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Returning 35 results for 'see class locations'.
Other Suggestions:
see class location
see close location
see cross location
see casts location
see closes location
Spells
Player’s Handbook
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
Magic Items
Dungeon Master’s Guide
either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have
Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).
Additionally, you can focus your senses as a Magic action to discern the distance
Magic Items
Dungeon Master’s Guide
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Classes
Player’s Handbook
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
;
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Favored Enemy
Prepared Spells
1
2
3
4
5
1
+2
Spellcasting, Favored Enemy, Weapon Mastery
2
2
2
Spells
Player’s Handbook
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an ally you can see
Classes
Player’s Handbook
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Classes
Player’s Handbook
personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own
features, which are listed in the Barbarian Features table.
Barbarian Features
Level
Proficiency Bonus
Class Features
Rages
Rage Damage
Weapon Mastery
1
+2
Rage, Unarmored
Classes
Player’s Handbook
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
Classes
Player’s Handbook
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Magic Items
Dungeon Master’s Guide
.
Random Properties. The sword has the following random properties (see “Artifacts”):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Classes
Player’s Handbook
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Classes
Player’s Handbook
, proficiency with one Musical Instrument of your choice, and training with Light armor.
Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Classes
Player’s Handbook
table. See the multiclassing rules to determine your available spell slots.
Cleric Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Channel Divinity
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Divine Order
—
3
4
2
—
—
—
—
—
&mdash
Classes
Player’s Handbook
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic
Classes
Eberron: Forge of the Artificer
, Thieves' Tools, Tinker's Tools, Dungeoneer's Pack, and 16 GP; or (B) 150 GP
Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see
Artificer’s level 1 features, which are listed in the Artificer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your
Monsters
Forgotten Realms: Adventures in Faerûn
. The dragon moves up to half its Speed, and it makes one Rend attack.
Spore Salvo. Constitution Saving Throw: DC 20, one creature within 30 feet of the dragon that it can see. Failure: 16 (3d10
-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’s lair is changed by its
Monsters
Forgotten Realms: Adventures in Faerûn
dragon moves up to half its Speed, and it makes one Rend attack.
Spore Salvo. Constitution Saving Throw: DC 15, one creature within 30 feet of the dragon that it can see. Failure: 13 (3d8
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
Eberron: Forge of the Artificer
level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also always have the See Invisibility
spell prepared and can cast it the same way.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to that feature's
Feats
Eberron: Forge of the Artificer
this feat).
Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can take a Reaction to swap places with that creature, and you are hit by the attack
class feature, the spells on the Mark of Sentinel Spells table are added to that feature's spell list.
Mark of Sentinel Spells
Spell Level
Spells
1
Compelled Duel, Shield of
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
":"recharge", "rollAction":"Cataclysmic Fire"}. Dexterity Saving Throw: DC 19, each creature in a 20-foot-radius Sphere centered on a point Lord Soth can see within 120 feet. Failure: 24 (7d6
Soth.
Nedragaard Keep
Nedragaard Keep is a towerlike fortress of crumbling, flame-scarred stone. Prominent locations in the keep have the following features:
Gatehouse. Undead soldiers guard the
Monsters
Waterdeep: Dragon Heist
","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a
melee weapon.Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels
Noble
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a
melee weapon.Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels
Magic Items
Legendary Magic Items
two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an action to relocate
create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single opening that connects their locations.
A
Monsters
Waterdeep: Dragon Heist
against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the upper class
Monsters
Storm King's Thunder
adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the
upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Monsters
Baldur’s Gate: Descent into Avernus
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
":"recharge","rollAction":"Possession"}. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the
Banshee
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction
.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the
Monsters
The Book of Many Things
Ethereal Sight. Gremorly can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Gremorly can move through other creatures and objects as if
Strike", "rollDamageType":"necrotic"} necrotic damage.
Fell Necromancy. Gremorly targets one creature he can see within 60 feet of himself. The target must make a DC 16 Constitution saving throw
Monsters
Storm King's Thunder
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
":"recharge","rollAction":"Possession"}. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the
Monsters
Divine Contention
Ethereal Sight. Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Ebondeath can move through other creatures and objects as if
affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute
Monsters
Dragonlance: Shadow of the Dragon Queen
Ethereal Sight. Leedara can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa.
Incorporeal Movement. Leedara can move through other creatures and objects as if
feet of Leedara that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType