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Returning 35 results for 'planes attuned and his cast'.
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plane attuned and his cast
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Magic Items
Dungeon Master’s Guide (2024)
check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table
.
1d100
Destination
01–60
Random location on the plane you named
61–70
Random location on an Inner Planes;Inner Plane determined by rolling 1d6: on a 1, the Elemental Plane
Magic Items
Dungeon Master’s Guide (2024)
linked to planes determined by the DM.
The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the
following spells using the cube.
Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.
Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.
Species
Player’s Handbook
Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.
No longer able
to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence
Magic Items
Dungeon Master’s Guide (2024)
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
Spells
Player’s Handbook
or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane
Magic Items
Dungeon Master’s Guide (2024)
spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until
Magic Items
Dungeon Master’s Guide (2024)
;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Magic Items
D&D Free Rules (2024)
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted
Magic Items
Dungeon Master’s Guide (2024)
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide (2024)
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
Magic Items
Dungeon Master’s Guide (2024)
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
Magic Items
Dungeon Master’s Guide (2024)
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone
Magic Items
Dungeon Master’s Guide (2024)
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Magic Items
Dungeon Master’s Guide (2024)
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere
Monsters
Mythic Odysseys of Theros
magic garment. A wearer who is attuned to the garment, as to a magic item, receives the favor of the gods in the form of a magical benefit. Use the Powers of the Fleece table to determine the property of
(Persuasion) checks.
3
Calming Presence. The wearer can cast calm emotions once per day (save DC 13).
4
Trail of Flowers. Wherever the wearer of the fleece walks, flowers spring up magically behind them
Magic Items
Planescape: Adventures in the Multiverse
can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn.
Planar Knowledge
. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
Monsters
Waterdeep: Dungeon of the Mad Mage
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Magic Items
Acquisitions Incorporated
within 30 feet of you, you gain a +1 bonus to AC.
Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your
created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars
Monsters
Keys from the Golden Vault
the shard solitaire (diamond);shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.)
If the simulacrum drops to 0 hit points, it turns to snow
Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The simulacrum can cast disguise self and invisibility at will and has
Monsters
Planescape: Adventures in the Multiverse
’s next turn.
Plane Shift (3/Day). The kolyarut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The kolyarut can cast the spell normally
, or it can cast the spell on an unwilling creature it can see within 60 feet of itself. If it uses the latter option, the targeted creature must succeed on a DC 18 Charisma saving throw or be sent to a
Spells
Planescape: Adventures in the Multiverse
You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened for the duration. Spells and other effects that allow planar
travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
Magic Items
Quests from the Infinite Staircase
The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.
You gain a +3
condition until the start of your next turn. Celestials have disadvantage on the save.
Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the
Magic Items
Tyranny of Dragons
attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. Witch has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Special Equipment. Witch carries and is attuned to the Witchlight watch.Multiattack
","rollType":"roll","rollAction":"Witchlight watch"}; on a roll of 3 or 8, Witch can’t cast the spell again until the next dawn), messageWitch, who used to go by the name Naeryx Krumple, spent his
Monsters
Mordenkainen Presents: Monsters of the Multiverse
door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually
becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
Monsters
The Book of Many Things
Legendary Resistance (2/Day). If the hag fails a saving throw, it can choose to succeed instead.
Trace the Threads (1/Day). The hag can cast the Legend Lore spell, requiring no material components
attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell.
Fate hags carry gleaming magical shears they use to snip strands of
Monsters
Planescape: Adventures in the Multiverse
;Cast a Spell, or Dash. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a
described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Magic Items
Vecna: Eve of Ruin
Eons ago, a war between the primordials and the gods scarred the planes of existence. A demon lord named Miska the Wolf-Spider eventually pushed the primordials’ enemies to the brink of
result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Seven Parts.
Possessing the Broken Rod. The rod can’t be attuned
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
imitations with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of the Fetid Gaze are within 30 feet of one another, they can each cast the following spells from
Magic Items
The Wild Beyond the Witchlight
can’t be blinded, deafened, petrified, or stunned.
While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no
This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds.
Magic Weapon. In the hands of one who is attuned to it, the vane can be
Monsters
Planescape: Adventures in the Multiverse
this way, the creature loses all weapon and skill proficiencies, it can’t cast spells, it can’t understand language, and it has disadvantage on Intelligence saving throws. The target can
forget their combat training, spellcasting abilities, and other skills.
Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for
Magic Items
The Book of Many Things
The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges
action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in