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                        Returning 35 results for 'gains choose location'.
                    
                
                        
                            
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                                        gain choose location
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below
                                                
                                            
                                                
                                                    . The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than the target
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
                                                
                                            
                                                
                                                    Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition
                                                
                                            
                                                
                                                    , your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the death knight fails a saving throw, it can choose to succeed instead.
Magic Resistance. The death knight has Advantage on saving throws against spells and other
                                                
                                            
                                                
                                                     can’t use this trait if it has the Incapacitated condition.
Undead Restoration. If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10;{"diceNotation":"1d10
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
                                                
                                            
                                                
                                                    , and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this
                                                
                                            
                                                
                                                     knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the
                                                
                                            
                                                
                                                     you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    ;Opportunity Attacks, and it makes one Radiant Horn attack.
Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6);{"diceNotation
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
                                                
                                            
                                                
                                                    ; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
                                                
                                            
                                                
                                                     a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack Roll: +8
                                                
                                            
                                                
                                                     sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10;{"diceNotation":"3d10", "rollType":"roll", "rollAction":"Weight of
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of
                                                
                                            
                                                
                                                    "} Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.
Magic Resistance. The mummy has Advantage on saving throws against spells and
                                                
                                            
                                                
                                                     other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
                                                
                                            
                                                
                                                     the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
                                                
                                            
                                                
                                                    . You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
                                                
                                            
                                                
                                                    : The following effect occurs:
Fortify (Forager Only). The animal lord gains 20 Temporary Hit Points.
Spellcasting. The animal lord casts one of the following spells, requiring no Material
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit
                                                
                                            
                                                
                                                     Points somewhere in Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving throws
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the
                                                
                                            
                                                
                                                    .
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
                                                
                                            
                                                
                                                     pit fiend fails a saving throw, it can choose to succeed instead.
Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects.Multiattack. The pit fiend
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack
                                                
                                            
                                                
                                                    .
Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30
                                                
                                            
                                                
                                                    ). The animal lord gains 20 Temporary Hit Points. Marked as Prey (Hunter Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the
                                                
                                            
                                                
                                                     damage from the spell.
The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
                                                
                                            
                                                
                                                     combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game
                                                
                                            
                                                
                                                     statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
                                                
                                            
                                                
                                                    You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100
                                                
                                            
                                                
                                                     Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02–10
A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
                                                
                                            
                                                
                                                     hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
                                                
                                            
                                                
                                                     creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion
                                                
                                            
                                                
                                                     were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
                                                
                                            
                                                
                                                     diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as
                                                
                                            
                                                
                                                    ’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.
Mishap. The spell’s unpredictable magic results in a difficult journey
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Essence Shard, Good;Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
4
Outer Essence Shard, Evil;Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
                                                
                                            
                                                
                                                     Shard, Chaotic;Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
3
Outer
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
                                                
                                            
                                                
                                                    , dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair
                                                
                                            
                                        






