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Returning 35 results for 'spell gain location'.
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
Spells
Playerâs 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 sequenceâa 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
Playerâs 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
Monsters
Monster Manual
ability checks and attack rolls.
Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.Multiattack
of the Spider Queen (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Magic of the Spider Queen"}. The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move
through an opening large enough for a Medium creature. The swarm canât regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
Spells
Playerâs Handbook
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a
Spells
Playerâs Handbook
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Monsters
Monster Manual
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
is destroyed if its penalty reaches â5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
Spells
Playerâs 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
nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can
Spells
Playerâs Handbook
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early
if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
Spells
Playerâs Handbook
, read its thoughts, or magically detect its location, and no spellânot even Wishâcan gather information about the target, observe it remotely, or control its mind.
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment
Magic Items
Dungeon Masterâs Guide
While holding this wand, you gain a bonus to spell attack rolls determined by the wandâs rarity. In addition, you ignore Half Cover when making a spell attack roll.
Spells
Playerâs Handbook
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
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
Spells
Playerâs Handbook
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).
An eyeball bobs in this potionâs yellowish liquid but vanishes when the potion is opened.
Spells
Playerâs Handbook
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits
. Creatures of those types have Disadvantage on attack rolls against the target. The target also canât be possession;possessed by or gain the Charmed or Frightened conditions from them. If the target
Magic Items
Dungeon Masterâs Guide
, whereupon the rodâs 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 rodâs head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Magic Items
Dungeon Masterâs Guide
While youâre wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a
Spells
Playerâs Handbook
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each
case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spells
Playerâs Handbook
This spell grants the ability to move across any liquid surfaceâsuch as water, acid, mud, snow, quicksand, or lavaâas if it were harmless solid ground (creatures crossing molten lava can
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
Magic Items
Dungeon Masterâs Guide
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rodâs rarity.
In addition, you can regain one
spell slot as a Magic action while holding the rod. You canât use this property again until you finish a Long Rest.
Spells
Playerâs Handbook
spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour.
This potionâs liquid is a clear concoction with bits of salt and soot swirling in it.
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).
This potionâs dense, purple liquid has an ovoid cloud of pink floating in it.
Magic Items
Dungeon Masterâs Guide
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armorâs clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.
Curse. Once you don this cursed armor, you canât doff it unless you
Monsters
Monster Manual
;eanâs choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At Will: Calm
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyreanâs next turn. The empyrean canât take this action again until the start of its
Magic Items
Dungeon Masterâs Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you arenât wearing armor, your base Armor Class is 15 plus
your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you gain the âreduceâ effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).
The red in the potionâs liquid continuously
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potionâs container seems to hold fog that moves and pours like water.
Spells
Playerâs Handbook
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell
would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldnât reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals
Monsters
Monster Manual
;eanâs choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At Will: Calm
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyreanâs next turn. The empyrean canât take this action again until the start of its
Magic Items
Dungeon Masterâs Guide
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard
spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you donât know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.
This potionâs yellow fluid is streaked with black and swirls on its own.
Spells
Playerâs Handbook
, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as âa person dressed in the uniform of the town guardâ or &ldquo
;a red-haired dwarf wearing a pointed hat.â You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles






