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Returning 35 results for 'located animus or plane'.
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Magic Items
Dungeon Master’s Guide (2024)
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper-front portion, are
reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
obstacles.
Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of
.
Spellcasting. The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:
3/day each: dimension door (self only), plane shift
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, oddities, and castoffs of the multiverse in a massive, ever-growing collection.
The first morkoths arose in the Astral Plane when the petrified body of a deity of greed and strife collided with a
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
Robe of Stars
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are
.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were
magic-items
This spiral bone key allows the user to traverse the planes. As an action, a creature in a Thin Place can create a gate to the Ethereal Plane for 1 minute, after which the key crumbles to dust
.
Creating the Fractal Key requires a Rare forge and the following components:
[Animus] from a Fractal Lepidoptera.
[Bones] of any Rare creature.
magic-items
This bow is hand-carved carefully from the bones of a dryad and stained in the undead blood of vampires. Strung with the hair of a banshee with a powerful wraith animus is placed within the handle
into the Ethereal Plane and see all invisible creatures and objects until the end of your turn. Additionally, you can see through all walls and solid objects within 60 feet of you until the end of your
magic-items
would forcibly teleport you or send you to another plane of existence.
Crafting. Creating a Shortsword Between Worlds requires a Very Rare Workshop and the following Very Rare Components:
[Animus
] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
magic-items
which would forcibly teleport you or send you to another plane of existence.
Crafting. Creating a Greatsword Between Worlds requires a Very Rare Workshop and the following Very Rare Components
:
[Animus] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
magic-items
forcibly teleport you or send you to another plane of existence.
Crafting. Creating a Longsword Between Worlds requires a Very Rare Workshop and the following Very Rare Components:
[Animus
] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
magic-items
teleport you or send you to another plane of existence.
Crafting. Creating a Rapier Between Worlds requires a Very Rare Workshop and the following Very Rare Components:
[Animus] Aberration Animus
magic-items
teleport you or send you to another plane of existence.
Crafting. Creating a Sword Between Worlds requires a Very Rare Workshop and the following Very Rare Components:
[Animus] Aberration Animus
magic-items
forcibly teleport you or send you to another plane of existence.
Crafting. Creating a Scimitar Between Worlds requires a Very Rare Workshop and the following Very Rare Components:
[Animus
] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
A Doorway to Space When the characters are ready to continue their adventure, they can step through the portal in the Sigil sanctum and emerge on the Astral Plane in the Astral Sea. Like with the
first rod piece, the portal opens near where the second piece is located, but it’s up to the characters to find exactly where the piece is ensconced.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
following categories: Material Realms. Most D&D worlds are located on the Material Plane, which has two planar echoes: the Feywild and the Shadowfell. Transitive Planes. The Ethereal Plane and the Astral
Plane are boundless realms that provide passage between other planes of existence. Inner Planes. The four Elemental Planes (Air, Earth, Fire, and Water), plus the Para-elemental Planes between them, are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
following categories: Material Realms. Most D&D worlds are located on the Material Plane, which has two planar echoes: the Feywild and the Shadowfell. Transitive Planes. The Ethereal Plane and the Astral
Plane are boundless realms that provide passage between other planes of existence. Inner Planes. The four Elemental Planes (Air, Earth, Fire, and Water), plus the Para-elemental Planes between them, are
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
A Doorway to Space When the characters are ready to continue their adventure, they can step through the portal in the Sigil sanctum and emerge on the Astral Plane in the Astral Sea. Like with the
first rod piece, the portal opens near where the second piece is located, but it’s up to the characters to find exactly where the piece is ensconced.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Planes of Eberron The Material Plane is enfolded by thirteen planes of existence. Many of these have aspects of both Outer Planes and Inner Planes. All of them overlap with Eberron in some way, and
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Planes of Eberron The Material Plane is enfolded by thirteen planes of existence. Many of these have aspects of both Outer Planes and Inner Planes. All of them overlap with Eberron in some way, and
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Elemental Plane of Air Noor Rahman Aarakocra scouts return home to a city on the Plane of Air The Plane of Air is home to constant winds of varying strength. Here and there, chunks of earth drift in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Elemental Plane of Air Noor Rahman Aarakocra scouts return home to a city on the Plane of Air The Plane of Air is home to constant winds of varying strength. Here and there, chunks of earth drift in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Plane in the city of Tu’narath, a metropolis built on and in the corpse of a deity. Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of
Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Plane in the city of Tu’narath, a metropolis built on and in the corpse of a deity. Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of
Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Planar Portals A portal is a stationary, interplanar connection that links a specific location on one plane of existence to a specific location on another. Some portals function like doorways
, or even whole towns—that exist on multiple planes at once or flicker from one plane to another. Some are vortices, joining an Elemental Plane with a very similar location on the Material Plane, such
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Planar Portals A portal is a stationary, interplanar connection that links a specific location on one plane of existence to a specific location on another. Some portals function like doorways
, or even whole towns—that exist on multiple planes at once or flicker from one plane to another. Some are vortices, joining an Elemental Plane with a very similar location on the Material Plane, such
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Material Plane Worlds of the Material Plane are infinitely diverse, but it was not always so. Some legends speak of a primordial state, a single reality called the First World, where many of the
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Plane, those who know of the conflict refer to it as the Blood War—a conflict that has raged for millennia, ravaging the Lower Planes. The battlefields of the Blood War are concentrated in the Nine
Hells and the Abyss, though fighting also takes place on the Material Plane, on the planes between those realms on the Great Wheel, and anywhere else demons and devils congregate. Although the intensity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Material Plane Worlds of the Material Plane are infinitely diverse, but it was not always so. Some legends speak of a primordial state, a single reality called the First World, where many of the
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t send the caster to a specific location unless he or she has specialized information. The sigil sequence of a teleportation circle located on another plane allows the caster to travel directly to
appeared. With one smooth step he crossed from his infernal plane into the mythal chamber.
— Richard Baker, Farthest Reach
A number of spells allow direct or indirect access to other planes of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t send the caster to a specific location unless he or she has specialized information. The sigil sequence of a teleportation circle located on another plane allows the caster to travel directly to
appeared. With one smooth step he crossed from his infernal plane into the mythal chamber.
— Richard Baker, Farthest Reach
A number of spells allow direct or indirect access to other planes of