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Returning 35 results for 'planes allows'.
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plane allows
Classes
Player’s Handbook
Call on the Power of the Heavens
Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another
heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.
The Celestial
Legacy
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Classes
Xanathar's Guide to Everything
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact
with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might
Monsters
The Wild Beyond the Witchlight
an amulet of the planes and a robe of the archmagi.Multiattack. Iggwilv makes two Bewitching Bolt attacks.
Bewitching Bolt. Melee or Ranged Spell Attack: +16;{"diceNotation":"1d20+16","rollType":"to
and across planes to escape the worst of them. She eventually took a page from her mother’s book and sequestered herself in the Feywild, where she assumed the guise of an archfey and carved out
Monsters
Bigby Presents: Glory of the Giants
games of chance and wit. A destiny gambler is a cloud giant who has won increasingly high-stakes wagers against other giants, smaller folk, and even beings from the Outer Planes.
Destiny gamblers wear
half masks that cover their eyes. The masks’ runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical
Backgrounds
Baldur’s Gate: Descent into Avernus
powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the
contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander
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
magic-items
These seven scrolls each cover a different topic concerning the relationship between the gods, the material world, and the planes. Those who master them can create doors to other worlds.
Language
: Celestial.
Attunement Check: Intelligence (Religion) DC 20. To end your attunement to the Seven Cryptical Books of Hsan, you must visit each of the seven realms that it allows access to.
Benefits
Hermit
Legacy
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Backgrounds
Player’s Handbook (2014)
seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have
contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander
magic-items
door, a parchment covered with strange runes, or anything else that holds a secret is an irresistible lure to you.
Lore: The Book of Dzyan allows you to automatically succeed all DC 25 or lower checks made to learn about creatures of the planes.
monsters
of the jolly “Motley Man.” He has stolen a psychic imprint of her Dorianna’s right hand, which allows him to cast the Arcane Hand spell. When he casts Arcane Hand in this way, the
are on different planes of existence. In addition, the target has Disadvantage on any saving throws to avoid or end the spell. Ysondkhelir carries one Leng ruby worth 500 GP.ColdExtra damage caused
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half
, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
precision. Etherealness allows adventurers to enter the Ethereal Plane. And Astral Projection lets adventurers project themselves into the Astral Plane and from there travel to the Outer Planes.
Spells A number of spells allow direct or indirect access to different planes of existence. Gate and Plane Shift can directly transport adventurers to any other plane, with different degrees of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
precision. Etherealness allows adventurers to enter the Ethereal Plane. And Astral Projection lets adventurers project themselves into the Astral Plane and from there travel to the Outer Planes.
Spells A number of spells allow direct or indirect access to different planes of existence. Gate and Plane Shift can directly transport adventurers to any other plane, with different degrees of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
leaving that plane. Magic that summons creatures or objects from other planes, or that allows contact with beings from other planes, functions normally inside the Donjon Sphere, as does magic that involves
Magic in the Sphere No spell other than Wish can be used to leave the Donjon Sphere or transport a character from one part of it to another. Effects that banish creatures to other planes of existence
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
leaving that plane. Magic that summons creatures or objects from other planes, or that allows contact with beings from other planes, functions normally inside the Donjon Sphere, as does magic that involves
Magic in the Sphere No spell other than Wish can be used to leave the Donjon Sphere or transport a character from one part of it to another. Effects that banish creatures to other planes of existence
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Alterations to Magic The land of Barovia resides in its own demiplane, isolated from all other planes, including the Material Plane. No spell—not even wish—allows one to escape from Strahd’s domain
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Alterations to Magic The land of Barovia resides in its own demiplane, isolated from all other planes, including the Material Plane. No spell—not even wish—allows one to escape from Strahd’s domain
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
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->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->Basic Rules (2014)
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Since the Outer Planes are as much spiritual states of being as they are physical places, this allows a character to manifest in an Outer Plane as if he or she had physically traveled there, but as in
of his or her helpless physical body on the Material Plane) can result in the character’s true death. Thus, high-level characters sometimes travel to the Outer Planes by way of astral projection rather
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in
large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Since the Outer Planes are as much spiritual states of being as they are physical places, this allows a character to manifest in an Outer Plane as if he or she had physically traveled there, but as in
of his or her helpless physical body on the Material Plane) can result in the character’s true death. Thus, high-level characters sometimes travel to the Outer Planes by way of astral projection rather
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
,” called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal
enter the Border Ethereal. The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
,” called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal
enter the Border Ethereal. The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in
large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—the Mazes swallow their prisoners in an instant. The Mazes resemble a dense labyrinth of empty streets and alleys in Sigil but are devoid of life and repeat endlessly. No magic allows a creature
banished to the Mazes to escape or communicate with the planes beyond. Creatures in the Mazes don’t require food, drink, or sleep and are cursed to an indefinite, isolated existence. An urban legend states
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—the Mazes swallow their prisoners in an instant. The Mazes resemble a dense labyrinth of empty streets and alleys in Sigil but are devoid of life and repeat endlessly. No magic allows a creature
banished to the Mazes to escape or communicate with the planes beyond. Creatures in the Mazes don’t require food, drink, or sleep and are cursed to an indefinite, isolated existence. An urban legend states
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Spells Sarya raised her hands and began to declaim the words of a very powerful spell, one of the most dangerous she knew, a spell designed to breach the barriers between the planes and create a
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->Xanathar's Guide to Everything
The Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting
bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Spells Sarya raised her hands and began to declaim the words of a very powerful spell, one of the most dangerous she knew, a spell designed to breach the barriers between the planes and create a
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->Xanathar's Guide to Everything
The Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting
bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs