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                        Returning 35 results for 'down increases are break'.
                    
                
                        
                            
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                                        down increases are bear
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     against your spell save DC to break free.
You can refrain from firing the globe after completing the spellâs casting. If you do so, a globe about the size of a sling bullet, cool to the touch
                                                
                                            
                                                
                                                    , with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasnât already shattered, it explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
                                                
                                            
                                        
                                                    Arcane Lock
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
                                                
                                            
                                        
                                                    Freezing Sphere
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. 
You can refrain from firing the globe after completing the spell, if you
                                                
                                            
                                                
                                                     the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
                                                
                                            
                                        
                                                    Otiluke's Freezing Sphere
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Playerâs Handbook (2014)
                                                    
                                                
                                            
                                                     are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you
                                                
                                            
                                                
                                                     minute, if the globe hasnât already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     natural light from the surface penetrates this deep. Pressure and Temperature Water pressure, or the weight of water on top of a creature or object, increases with depth. Conversely, temperature
                                                
                                            
                                                
                                                     decreases as depth increases. The pressure and temperatureâs effects on creatures without a swimming speed at depths below 100 feet can be found in the âUnusual Environmentsâ section in chapter 5 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     powerful (and probably increases its rarity), but it wonât break your game.
 
 Finally, remember the tools that are provided for modifying items in chapter 7, "Treasure." Giving an item an interesting minor property, a quirk, or sentience can alter its flavor significantly.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     into a single helmet. This makes the item more powerful (and probably increases its rarity), but it wonât break your game. Special Features and Sentience Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     slots, taking a break after the third combat encounter (most likely Area 7). If youâre running this adventure outside of an event, it is of course up to the DM and players to decide how best to break
                                                
                                            
                                                
                                                     Capacitor is. Anyone in the rrakkma can attune to it, so it is up to the players who it will be. To making the tracking of this element as simple as possible, the charge increases each time the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     save DC to break free. You can refrain from firing the globe after completing the spellâs casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any
                                                
                                            
                                                
                                                     casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasnât already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     against your spell save DC to break free. You can refrain from firing the globe after completing the spellâs casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in
                                                
                                            
                                                
                                                     effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasnât already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling
                                                
                                            
                                                
                                                    . At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     doubles of itself, further confounding its enemies. Nycaloths are the most loyal of the yugoloths. When they find an evil master that treats them well, they are unlikely to break their agreement unless the
                                                
                                            
                                                
                                                     take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
                                                
                                            
                                                
                                                     Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
                                                
                                            
                                                
                                                     Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     Dexterity check is needed to open the lock. Without the key, the DC increases to 20. If the roll misses by 5 or more, the key or thievesâ tools break off in the lock so that unlocking it becomes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Bladesinging When faced with the endless onslaught of magical possibilities, many wizards suffer identity crises. Some overcome, some break, and some become sword-bards.
 Tasha
 Bladesingers master
                                                
                                            
                                                
                                                     following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Dexterity check is needed to open the lock. Without the key, the DC increases to 20. If the roll misses by 5 or more, the key or thievesâ tools break off in the lock so that unlocking it becomes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     reputation that others know about, especially those who have high Honor scores themselves. Unlike other abilities, Honor canât be raised with normal ability score increases. Instead, you can award
                                                
                                            
                                                
                                                     increases to Honorâor impose reductionsâbased on a characterâs actions. At the end of an adventure, if you think a characterâs actions in the adventure reflected well or poorly on his or her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    , 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick canât increase an ability
                                                
                                            
                                                
                                                     damage roll or healing roll, if any. Focused Casting 20th-level Spellcaster feature Taking damage canât break the sidekickâs concentration on a spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon
                                                
                                            
                                                
                                                     the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     and psychic damage) or making a successful DC 20 Strength check to break it cracks the statue and increases the Poison Gas damage by 5 (1d10). A successful DC 20 Dexterity check using thievesâ tools, or
                                                
                                            
                                                
                                                     bladesâ attack bonus increases by 2, and their damage increases by 3 (1d6). These benefits apply until the blades hit a target, after which the values return to normal. Runeâs Defense. Tampering with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit
                                                
                                            
                                                
                                                     throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid
                                                
                                            
                                                
                                                     known forms with another eligible form. When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the
                                                
                                            
                                                
                                                     known forms with another eligible form. When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     survivors desperate to have the party escort them to relative safety in the western part of the city. When new fights break out with vulnerable NPCs in tow, itâs up to you how you want to handle
                                                
                                            
                                                
                                                     own.
 If the characters bring NPCs along, it increases the chances of having an encounter as the party moves from one location to another. Whenever you roll the d20 to determine random encounters (see âMore Encounters in Elturelâ), an encounter takes place on a roll of 9 or higher.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     trek. Journey Stages It can be helpful to break up a journey into stages, with each stage representing anything from a few hoursâ journey to ten days or so of travel. A journey might have only a single
                                                
                                            
                                                
                                                     occupy several game sessions. You decide how to break up the journey, though your decision can be shaped by the charactersâ plan for navigating the journey. When the characters know the route they must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     under an aristocratic patron brings an income of 1 gp per day, or enough to maintain a modest lifestyle. At the DMâs discretion, your salary increases or decreases depending on the aristocratâs nature
                                                
                                            
                                                
                                                     obtain a wonder your patron believes is the key to their financial fortunes. 3 Sabotage Rival. You break into the business or estate of an enemy noble family and undermine their political or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     break in the pattern under a chair. If the chair is moved, it reveals a muddy depiction of two childrenâone is reaching for the other, who is being dragged into the water by large hands. Scrapes in the
                                                
                                            
                                                
                                                     tunnel see a faint light emanating from around a bend. Tunnel Song. As the characters move through the tunnel, the songâs volume increases. The characters recognize this as part of the Awakening Song
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     (Investigation) or Charisma (Deception) check can represent careful play or cagey bluffing. The DC of any checks made to gamble increases by 1 for each drink a character consumes. If a character
                                                
                                            
                                                
                                                     go on its dinner break (despite being a skeleton). Slot Machines. One side of the gambling pit features banks of strange clockwork machines, each with a large red lever and a slot for tokens. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     chromatic dragons to switch sides or break from Tiamatâs cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queenâs victory might be assured. Using the Lordsâ Alliance
                                                
                                            
                                                
                                                    â Alliance increases the partyâs stature in the eyes of all other factions, granting additional bonuses. See âChapter 9: Council of Waterdeep" and the Council Scorecard (appendix B) for more information
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     chromatic dragons to switch sides or break from Tiamatâs cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queenâs victory might be assured. Using the Lordsâ Alliance
                                                
                                            
                                                
                                                    â Alliance increases the partyâs stature in the eyes of all other factions, granting additional bonuses. See âChapter 9: Council of Waterdeepâ and the Council Scorecard (appendix B) for more information
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     chromatic dragons to switch sides or break from Tiamatâs cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queenâs victory might be assured. Using the Lordsâ Alliance
                                                
                                            
                                                
                                                    â Alliance increases the partyâs stature in the eyes of all other factions, granting additional bonuses. See âChapter 9: Council of Waterdeep" and the Council Scorecard (appendix B) for more information
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended. The number of spells on your list increases as you gain Fighter levels, as shown in the
                                                
                                            
                                                
                                                     Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches
                                                
                                            
                                        






