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                        Returning 35 results for 'gain chapter level'.
                    
                
                        
                            
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                                        gain charger level
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s 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.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s 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.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Constitution saving throw or gain 1 Exhaustion level.
Soul Drain. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If the dracolich is destroyed or moves its lair elsewhere
                                                
                                            
                                                
                                                     ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend. Melee Attack Roll: +13
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
                                                
                                            
                                                
                                                    While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
                                                
                                            
                                                
                                                     by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper-front portion, are
                                                
                                            
                                                
                                                     particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
                                                
                                            
                                                
                                                     you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
                                                
                                            
                                                
                                                     targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
                                                
                                            
                                                
                                                     must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
                                                
                                            
                                                
                                                     you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
                                                
                                            
                                                
                                                     Stone of Greater Absorption;Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
                                                
                                            
                                                
                                                     mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
                                                
                                            
                                                
                                                    
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s 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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area
                                                
                                            
                                                
                                                    .
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
                                                
                                            
                                                
                                                    ;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
                                                
                                            
                                                
                                                     the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Reckless. At the start of their turn, the Uthgardt leader can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Oathbow","rollDamageType":"piercing"} piercing damage against a sworn enemy. (See chapter 7 of the Dungeon Master’s Guide for other properties of the oathbow.)Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    -level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following
                                                
                                            
                                                
                                                     wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Special Equipment. Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see chapter 1).
Shapechanger. Ras Nsi
                                                
                                            
                                                
                                                    : animal friendship (snakes only)
3/day: suggestion
Spellcasting. Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Spellcasting. Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
                                                
                                            
                                                
                                                     with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, distort value,* sleep
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Fey Ancestry. The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep.
Spellcasting. The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability
                                                
                                            
                                                
                                                     will): poison spray, shillelagh, thorn whip
1st level (4 slots): cure wounds, entangle, ray of sickness
2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth
3rd level (3 slots
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Special Equipment. Jim carries a wand of wonder.
Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a
                                                
                                            
                                                
                                                    -level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
1st-Level Spells
d6
Spell
1
burning hands
2
chaos bolt (see chapter
                                                
                                            
                                                
                                                     know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components.
You expend a spell
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     spell.
Spellcasting. Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting
                                                
                                            
                                                
                                                    "} to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"psychic"} psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the
                                                
                                            
                                                
                                                     psychic damage dies.When the mind flayers of Bluetspur (see chapter 3) could find no cure for their overlord’s affliction, their degenerating elder brain turned to radical methods to stave off
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Spellcasting. The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
                                                
                                            
                                                
                                                     with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see “Actions” below)
1st level (4 slots): color spray, expeditious retreat
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Strike"} damage of the same type dealt by the weapon.
Fey Ancestry. Omin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Omin is a 9th-level
                                                
                                            
                                                
                                                     spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, divine favor, shield of faith
2nd level (3 slots): enhance ability, hold
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
Spellcasting. Ezmerelda is a 7th-level
                                                
                                            
                                                
                                                     following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage
                                                
                                            
                                                
                                                     until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
Chromatic. Hold
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
                                                
                                            
                                                
                                                     doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     damage and become poisoned.
While poisoned in this way, the creature can’t regain hit points. At the end of every hour, the creature must succeed on a DC 13 Constitution saving throw or gain 1
                                                
                                            
                                                
                                                     level of exhaustion. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save.
If the creature is targeted by magic that ends a poison or disease
                                                
                                            
                                        





