Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'giving comfort level'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        given comfort level
                                    
                                
                                    
                                        giving comforts level
                                    
                                
                                    
                                        giving consort level
                                    
                                
                                    
                                        gaining consort level
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    Bolstering Presence. The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10);{"diceNotation":"1d10
                                                
                                            
                                                
                                                     16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     from him.
Spellcasting. Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
                                                
                                            
                                                
                                                     with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, cure wounds, wrathful smite
2nd level (2 slots): aid, branding smite, lesser restoration
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Reaping Scythe", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or gain a level of
                                                
                                            
                                                
                                                     essence to the dead body, giving the corpse the semblance of life as a rider. The two function as a single creature, more powerful for their unnatural union.
Humans of Eldraine view specters as
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three
                                                
                                            
                                                
                                                     successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     state but are hung with the dragonâs collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving 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 plateau.A Topaz Dragonâs
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    . (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Orzhov Guild Spells
Spell Level
Spells
Cantrip
friends, guidance
1st
                                                
                                            
                                                
                                                     become as rich as the oligarchs. (Evil)
3
Power. One day, I will be the one giving orders. (Evil)
4
Prestige. I want to be admired, respected, feared, or even hated for my position
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     all of them.)
Dimir Guild Spells
Spell Level
Spells
Cantrip
encode thoughts, mage hand
1st
disguise self, sleep
2nd
detect thoughts, pass without trace
                                                
                                            
                                                
                                                     Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
                                                
                                            
                                                
                                                    .
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesnât reflect the inner calm I seek.
5
Iâm convinced that everyone else in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Body horror is a recurring theme in this adventure; before running it, discuss with your players their level of comfort with these elements.  A friendly spirit appears as a disembodied head, warning 
heroes about the dangers that await them in Delphi Mansion
                                                
                                            
                                                
                                                    Reach for the Stars An Adventure for 3rd-Level Characters Markos Delphiâs curiosity has taken a tragic turn. A Far Realm entity called Krokulmar has taken control of Markos, compelling him to commit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Danger Sense At 2nd level, you gain an uncanny sense of when things nearby arenât as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Danger Sense At 2nd level, you gain an uncanny sense of when things nearby arenât as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     characters arrive at the prison, the suspicion level is 1. Suspicion can increase when prison staff members witness or find evidence of behavior outside the norm. Circumstances that increase the suspicion
                                                
                                            
                                                
                                                     level include the following: Using a prisonerâs real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Cult of Mammon Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist
                                                
                                            
                                                
                                                    , noble, spy, thug Signature Spells: Mending (cantrip), Tenserâs floating disk (1st level), arcane lock (2nd level), glyph of warding (3rd level) Mammonâs greed overwhelms everything else. He deals with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     characters arrive at the prison, the suspicion level is 1. Suspicion can increase when prison staff members witness or find evidence of behavior outside the norm. Circumstances that increase the suspicion
                                                
                                            
                                                
                                                     level include the following: Using a prisonerâs real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Adjusting for Party Level Harrowhall is designed to be a challenge for four 8th-level characters who explore the keep in a single session. Decrease the challenge for characters lower than 8th level
                                                
                                            
                                                
                                                    . Conversely, increase the challenge for groups with more than four characters, with characters higher than 8th level, or that revisit the keep over multiple sessions. Decreasing the Challenge If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
                                                
                                            
                                                
                                                     giving a small group additional resources, as explained in the Dungeon Masterâs Guide. Each of the adventures can take place in any world you choose, as long as the location has the basic elements listed at the beginning of each adventure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
                                                
                                            
                                                
                                                     can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor. Level 3: Improved Critical Your attack rolls with weapons and
                                                
                                            
                                                
                                                     Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. Level 3: Remarkable Athlete Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES  Phantom Steed Casting Time: 1 minute or Ritual
 Range: 30 feet
 Components: V, S
 Duration: 1 hour
 A Large, quasi-real, horselike creature
                                                
                                            
                                                
                                                     (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: 10 minutes
 You imbue plants in an immobile 30-foot Emanation with
                                                
                                            
                                                
                                                     limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spellâs area within the past day, gaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
                                                
                                            
                                                
                                                     can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: 10 minutes
 You imbue plants in an immobile 30-foot Emanation with
                                                
                                            
                                                
                                                     limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spellâs area within the past day, gaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
 Range: 30 feet
 Components: V, S
 Duration: 1 hour
 A Large, quasi-real, horselike creature appears on the ground in an
                                                
                                            
                                                
                                                    â), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     garden. So does the Fountain All Heal, a miraculous fountain whose waters cure most ailments but also enchant those who drink from it, lulling imbibers into a comfort that makes them never want to
                                                
                                            
                                                
                                                    , but neither family has abandoned hope. The families turn to adventurers to rescue their missing loved ones. âBeyond the Crystal Caveâ is designed for four to six 6th-level characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     through 5th level. You can add locations from that adventure to this one, giving your players and their characters even more places to explore. Once youâve exhausted all the content this adventure has to
                                                
                                            
                                                
                                                    , or both. By then, the characters should be 6th level. Give the players a chance to wrap up loose ends before declaring the adventure over. For example, the characters might need to return to Phandalin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
                                                
                                            
                                                
                                                     to extract the mithral from the pillars proves futile.)
 Xindulus. An invisible ultroloth named Xindulus guards a secret door leading to a 10-foot-wide spiral staircase that descends to level 22 (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
                                                
                                            
                                                
                                                     walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Implements of Mercy 3rd-level Way
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     the ram, however, gives a character the ability to deal force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if
                                                
                                            
                                                
                                                     it has several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day is easier to manage. Power Level If you make an item that lets a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    , however, gives a character the ability to deal Force damage. The simpler your approach, the easier it is for a character to use the item in play. Giving the item charges is fine, especially if it has
                                                
                                            
                                                
                                                     several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day might be easier to manage. Power Level If you make an item that lets a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter
                                                
                                            
                                                
                                                    . Magic Items The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Speak with Plants 3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and
                                                
                                            
                                                
                                                     animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spellâs area within the past day, gaining information about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     Blagothkus. You can make him a pivotal figure in this adventure by having his castle appear when the characters are around 7th or 8th level, giving them a chance to meet the evil cloud giant and
                                                
                                            
                                                
                                                    .
 Early in Tyranny of Dragons, the characters join a caravan traveling from Baldurâs Gate to Waterdeep. By the time they reach Waterdeep, they should be 5th level. You can use the partyâs arrival in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circleâs wisest members preside as the chief priests of their communities. Level 3: Circle
                                                
                                            
                                                
                                                     listed for your Druid level and lower prepared.  Arid Land   Druid Level Circle Spells   3 Blur, Burning Hands, Fire Bolt 5 Fireball 7 Blight 9 Wall of Stone   Polar Land   Druid Level Circle Spells   3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. Restriction: Dwarves Only Only dwarves can follow the Path of
                                                
                                            
                                                
                                                    . It might not apply to your DMâs setting or your DMâs version of the Realms. Battlerager Armor When you choose this path at 3rd level, you gain the ability to use spiked armor (see the âSpiked Armor
                                                
                                            
                                        






