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                        Returning 35 results for 'sheds gain location'.
                    
                
                        
                            
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                                        shields gain location
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                    , whereupon the rodās 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
                                                
                                            
                                                
                                                     throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rodās head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
                                                
                                            
                                        
                                                     Spells
                                                    Playerās 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 spellās area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DMās
                                                
                                            
                                        
                                                     Spells
                                                    Playerās Handbook
                                                    
                                                
                                            
                                                    You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet
                                                
                                            
                                                
                                                     of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those
                                                
                                            
                                        
                                                     Spells
                                                    Playerās Handbook
                                                    
                                                
                                            
                                                    As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
                                                
                                            
                                                
                                                     circles. Each circle includes a unique sigil sequenceāa string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
                                                
                                            
                                        
                                                     Spells
                                                    Playerās Handbook
                                                    
                                                
                                            
                                                    You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
                                                
                                            
                                                
                                                     transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                    Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
                                                
                                            
                                                
                                                    .
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You canāt be located by any Divination magic, but a Wish spell can reveal the location
                                                
                                            
                                                
                                                     which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     which is determined by the swarmās location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect
                                                
                                            
                                                
                                                     gain temporary hit points.Stings. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Stings"} to hit, reach 0 ft., one creature in the swarmās space. Hit: 10 (3d4
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn.
Neutral Plane. If the target is concentrating on a spell or similar effect, it makes the
                                                
                                            
                                                
                                                     sunfly sheds bright light in a 5-foot radius and dim light for an additional 5 feet, or it uses a bonus action to extinguish the light.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     any opening large enough for a Tiny hoard scarab;scarab. The swarm canāt regain hit points or gain temporary hit points.Swarm of Bites. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
                                                
                                            
                                                
                                                     produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lairās draconic owner to sense intrudersā location as
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Astral Existence. The apparition can exist only on the Astral Plane. If it is sent to a location not on the Astral Plane, the apparition is destroyed.
Illumination. While it has at least 1 hit point
                                                
                                            
                                                
                                                    , the apparition sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Incorporeal Movement. The apparition can move through other creatures and objects as if they were
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm canāt regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any
                                                
                                            
                                                
                                                     psionic abilities and the accumulated memories of its constituents.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lairās draconic owner to sense intrudersā location as they move about the
                                                
                                            
                                                
                                                     for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and canāt benefit from being invisible. In addition, every Dragon within 1 mile of the creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While
                                                
                                            
                                                
                                                     surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Swarm. The swarm can occupy another creatureās space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm canāt regain hit points or gain
                                                
                                            
                                                
                                                     telepathy.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or
                                                
                                            
                                                
                                                     Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
                                                
                                            
                                                
                                                     is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or
                                                
                                            
                                                
                                                     Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair
                                                
                                            
                                                
                                                     the undying form of a storm giant clinging to existence.
A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your
                                                
                                            
                                                
                                                     chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A.Necrotic, Poison
                                                
                                            
                                                
                                                    , PsychicPhantasmal Duplicates. The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutateās true location and last until the end of
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt recognize the weapon on sight and attack any giant that wields it.
You gain a +1
                                                
                                            
                                                
                                                     target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light canāt be shut off in these conditions.
As an action, you can cast a
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     through that space.
Illumination. Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to
                                                
                                            
                                                
                                                     in the area that isnāt resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepterās location was
                                                
                                            
                                                
                                                     with a ring of seven tiny blue gems at the top.
You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
You can use the properties of the Wyrmskull
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     lower cargo hold or a location it can see.
Withering Touch. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Withering Touch"} to hit, reach 5 ft., one target. Hit: 17
                                                
                                            
                                                
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Waterdeep and is meant to be worn or carried.
While wearing the badge, you gain a +2 bonus to AC if you arenāt using a shield.
If the badge is more than 5 feet away from you for more than 1
                                                
                                            
                                                
                                                     minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion ā nothing seems to mark it. Ironfang contains a spark of OgrĆ©moch, the Prince of Evil Earth.
You gain a +2
                                                
                                            
                                                
                                                     bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.
Earth Mastery. You gain the following benefits while you hold
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
                                                
                                            
                                                
                                                     groups of adventurers try to gain decisive control of just a small section of Undermountainās halls, Halaster constantly alters the dungeonās perils to thwart them.
Halasterās true
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     around him. Given enough time in a single location, Grazāzt can twist it with his power.
Grazāztās lair is a den of ostentation and hedonism. It is adorned with finery and decorations
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Grazāzt
Grazāzt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ;orc,ā but the runes are depicted with a gap or slash through the markings; the word āorcā is literally split in two.
You gain the following benefits while holding this magic weapon
                                                
                                            
                                                
                                                    :
You gain a +2 bonus to attack and damage rolls made with it.
When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift
                                                
                                            
                                                
                                                    . A creature can be affected only once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     this spear, the target takes an extra 2d8 radiant damage.
Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
Piety 3
                                                
                                            
                                                
                                                    +. You gain 15 temporary hit points each dawn.
Piety 10+. The spear has 1 randomly determined minor beneficial property.
Piety 25+. The spear has 1 additional randomly determined minor beneficial
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only
                                                
                                            
                                                
                                                     once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers. Whispers can be heard on the wind within
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     there is nowhere to move, in which case it neednāt take the Dash action. If the creature ends its turn in a location where it doesnāt have line of sight to Moloch, the creature can repeat
                                                
                                            
                                                
                                                     Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells
                                                
                                            
                                        





