s turn
Magic Items
Candlekeep Mysteries
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As
a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
monsters
’Akir is an area of extreme heat (see the Dungeon Master’s Guide).
Closing the Borders. While in his domain, Ankhtepot can close or open the borders to Har’Akir at will. While the
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Ankhtepot fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ankhtepot has Advantage on saving throws against spells and
Monsters
Domains of Delight: A Feywild Accessory
Fey Rebirth. If Yarnspinner dies in his Domain of Delight, he revives with all his hit points 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Fey Rebirth (Days)"} days later in a safe
location in that domain.
Legendary Resistance (3/Day). If Yarnspinner fails a saving throw, he can choose to succeed instead.
Spider Climb. Yarnspinner can climb difficult surfaces, including upside down
monsters
"} days in Castle Avernus in Darkon.
Legendary Resistance (4/Day, or 5/Day in Domain). If Azalin fails a saving throw, he can choose to succeed instead.Multiattack. Azalin makes three attacks, using
hour or until Azalin takes this Reaction again, Azalin can cast that spell once, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Domain). Immediately after another
monsters
Domain). If Cthulhu fails a saving throw, it can choose to succeed instead.
Magic Resistance. Cthulhu has Advantage on saving throws against spells and other magical effects.Multiattack. Cthulhu makes
Point maximum decreases by an amount equal to the Psychic damage taken, and Cthulhu regains Hit Points equal to that amount.Legendary Action Uses: 3 (4 in Domain). Immediately after another creature
classes
gods’ blessing during the next foray into the wilds.
You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature for how domain
spells work.
Hunt Domain Spells
Cleric Level
Spells
1st
entangle, longstrider
3rd
locate animals or plants, pass without trace
5th
conjure animals, haste
7th
freedom of movement, locate creature
9th
commune with nature, hold monster
monsters
Resistance (3/Day, or 4/Day in Domain). If Hazlik fails a saving throw, he can choose to succeed instead.
Magic Resistance. Hazlik has Advantage on saving throws against spells and other magical
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Domain). Immediately after another creature’s turn, Hazlik can expend a
monsters
with all her Hit Points somewhere in Kalakeri.
Legendary Resistance (3/Day, or 4/Day in Domain). If Ramya fails a saving throw, she can choose to succeed instead.
Magic Resistance. Ramya has Advantage
", "rollType":"recharge", "rollAction":"Vengeful Fire"}. Dexterity Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point Ramya can see within 120 feet. Failure: 28 (8d6
monsters
Restoration"} weeks somewhere in Lamordia.
Legendary Resistance (3/Day, or 4/Day in Domain). If Viktra fails a saving throw, she can choose to succeed instead.Multiattack. Viktra makes two Lightning Rod
until the start of its next turn.
Syringe. Constitution Saving Throw: DC 16, one creature Viktra can see within 5 feet. Failure: The target has the Poisoned condition for 1 minute. While Poisoned in
monsters
Movement", "rollDamageType":"Force"} Force damage if she ends her turn inside an object.
Lie Detector. Saidra knows whether she hears a lie.
Legendary Resistance (3/Day, or 4/Day in Domain). If Saidra
Throw: DC 15, one creature Saidra can see within 30 feet. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Life Drain", "rollDamageType":"Necrotic"} Necrotic damage, and its
monsters
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lord Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lord Soth has Advantage on saving throws against spells and other
":"recharge", "rollAction":"Cataclysmic Fire"}. Dexterity Saving Throw: DC 19, each creature in a 20-foot-radius Sphere centered on a point Lord Soth can see within 120 feet. Failure: 24 (7d6
monsters
", "rollDamageType":"Force"} Force damage if he ends his turn inside an object.
Legendary Resistance (3/Day, or 4/Day in Domain). If Wilfred fails a saving throw, he can choose to succeed instead
+3", "rollType":"damage", "rollAction":"Hunting Rifle", "rollDamageType":"Necrotic"} Necrotic damage.Redirect Attack. Trigger: A creature Wilfred can see makes an attack roll against him. Response
backgrounds
Ability Scores: Dexterity, Constitution, Wisdom
Feat: A Dark Gift feat of your choice (see “Feats” later in this chapter; Mist Walker is recommended)
Skill Proficiencies: Survival and
Clothes, and 30 GP; or (B) 50 GP
You once knew your home. But one day, the Mists rose and drew you into a Domain of Dread. Ever since, you have wandered between domains, braving the mercurial Mists
Classes
Sword Coast Adventurer's Guide
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
monsters
Shadowborn Manor. Until it revives, Ebonbane acts as a Longsword, +3;+3 Longsword when wielded by a creature.
Legendary Resistance (3/Day, or 4/Day in Domain). If Ebonbane fails a saving throw, it can
Action Uses: 3 (4 in Domain). Immediately after another creature’s turn, Ebonbane can expend a use to take one of the following actions. Ebonbane regains all expended uses at the start of each of its
Unicorn
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Monsters
Basic Rules (2014)
itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8
Monsters
The Wild Beyond the Witchlight
travels about Yon on her ornithopter of flying (see appendix A).
Endelyn’s Weakness
The only way to dispose of Endelyn for good is to slay her during an actual solar eclipse or in the presence
of a symbolic depiction of one. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another
monsters
Restoration"} weeks somewhere in Tepest.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lorinda fails a saving throw, she can choose to succeed instead.
Mimicry. Lorinda can mimic noises and
Invisible), Minor Illusion, Ray of Sickness (level 3 version)
1/Day Each: Augury, Blight, Plant Growth, Scrying, Unseen ServantLegendary Action Uses: 3 (4 in Domain). Immediately after another creature&rsquo
monsters
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lord Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lord Soth has Advantage on saving throws against spells and other
":"recharge", "rollAction":"Cataclysmic Fire"}. Dexterity Saving Throw: DC 19, each creature in a 20-foot-radius Sphere centered on a point Lord Soth can see within 120 feet. Failure: 24 (7d6
Monsters
The Wild Beyond the Witchlight
lornlings, to serve as her attendants. When she travels away from her lair, she does so on her bobbing lily pad (see appendix A), accompanied by lornlings, which use the quickling stat block in appendix C
within 10 feet of Bavlorna cause her to lapse into a fit of sneezing. See the stat block for more details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of
classes
an important balancing force in the cosmic ecosystem of the multiverse. Practitioners of this domain see the absence of anything as something and consider the Astral Plane as the ultimate destination
of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the Astral Domain are chaotic by nature
monsters
Resistance (2/Day, or 3/Day in Domain). If Ivan fails a saving throw, he can choose to succeed instead.Multiattack. Ivan makes two Foreleg attacks. He can replace one attack with a use of Deadly
":"Foreleg", "rollDamageType":"Piercing"} Piercing damage.
Deadly Contraption. Dexterity Saving Throw: DC 15, one creature Ivan can see within 30 feet. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType
classes
Sword Coast Adventurer's Guide
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
classes
Tasha’s Cauldron of Everything
stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside