Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'sense see adventure'.
Other Suggestions:
serve see adventurers
senses see adventurers
sends see adventurers
seize see adventurers
since see adventurers
Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
Spells
Player’s Handbook
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with
Spells
Player’s Handbook
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
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
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
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
communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Becoming a
Magic Items
Dungeon Master’s Guide
free from the socket. The hand is a shriveled left extremity.
Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see Artifacts
Sleep
1
Slow
2
Teleport
3
Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits:
Danger Sense. You have Advantage
Classes
Player’s Handbook
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
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
Monsters
Fizban's Treasury of Dragons
dragon’s might. They serve as enforcers of their masters’ will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are
foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon’s reward, and they dream of a world where dragons can live among them as their rulers.
Monsters
Planescape: Adventures in the Multiverse
Portal Sense. The bloodhound can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each portal.Multiattack. The bloodhound
. These trackers pursue their targets across the planes.Marked for Pursuit (3/Day). The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must
Monsters
Mythic Odysseys of Theros
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4
Monsters
Mythic Odysseys of Theros
.
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was
Monsters
Planescape: Adventures in the Multiverse
Portal Sense. The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance
Planes and frequently taking on aspects of those planes (see “Planar Influences” in Morte’s Planar Parade).Mighty Leap. The bariaur jumps a distance up to its walking speed.
Monsters
Fizban's Treasury of Dragons
: calm emotions, charm person, command, comprehend languagesDisarming Words (3/Day). When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a d6
benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life
Monsters
Fizban's Treasury of Dragons
scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
Monsters
Guildmasters’ Guide to Ravnica
Bonding. The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds
to 100 feet.
The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence.
As an action, the felidar or the bonded creature can sense what the
Monsters
Fizban's Treasury of Dragons
clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like starlight between
)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
Spells
Xanathar's Guide to Everything
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of
Monsters
The Wild Beyond the Witchlight
":"slashing"} slashing damage.Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well.Croak of Charming
(Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the knight until the end of its next turn.
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
, where they serve the vicious will of Tymaret the Murder King (see chapter 3).
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they
Monsters
Strixhaven: A Curriculum of Chaos
).
Sanguine Sense. While Y’demi isn’t blinded, she can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas
’s choice that she can see in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Blood
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
such cards in that range. Effects that protect a target from divination magic block this sense.
Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the
Backgrounds
Baldur’s Gate: Descent into Avernus
; literally or otherwise — as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely
comes to us all eventually.
2
I never make eye contact or hold it unflinchingly.
3
I have no sense of humor. Laughing is uncomfortable and embarrassing.
4
I overexert myself
Monsters
Fizban's Treasury of Dragons
of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do
disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks
Monsters
Mythic Odysseys of Theros
, crown of madness, suggestion
Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
Monsters
Tales from the Yawning Portal
","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13
’s next turn.Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released
Monsters
The Book of Many Things
Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects.
Sense Magic. The talon beast can detect and pinpoint the location of magic within 120 feet
another target.Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But
Monsters
Fizban's Treasury of Dragons
treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons
. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)
4
Order. An organized hoard makes me happy—and you don’t want to see me
Monsters
Mythic Odysseys of Theros
","rollDamageType":"force"} force damage.Divine Insight (3/Day). When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with
divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
Monsters
Tomb of Annihilation
"} radiant damage.
Sense Alignment. Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.
Monsters
Strixhaven: A Curriculum of Chaos
).
Sanguine Sense. While the blood mage isn’t blinded, it can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas
blood mage’s choice that it can see in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction
Monsters
The Wild Beyond the Witchlight
Special Equipment. Strongheart wields Steel, a sentient, lawful good longsword (see appendix A).Multiattack. Strongheart makes three Steel attacks.
Steel. Melee Weapon Attack: +6;{"diceNotation
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
Monsters
Fizban's Treasury of Dragons
that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20
. (Any)
4
Order. An organized hoard makes me happy—and you don’t want to see me unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and
Monsters
The Wild Beyond the Witchlight
start of her turn.
Witchcraft. Iggwilv uses Spellcasting or Fey Step.
Dark Speech (Costs 2 Actions). Iggwilv utters a phrase in a forbidden language and targets one or two creatures she can see within
Speech for 24 hours.
Fey Beguilement (Costs 3 Actions). Iggwilv targets one creature she can see within 60 feet of her. The target must succeed on a DC 22 Charisma saving throw or be possessed by a