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                        Returning 35 results for 'sacred gain locations'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
                                                
                                            
                                                
                                                    ; you learn those facts as they pertain to the spellâs area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DMâs
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
                                                
                                            
                                                
                                                    ", "rollAction":"Sacred Weapon"}, reach 10 ft. Hit: 31 (6d6 + 10);{"diceNotation":"6d6+10", "rollType":"damage", "rollAction":"Sacred Weapon", "rollDamageType":"Force"} Force damage, and the target has the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
                                                
                                            
                                                
                                                    ", "rollAction":"Sacred Weapon"}, reach 10 ft. Hit: 31 (6d6 + 10);{"diceNotation":"6d6+10", "rollType":"damage", "rollAction":"Sacred Weapon", "rollDamageType":"Force"} Force damage, and the target has the
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographerâs glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     versa, and the swarm can move through any opening large enough for a Tiny neogi hatchling. The swarm canât regain hit points or gain temporary hit points.Swarm of Bites. Melee Weapon Attack: +3
                                                
                                            
                                                
                                                    âs neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     effects.Multiattack. The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.
Hoof. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    "} radiant damage.
Sacred Fire. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Sacred Fire"} to hit, range 120 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, divine favor, shield of faith
2nd level (3 slots): enhance ability, hold
                                                
                                            
                                                
                                                    . And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong âŠ
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    ":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, sacred flame, thaumaturgy
1/day each: augury (cast as 1 action), bane, banishment, bestow curse, command, cure wounds
                                                
                                            
                                                
                                                     secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk canât gain or use is to be destroyed. Unsentimental by nature, yakfolk
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
                                                
                                            
                                                
                                                     actual locations, imposing disadvantage on the creatureâs attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
                                                
                                            
                                                
                                                     chosen scenic locations with anything that isnât food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz
                                                
                                            
                                        
                                                    Speak with Animals
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give
                                                
                                            
                                                
                                                     you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
                                                
                                            
                                        
                                                    Legend Lore
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more
                                                
                                            
                                                
                                                     spell might yield this information: âWoe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
                                                
                                            
                                        
                                                    Ki-rin
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
                                                
                                            
                                                
                                                     regains spent legendary actions at the start of its turn.
Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The ki-rin makes a hoof attack or casts sacred flame
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    .
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for dozens of
                                                
                                            
                                                
                                                     ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragonâs lair is changed by its presence, creating the following effects
                                                
                                            
                                        
                                                     Species
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hagâs influence: ears that split in forked points, skin in lurid
                                                
                                            
                                                
                                                     and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they ageâparticularly if a hag influenced them early in life or even
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for
                                                
                                            
                                                
                                                    , forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragonâs lair is changed by its presence, creating the following effects
                                                
                                            
                                        
                                                    Wave
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage
                                                
                                            
                                                
                                                     from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the
                                                
                                            
                                        
                                                    Bugbear
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
                                                
                                            
                                                
                                                     acts for bugbears. Garroting an unsuspecting creature and defeating foes in open battle are seen as acts of worship, in the same way that dwarves consider metalsmithing to be sacred to Moradin.
The
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     imbue their breath with terror-inducing spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of
                                                
                                            
                                                
                                                    -encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragonâs lair is changed by its
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     around their faces, to imbue their breath with terror-inducing spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering
                                                
                                            
                                                
                                                     dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Origin Feat
You gain the following benefits.
Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You canât use this
                                                
                                            
                                                
                                                     benefit if you have the Incapacitated condition.
Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
                                                
                                            
                                                
                                                    ;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     any order, so itâs up to you to decide when the characters gain these levels. Consider using two of the following suggestions: The characters gain a level after completing three adventuring locations
                                                
                                            
                                                
                                                    Character Advancement In this chapter, the characters advance from 6th to 8th level as they traverse the Northern Wastes. This chapter features multiple adventuring locations that can be explored in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     locations described in this chapter. The characters gain a level if they accomplish an extraordinary feat, such as ending the feud between the goliath clans of Skytower Shelter and Wyrmdoom Crag, or
                                                
                                            
                                                
                                                     surviving a close encounter with Arveiaturace the White Wyrm. Once the characters reach 7th level, they should no long gain levels by exploring locations or surviving random encounters in this chapter. Instead, direct them to the locations described in chapters 5 through 7.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great
                                                
                                            
                                                
                                                     speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Character Advancement The characters gain a level if they contribute to the dragonâs destruction. If theyâre not 7th level by the end of this chapter, lure them to some of the locations in chapter 2 so that they can gain enough levels before continuing with the later chapters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Dissecting the Adventure You can dissect this adventure and use pieces of it rather than the whole thing. Nothing in this adventure is too sacred to tamper with and repurpose to serve your own needs
                                                
                                            
                                                
                                                    . Most of the locations described in this book can be used as stand-alone adventure sites. With a little effort and a few name changes, you can take these adventure locations out of Icewind Dale and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Eidolon Ghostly spirits bound by a sacred oath to safeguard places of import to the divine, eidolons stalk temples and vaults to ensure that no enemy can gain a foothold against the godsâ cause. If
                                                
                                            
                                                
                                                     an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You canât gain this Charm again while you still have it. Craft: Sacred Focus. When you
                                                
                                            
                                                
                                                     displayed in this facility, which includes a quiet place for worship. Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see âSupernatural Giftsâ in chapter 3) that lasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Paladin MICHAEL BROUSSARD  A Devout Warrior of Sacred Oaths  Core Paladin Traits   Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
                                                
                                            
                                                
                                                     forces of annihilation and corruption. Whether sworn before a godâs altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
 Range: Self
 Components: V, S
 Duration: Instantaneous
 You commune with nature spirits and gain knowledge
                                                
                                            
                                                
                                                    : Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DMâs choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
                                                
                                            
                                                
                                                    , 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
 Range: Self
 Components: V, S
 Duration: Instantaneous
 You commune with nature spirits and gain knowledge
                                                
                                            
                                                
                                                    : Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DMâs choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
                                                
                                            
                                                
                                                    , 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    , individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
                                                
                                            
                                                
                                                     concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
                                                
                                            
                                        






