Gleam | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Metabot's Manual of Magical Maneuvers

Gleam

4-level Divination

Casting Time 1 bonus action
Range 30ft
Duration Concentration, up to 1 minute
Components V, S

You peer into the machinations of an enemy's mind, and use this information against them. A creature in range that you can see must make a Charisma saving throw. On a failure, you have advantage on all attacks against them and they have disadvantage on all attacks against you until the end of their next turn.
You automatically know the target’s location. The target can never be hidden from you. You can see through any illusions conjured by the target, or of the target. Any time that creature would need to guess your location (for example, if there are multiple images of you or because you are hidden), it guesses wrong.
You can subject a different creature to this effect as a bonus action on a subsequent turn. A creature who succeeds on the Charisma saving throw is immune to the effects of this spell from you for the next 24 hours.

Class(es): Bard, Ranger, Wizard

Created by

Dark Hollow DND.

Statblock Type

Spell

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