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Returning 35 results for 'moves sense with only after for for levels'.
Monsters
Monster Manual
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.
Treasure Sense. The xorn can pinpoint the
"} Slashing damage.PoisonCharge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense.
Classes
Player’s Handbook
Defense, Weapon Mastery
2
+2
2
2
+2
Danger Sense, Reckless Attack
2
+2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
+2
2
4
+2
Ability Score Improvement
3
+2
3
5
+3
+4
4
19
+6
Epic Boon
6
+4
4
20
+6
Primal Champion
6
+4
4
Barbarian Class Features
As a Barbarian, you gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table.
Xorn
Legacy
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Monsters
Basic Rules (2014)
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Stone Camouflage. The xorn has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of
Monsters
Guildmasters’ Guide to Ravnica
to 100 feet.
The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence.
As an action, the felidar or the bonded creature can sense what the
) checks that rely on hearing or sight.
Pounce. If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15
Monsters
Waterdeep: Dungeon of the Mad Mage
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Stone Camouflage. The xorn has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the
social insects such as ants. They are divided into worker and warrior castes; choldriths, when present, occupy the top levels of a colony’s hierarchy. Each chitine has a social position that comes
Monsters
Mythic Odysseys of Theros
, crown of madness, suggestion
Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
Spells
Xanathar's Guide to Everything
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of
you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
such cards in that range. Effects that protect a target from divination magic block this sense.
Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
Command
Legacy
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Spells
Basic Rules (2014)
. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending
its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means
Arcane Hand
Legacy
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Spells
Basic Rules (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Gazer Familiar
Legacy
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Monsters
Volo's Guide to Monsters
its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other
up to 30 feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived
Spells
Xanathar's Guide to Everything
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves
emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Magic Items
Icewind Dale: Rime of the Frostmaiden
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn
Bigby's Hand
Legacy
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Spells
Player’s Handbook (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Monsters
Van Richten’s Guide to Ravenloft
or hybrid form only) or one Longsword attack (humanoid form only).
Mauling Pounce (Costs 2 Actions). The loup garou moves up to its speed without provoking opportunity attacks, and it can make one
Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only) against each creature it moves past.
Bite (Costs 3 Actions). The loup garou changes into hybrid or dire wolf
Monsters
The Book of Many Things
and it has advantage on attack rolls. The sphere moves with the veiled presence. When another creature starts its turn in the light or enters the light for the first time on its turn, that creature must
half as much damage on a successful one.The ultimate threat created by the Rogue card, the veiled presence is a Celestial for tier 4 play (levels 17 to 20). This being descends from an Outer Plane to
Cloudkill
Legacy
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Spells
Basic Rules (2014)
throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Wall of Thorns
Legacy
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Spells
Basic Rules (2014)
slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the
creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Shapechange
Legacy
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Spells
Basic Rules (2014)
, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are
so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you
Monsters
The Book of Many Things
actions at the start of its turn.
Cunning. The infiltrator escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attack
antagonist for tier 2 play (levels 5 to 10), the enchanting infiltrator is a Fey that beguiles and misdirects.The Rogue’s Lair
This villain resides in a place of power and safety, whether that
Monsters
Guildmasters’ Guide to Ravnica
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures
Monsters
The Book of Many Things
. The corrupter regains all spent legendary actions at the start of its turn.
Cunning. The corrupter escapes nonmagical restraints and ends the grappled and restrained conditions on itself, then moves
spaces at least 1 inch wide without squeezing.A challenge for tier 3 play (levels 11 to 16), the otherworldly corrupter is a horrific Aberration that infects or impersonates a host.The Rogue’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the
less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
restore a creature’s age to normal.
The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is
Monsters
Lost Laboratory of Kwalish
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
.
The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish
Monsters
Candlekeep Mysteries
;{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Heal Self"} hit points, and all levels of exhaustion end on him.Deflect Missile. In response to being hit by a ranged weapon attack, Bak Mei deflects
at a time and only at the end of another creature’s turn. Bak Mei regains spent legendary actions at the start of his turn.
Crane Dance. Bak Mei moves up to 20 feet. This movement does not
Monsters
The Book of Many Things
turn.
Cunning. The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attack;opportunity attacks.
Stab (Costs 2
", "rollDamageType":"psychic"} psychic damage, and the assassin has the invisible condition. This invisibility lasts until the end of the assassin’s next turn.Appropriate for tier 1 play (levels
Monsters
Mordenkainen Presents: Monsters of the Multiverse
isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Monsters
Vecna: Eve of Ruin
Climb. Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. When in contact with a web, Miska knows the exact location of any other
":"psychic"} psychic damage.
Skitter. Miska moves up to his speed without provoking opportunity attack;opportunity attacks.
Cast a Spell (Costs 2 Actions). Miska uses Spellcasting.Miska the Wolf
Spells
Sword Coast Adventurer's Guide
effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends
.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving
Magic Items
Baldur’s Gate: Descent into Avernus
shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.
While holding this shield, you gain a +2 bonus to AC and
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
Monsters
Icewind Dale: Rime of the Frostmaiden
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions






