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                        Returning 35 results for 'gear could level'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     form can be any Beast you choose that has a Challenge Rating equal to or less than the targetâs (or the targetâs level if it doesnât have a Challenge Rating). The targetâs game
                                                
                                            
                                                
                                                    .
The target is limited in the actions it can perform by the anatomy of its new form, and it canât speak or cast spells.
The targetâs gear melds into the new form. The creature canât use or otherwise benefit from any of that equipment.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the targetâs Challenge Rating or level. The targetâs game
                                                
                                            
                                                
                                                     or cast spells.
The targetâs gear melds into the new form. The creature canât use or otherwise benefit from any of that equipment.
Object into Creature. You can turn an object into any
                                                
                                            
                                        
                                                    Armor of Agathys
                                                    
    
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                                                     Spells
                                                    Playerâs Handbook (2014)
                                                    
                                                
                                            
                                                    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack
                                                
                                            
                                                
                                                     while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
                                                
                                            
                                        
                                                    Polymorph
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It
                                                
                                            
                                                
                                                     speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     long as their weight doesnât exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be
                                                
                                            
                                                
                                                     Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     challenge rating is equal to or less than the targetâs (or half the targetâs level, if the target doesnât have a challenge rating). The targetâs game statistics, including
                                                
                                            
                                                
                                                     its new form. It canât speak, cast spells, or do anything else that requires hands or speech.
The targetâs gear melds into the new form. The target canât activate, use, wield, or otherwise benefit from any of its equipment.
                                                
                                            
                                        
                                                    True Polymorph
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the targetâs (or its level, if the target doesnât have a challenge rating). The targetâs game statistics, including mental ability scores, are replaced by the statistics of the new
                                                
                                            
                                                
                                                     other action that requires hands or speech, unless its new form is capable of such actions.
The targetâs gear melds into the new form. The creature canât activate, use, wield, or otherwise
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Izzet Guild Spells
Spell Level
                                                
                                            
                                                
                                                    . The mizzium apparatus described in chapter 5 is a magical version of this gear.
The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    18. Slimy Alcove Slime. The floor of this damp alcove is 7 feet above water level, and every surface is coated in slime.
 Damaged Rowboat. At the back of the alcove is a rowboat with a 1-foot
                                                
                                            
                                                
                                                    -diameter hole in its hull. (A mending cantrip can repair the boat, which is large enough to hold four characters and their gear. The boatâs oars are missing, however.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Armor of Agathys 1st-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a cup of water) Duration: 1 hour A protective magical force surrounds you, manifesting as a spectral
                                                
                                            
                                                
                                                     frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     options. A new party member should start at the same level as the other characters in the party and have gear of similar value. Itâs also possible for dead characters to be brought back to life. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Tunnels and Trenches Trobriandâs bore worm created the tunnels that connect this level to levels 12 and 14. The worm also dug 20-foot-deep trenches through areas 2 and 11 on this level. These
                                                
                                            
                                                
                                                     tunnels and trenches have been worn smooth by the wormâs repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     all other types of damage. Great Stone Gears Areas 58, 59, and 60 are constructed within giant stone gears. When the characters arrive on this level for the first time, the gear rooms are configured as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see âJhesiyra
                                                
                                            
                                                
                                                     the naga down to be slain and raised as a bone naga. The vision then ends for all characters and canât take hold of them again. 17c. Mirror Gate to Level 10 A wedge of dry land rises from the water to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     access to his cleric spells, and his companions stole his gear (including his holy symbol), along with a wholly incorrect map of the Sargauth Level (level 3). He is willing to let the characters keep
                                                
                                            
                                                
                                                     it. Each dungeon level has its own stylistic side view, but no names or details are included to suggest what a level is called or what it contains. Three features stand out: Next to the third level is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    Starting Characters Characters start this adventure at 3rd level. Players can create new 3rd-level characters, as described in the next section. If the players wonder why characters start at this
                                                
                                            
                                                
                                                     level and donât recall what came before, ascribe it to the multiversal glitch the characters are experiencing. CoupleOfKooks  âI am a mimir, a magical device designed to provide information. If you have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Polymorph Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
 Range: 60 feet
 Components: V, S, M (a caterpillar cocoon)
 Duration: Concentration, up to 1 hour
 You
                                                
                                            
                                                
                                                     choose that has a Challenge Rating equal to or less than the targetâs (or the targetâs level if it doesnât have a Challenge Rating). The targetâs game statistics are replaced by the stat block of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Thunder Step 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V Duration: Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately after
                                                
                                            
                                                
                                                     creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    Starting Characters  Princess Xedalli The adventure assumes that the characters start at 5th level. If your players have characters of lower level, they will need to go on some other adventures first
                                                
