Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'get continue level'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        get continues level
                                    
                                
                        
                    
                
                        
                                                     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
                                                
                                            
                                                
                                                     action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.
Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    .
Spellcasting. Aerisi is an 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with
                                                
                                            
                                                
                                                     grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a
                                                
                                            
                                                
                                                     Vanifer fails a saving throw, she can choose to succeed instead.
Spellcasting. Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20+8
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
While charmed by the matriarch, a
                                                
                                            
                                                
                                                     direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
                                                
                                            
                                                
                                                     asterisked spell is from appendix B):
Cantrips (at will): mending, resistance, shape water*
1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
2nd level (3 slots): darkvision
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)Before their banishment to the Underdark
                                                
                                            
                                                
                                                    , inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the following spells, requiring no material components:
At will: mage hand
Spellcasting. Môrgæn is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation
                                                
                                            
                                                
                                                    ":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
                                                
                                            
                                                
                                                     (at will): chill touch (see “Actions” below), light, mage hand, message, prestidigitation
1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    ", "rollAction":"Noxious Breath", "rollDamageType":"poison"} poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion
                                                
                                            
                                                
                                                     continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests.
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Limited Spell Immunity. The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it.
Swarm. The swarm can occupy
                                                
                                            
                                                
                                                     attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of.
Gremishkas have an unstable relationship with magic. Spells
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     object.
Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared:
Cantrips (at will): mage hand
                                                
                                            
                                                
                                                    , message, prestidigitation, ray of frost
1st level (4 slots): detect magic, thunderwave
2nd level (3 slots): —
3rd level (3 slots): counterspellWithering Touch. Melee Weapon Attack: +6
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    ","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost
                                                
                                            
                                                
                                                     regains hit points equal to half the amount of damage the target takes)
1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw, it
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     energy, true seeing
Spellcasting. Claugiyliamatar is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18; +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
                                                
                                            
                                                
                                                     magic warps space within the lair. Moving up past the upper level brings a creature to the lower level again, while moving down from the lower level brings a creature to the upper level. A creature or
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
                                                
                                            
                                                
                                                     down through the floor of the lower level, but the dragon’s magic warps space within the lair. Moving up past the upper level brings a creature to the lower level again, while moving down from
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up
                                                
                                            
                                                
                                                    ","rollDamageType":"fire"} fire damage. Creatures that take fire damage from this effect gain one level of exhaustion. In addition, there is a fifty percent chance ;{"diceNotation":"1d100","rollType
                                                
                                            
                                        
                                                    Demogorgon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     being affected, not Demogorgon himself, in which case the illusion disappears.
Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon
                                                
                                            
                                                
                                                    ;
61–80
“If you don’t agree with me, I’ll beat you into submission to get my way.”
81–00
“I can’t allow anyone to touch anything that belongs to
                                                
                                            
                                        
                                                    Yeenoghu
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    ). He can innately cast the following spells, requiring no material components:
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2;{"diceNotation":"4d8+2","rollType":"damage
                                                
                                            
                                                
                                                    
“I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.”
21–40
“The flesh of other intelligent creatures is delicious!&rdquo
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     attacks). Juiblex can innately cast the following spells, requiring no material components:
At will: acid splash (17th level), detect magic
3/day each: blight, contagion, gaseous form
Legendary
                                                
                                            
                                                
                                                     refuse to part with any of my possessions.”
41–60
“I’ll do everything I can to get others to eat and drink beyond their normal limits.”
61–80
“I
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
                                                
                                            
                                                
                                                     almost never show them to anyone else.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the sun and have no desire to get wet, beyond enjoying a bit of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic
                                                
                                            
                                                
                                                     out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     threatens shipping and caravans around a major city.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the sun and have no desire to get wet
                                                
                                            
                                                
                                                     jut from the water below the outcropping. The largest features cliffs that rise steeply to a plateau 40 feet above sea level. The dragon sometimes basks here as well and takes many meals atop the
                                                
                                            
                                        
                                                    Harpy
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a
                                                
                                            
                                                
                                                     route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     equal to the amount the item would normally heal.
Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.
Spellcasting. Thessalar is an 18th-level
                                                
                                            
                                                
                                                     artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's
                                                
                                            
                                        
                                                     Spells
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can
                                                
                                            
                                                
                                                     level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?
— Walnut Dankgrass
                                                
                                            
                                        
                                                    Mass Suggestion
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends
                                                
                                            
                                                
                                                     spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
                                                
                                            
                                                
                                                     grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    
Spell Level
Spells
Cantrip
dancing lights, spare the dying
1st
entangle, ray of sickness
2nd
protection from poison, ray of enfeeblement, spider climb
3rd
                                                
                                            
                                                
                                                    .
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Stoicism. All of us are part of the cyclical march of nature, which will continue with
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
                                                
                                            
                                                
                                                    .
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your
                                                
                                            
                                                
                                                     control until the spell ends, after which they become inanimate once more.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
                                                
                                            
                                                
                                                    , pointed ears and noses that turn bright red or blue during displays of emotion.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     amount of the damage equal to three times your level; you take any excess damage as normal. At the end of your next turn, you must make a Constitution saving throw, the DC of which is equal to 10 or
                                                
                                            
                                                
                                                     one-third the damage you would have taken, whichever number is higher. On a failed save, you immediately take the negated damage. You must continue to make a Constitution saving throw at the end of each
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy
                                                
                                            
                                                
                                                     a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    ;s activities.
3
I’ve been assigned to get close to an individual in this guild and learn their secrets.
4
I’ve been assigned to recruit a new Dimir spy from the ranks of this
                                                
                                            
                                                
                                                     all of them.)
Dimir Guild Spells
Spell Level
Spells
Cantrip
encode thoughts, mage hand
1st
disguise self, sleep
2nd
detect thoughts, pass without trace
                                                
                                            
                                        






