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Returning 35 results for 'see of rage domain voice'.
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Spells
Player’s Handbook
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else
Monsters
Monster Manual
Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6);{"diceNotation":"4d6", "rollType":"roll", "rollAction":"Energy Drain
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
your message.
When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something
Monsters
Monster Manual
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Magic Items
Dungeon Master’s Guide
to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
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
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Magic Items
Ravenloft: The Horrors Within
The Darklord of the Domain of Dread known as the Shadowlands is Ebonbane, a sapient sword. Ebonbane uses its monster stat block while in Shadowborn Manor.
Bound to the Shadowlands. When you enter a
space outside of the Shadowlands, your Attunement immediately ends and Ebonbane teleports to somewhere in Shadowborn Manor.
Insatiable Rage. The sword demands destruction. If the sword hasn’t
Monsters
Stranger Things: Welcome to the Hellfire Club
":"damage", "rollAction":"Fiery Claw", "rollDamageType":"Fire"} Fire damage.
Power Chord. Constitution Saving Throw: DC 14, one creature Dardew can see within 120 ft. Failure: 13 (3d6 + 3);{"diceNotation
otherworldly power. His red skin and leathery wings betray his fiendish nature, and his boisterous but smooth voice commands attention. When that fails him, he accentuates his words with audacious riffs on his
Monsters
Forgotten Realms: Adventures in Faerûn
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Forgotten Realms: Adventures in Faerûn
all expended uses at the start of each of its turns.
Retaliation. Zlan makes one Slam or Bewildering Bolt attack.
Stoke Paranoia. Wisdom Saving Throw: DC 19, one creature Zlan can see within 30 feet
liches, creating an amalgamated form.
Zlan is the foremost mind among the liches and controls the body, The other liches rage and scheme about being subsidiary to someone they once considered both a
Monsters
Forgotten Realms: Adventures in Faerûn
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it
Monsters
Forgotten Realms: Adventures in Faerûn
creature Karas can see within 90 feet of herself. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Harrow", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a
Monsters
Guildmasters’ Guide to Ravnica
. Trostani makes one melee attack, with advantage on the attack roll.
Voice of Life. Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her.
Voice of Order
","rollType":"damage","rollAction":"Touch of Order","rollDamageType":"radiant"} radiant damage, and Trostani can choose one magic item she can see in the target’s possession. Unless it’s an
Magic Items
Phandelver and Below: The Shattered Obelisk
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for
1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening
feats
and drain your life force. You gain the following features.
Domain Traveler. When you enter the Mists intent on reaching a specific domain, you are treated as if you possess a Mist talisman keyed to
that domain. To use this feature, you must know the name of the domain you have chosen as your destination, but you don’t need to have previously visited that land. This trait doesn’t allow
monsters
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Vladeska fails a saving throw, she can choose to succeed instead.Multiattack. Vladeska makes two Pike attacks. She can replace one attack with an
creature in a 20-foot-radius, 60-foot-high Cylinder centered on a point Vladeska can see within 300 feet. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Artillery Fire
monsters
;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Darklord Restoration"} weeks somewhere in Kartakass.
Legendary Resistance (3/Day, or 4/Day in Domain). If Harkon fails a saving throw, he can
originating from Harkon. Failure: The target has the Charmed condition for 1 hour or until it takes damage.Legendary Action Uses: 3 (4 in Domain). Immediately after another creature’s turn
monsters
’Akir is an area of extreme heat (see the Dungeon Master’s Guide).
Closing the Borders. While in his domain, Ankhtepot can close or open the borders to Har’Akir at will. While the
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Ankhtepot fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ankhtepot has Advantage on saving throws against spells and
Monsters
Domains of Delight: A Feywild Accessory
Fey Rebirth. If Yarnspinner dies in his Domain of Delight, he revives with all his hit points 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Fey Rebirth (Days)"} days later in a safe
location in that domain.
Legendary Resistance (3/Day). If Yarnspinner fails a saving throw, he can choose to succeed instead.
Spider Climb. Yarnspinner can climb difficult surfaces, including upside down
monsters
"} days in Castle Avernus in Darkon.