                                            
                                                
                                                     to gain enough experience to advance to 5th level. Both the Dungeons & Dragons Starter Set and the Dungeons & Dragons Essentials Kit contain adventures that will take characters from 1st level to 5th
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     workers, but he warns theyâll be searched on the way in. His two trustworthy guards can hide the charactersâ gear in a chest near the workersâ quarters. If the characters agree to this, Tavio concocts
                                                
                                            
                                                
                                                     (see âRuined Citadelâ). Rilagoâs Notes Other than the citadelâs main entrance (on the lower level of map 9.1), Rilagoâs notes point to three other possible means of entry: two ventilation shafts exiting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Dimension Door  4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
                                                
                                            
                                                
                                                     who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Levels 1-4: Local Heroes Characters in this tier are still learning the range of class features that define them, including their choice of specialization. But even 1st-level characters are heroes
                                                
                                            
                                                
                                                    , set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them. At the start of their careers, characters use 1st- and 2nd-level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
                                                
                                            
                                                
                                                     who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     appearance. Characters can drop down a level without difficulty. Scrambling up a level requires a successful DC 15 Strength (Athletics) check; the climber has advantage on the check if equipped with
                                                
                                            
                                                
                                                     crampons or climbing gear. Light. The lair cavern is normally dark. All description assumes that the characters have a light source or darkvision. Temperature. The lair cavern is colder than the tunnels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Polymorph Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
 Range: 60 feet
 Components: V, S, M (a caterpillar cocoon)
 Duration: Concentration, up to 1 hour
 You
                                                
                                            
                                                
                                                     choose that has a Challenge Rating equal to or less than the targetâs (or the targetâs level if it doesnât have a Challenge Rating). The targetâs game statistics are replaced by the stat block of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Polymorph Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
 Range: 60 feet
 Components: V, S, M (a caterpillar cocoon)
 Duration: Concentration, up to 1 hour
 You
                                                
                                            
                                                
                                                     choose that has a Challenge Rating equal to or less than the targetâs (or the targetâs level if it doesnât have a Challenge Rating). The targetâs game statistics are replaced by the stat block of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     appearance. Characters can drop down a level without difficulty. Scrambling up a level requires a successful DC 15 Strength (Athletics) check; the climber has advantage on the check if equipped with
                                                
                                            
                                                
                                                     crampons or climbing gear. Light. The lair cavern is normally dark. All description assumes that the characters have a light source or darkvision. Temperature. The lair cavern is colder than the tunnels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is an unlocked wooden footlocker containing some gear and magic items (see âTreasureâ below). Two ghasts
                                                
                                            
                                                
                                                     flask of alchemistâs fire, a bullseye lantern, a set of thievesâ tools, and a spellbook with a yellow leather cover containing the following wizard spells: 1st level: disguise self, identify, mage armor
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level of contamination (see Appendix C of Dungeons of Drakkenheim).
Arcane Anomalies
1d20
Arcane Anomalies
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level of contamination (see Appendix C of Dungeons of Drakkenheim).
Arcane Anomalies
1d20
Arcane Anomalies
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level of contamination (see Appendix C of Dungeons of Drakkenheim).
Arcane Anomalies
1d20
Arcane Anomalies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
                                                
                                            
                                                
                                                     perform by the nature of its new form, and it canât speak or cast spells. The targetâs gear melds into the new form. The target canât activate, wield, or otherwise benefit from any of its equipment.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Fahrenheit must make a DC 10 Constitution saving throw at the end of each hour. Characters without cold weather gear automatically fail this save. On a failed saving throw, a character suffers one
                                                
                                            
                                                
                                                     level of exhaustion. When the characters face off against Arauthator, the dragon roars so loudly that the whole iceberg reverberates with his rage. This calls the ice trolls from area 12, which arrive 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Acrobatics +6, Perception +4, Stealth +9
 Gear Daggers (6), Wand
 Senses Passive Perception 14
 Languages Common, Thievesâ Cant
 CR 7 (XP 2,900; PB +3)
 Actions
 Multiattack. The
                                                
                                            
                                                
                                                     save DC 14):
 At Will: Disguise Self, Mage Hand, Minor Illusion
 1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     on the holdâs lower level (bordering areas B4 and area B5) stand 40 feet high, while those on the holdâs upper level (bordering area B6) stand 20 feet high. Crenellations rise another 3 to 8 feet
                                                
                                            
                                                
                                                    . Scaling a wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Towers Tower walls are 15 feet thick, made of carved basalt, and studded with arrow slits. The towers
                                                
                                            
                                        