Legendary Resistance (4/Day, or 5/Day in Domain). If Azalin fails a saving throw, he can choose to succeed instead.Multiattack. Azalin makes three attacks, using
hour or until Azalin takes this Reaction again, Azalin can cast that spell once, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Domain). Immediately after another
monsters
Domain). If Cthulhu fails a saving throw, it can choose to succeed instead.
Magic Resistance. Cthulhu has Advantage on saving throws against spells and other magical effects.Multiattack. Cthulhu makes
Point maximum decreases by an amount equal to the Psychic damage taken, and Cthulhu regains Hit Points equal to that amount.Legendary Action Uses: 3 (4 in Domain). Immediately after another creature
classes
gods’ blessing during the next foray into the wilds.
You gain domain spells at the cleric levels listed in the Hunt Domain Spells table. See the Divine Domain class feature for how domain
spells work.
Hunt Domain Spells
Cleric Level
Spells
1st
entangle, longstrider
3rd
locate animals or plants, pass without trace
5th
conjure animals, haste
7th
freedom of movement, locate creature
9th
commune with nature, hold monster
monsters
Resistance (3/Day, or 4/Day in Domain). If Hazlik fails a saving throw, he can choose to succeed instead.
Magic Resistance. Hazlik has Advantage on saving throws against spells and other magical
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Domain). Immediately after another creature’s turn, Hazlik can expend a
monsters
with all her Hit Points somewhere in Kalakeri.
Legendary Resistance (3/Day, or 4/Day in Domain). If Ramya fails a saving throw, she can choose to succeed instead.
Magic Resistance. Ramya has Advantage
", "rollType":"recharge", "rollAction":"Vengeful Fire"}. Dexterity Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point Ramya can see within 120 feet. Failure: 28 (8d6
monsters
Restoration"} weeks somewhere in Lamordia.
Legendary Resistance (3/Day, or 4/Day in Domain). If Viktra fails a saving throw, she can choose to succeed instead.Multiattack. Viktra makes two Lightning Rod
until the start of its next turn.
Syringe. Constitution Saving Throw: DC 16, one creature Viktra can see within 5 feet. Failure: The target has the Poisoned condition for 1 minute. While Poisoned in
Magic Items
Vecna: Eve of Ruin
After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time
, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the
monsters
Movement", "rollDamageType":"Force"} Force damage if she ends her turn inside an object.
Lie Detector. Saidra knows whether she hears a lie.
Legendary Resistance (3/Day, or 4/Day in Domain). If Saidra
Throw: DC 15, one creature Saidra can see within 30 feet. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Life Drain", "rollDamageType":"Necrotic"} Necrotic damage, and its
monsters
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lord Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lord Soth has Advantage on saving throws against spells and other
":"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
monsters
", "rollDamageType":"Force"} Force damage if he ends his turn inside an object.
Legendary Resistance (3/Day, or 4/Day in Domain). If Wilfred fails a saving throw, he can choose to succeed instead
+3", "rollType":"damage", "rollAction":"Hunting Rifle", "rollDamageType":"Necrotic"} Necrotic damage.Redirect Attack. Trigger: A creature Wilfred can see makes an attack roll against him. Response
backgrounds
Ability Scores: Dexterity, Constitution, Wisdom
Feat: A Dark Gift feat of your choice (see “Feats” later in this chapter; Mist Walker is recommended)
Skill Proficiencies: Survival and
Clothes, and 30 GP; or (B) 50 GP
You once knew your home. But one day, the Mists rose and drew you into a Domain of Dread. Ever since, you have wandered between domains, braving the mercurial Mists
Classes
Sword Coast Adventurer's Guide
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unoccupied space he can see.Fearful Voice (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fearful Voice"}. In response to taking damage, Hutijin utters a dreadful word of power
each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours.Hutijin can take 3 legendary actions, choosing from
monsters
Shadowborn Manor. Until it revives, Ebonbane acts as a Longsword, +3;+3 Longsword when wielded by a creature.
Legendary Resistance (3/Day, or 4/Day in Domain). If Ebonbane fails a saving throw, it can
Action Uses: 3 (4 in Domain). Immediately after another creature’s turn, Ebonbane can expend a use to take one of the following actions. Ebonbane regains all expended uses at the start of each of its
Unicorn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8