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                        Returning 35 results for 'grave conflicts level'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage.
Rotting Claw (Putrid Only). Melee
                                                
                                            
                                                
                                                     (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
                                                
                                            
                                                
                                                    :
Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation
1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield
2nd level (3 slots
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Spellcasting. The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit with spell attacks). It has
                                                
                                            
                                                
                                                     the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Spellcasting. Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with
                                                
                                            
                                                
                                                     spell attacks). Madam Eva has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, command, detect evil and good, protection
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     Counterspell. Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell
                                                
                                            
                                                
                                                     is 5th level or higher, Skall makes an Intelligence check (DC 10 + the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s
                                                
                                            
                                                
                                                     level. On a success, the spell fails and has no effect.Graz’zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ):
At will: hold person
2/day each: cure wounds (as a 5th-level spell), lesser restoration
1/day each: greater restoration, revivifyFoster Peace. If a creature charmed by the eladrin hits with an
                                                
                                            
                                                
                                                     by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). It requires no
                                                
                                            
                                                
                                                     somatic or material components to cast its spells. The priest has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots
                                                
                                            
                                        
                                                    Deathlock Mastermind
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    ,disguise self, mage armor
Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    , minor illusion, poison spray
1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility
Turn
                                                
                                            
                                        
                                                    Skull Lord
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
Master of the Grave. While within 30 feet of the skull lord, any undead ally of the skull lord
                                                
                                            
                                                
                                                     makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Master of the Grave"} hit points whenever it starts its turn there.
Evasion. If the
                                                
                                            
                                        
                                                    Chill Touch
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8
                                                
                                            
                                                
                                                     against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
                                                
                                            
                                        
                                                     Spells
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving
                                                
                                            
                                                
                                                    .
When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Epic Boon Feat (Prerequisite: Level 19+) 
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Grave Resistance. You have
                                                
                                            
                                        
                                                    Summon Undead
                                                    
    
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                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class 11 + the level of the spell (natural armor
                                                
                                            
                                                
                                                    )
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    .
 Grave Domain Features  Cleric Level Feature   1st Domain Spells, Circle of Mortality, Eyes of the Grave 2nd Channel Divinity: Path to the Grave 6th Sentinel at Death’s Door 8th Potent Spellcasting 17th
                                                
                                            
                                                
                                                     you can cast it as a bonus action. Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Axe from the Grave An Adventure for 6th-Level Characters Famed bard Froderic Dartwild is dead, and his beautiful mandolin, called Golden Axe, has been stolen from his grave. Even worse, Froderic has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Step-by-Step Campaigns Follow these steps to create a campaign: Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone
                                                
                                            
                                                
                                                     play. Step 3: Plan Adventures. Consider the smaller conflicts that make up the larger conflicts of the campaign, and devise fun quests that help drive the story. Flesh out the antagonists, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Whispers of the Grave Prerequisite: 9th level You can cast speak with dead at will, without expending a spell slot.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Divine Domains At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in the Player’s Handbook: Forge and Grave.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then
                                                
                                            
                                                
                                                    , the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     all begin in the Free City of Greyhawk. Bastion Friendly There are ample places within the city and on the city’s outskirts where adventurers can build Bastions (see chapter 8). Key Conflicts Two of
                                                
                                            
                                                
                                                     the three central conflicts of the Greyhawk setting—the threats of Elemental Evil and Iuz—are the source of major tension and intrigue in the Free City of Greyhawk. The third conflict, involving evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then
                                                
                                            
                                                
                                                    , the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    . Wails from the Grave 3rd-level Phantom feature As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack
                                                
                                            
                                                
                                                     otherwise be lost to the grave. How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    The Murkmire Malevolence An Adventure for 1st-Level Characters Unbeknownst to anyone but a disgraced academic, the Varkenbluff Museum of Natural History is in grave danger. Archaeologists at a nearby
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Bonus Feats Whatever background you choose for a character in a Dragonlance campaign, you gain bonus feats, as detailed below. Characters involved in the War of the Lance or other conflicts on Krynn
                                                
                                            
                                                
                                                     are changed by the dramatic experiences they face. 1st-Level Bonus Feat If you select the Knight of Solamnia or the Mage of High Sorcery background, you gain the feat specified in that background. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    
 “Your future is written in your blood. She’ll open your veins to paint the story hidden in your heart.”
 
  Uldrak’s Grave
 For characters of level 8
 “A fallen titan or a wimp with delusions of
                                                
                                            
                                                
                                                    Chapter 3: Avernus - Path of Devils  Demon Zapper
 For characters of level 8
 “The purest of souls lures fiends into a hellish trap. Zap! Zap!”
 
  Bone Brambles
 For characters of level 8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     session is a chance for you to show off more of the campaign setting and deepen your players’ investment in it. If your campaign lasts for months or years, sustaining that high level of excitement—yours
                                                
                                            
                                                
                                                     your memory on events that transpired early in the campaign and bring closure to unresolved conflicts and mysteries.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Fast Friends 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour When you need to make sure something gets done, you can’t rely on vague
                                                
                                            
                                                
                                                     if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     ability checks.
 Actions
 Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
 Grave Strike. Melee Attack Roll: +10, reach 5 ft. Hit: 9 (1d8 + 5
                                                
                                            
                                                
                                                     vampire’s next turn.
 Hunger of Hadar (Recharge 5–6). The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
                                                
                                            
                                                
                                                    . If the mummy lord awakens, the duergar mummies in area 6b rise out of their mass grave and emerge from that area, moving to attack all creatures in the mummy lord’s lair. 6b. Mass Grave The floor of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Greyhawk Conflicts Although Greyhawk lends itself well to any D&D adventure you might want to run, the default setting features conflicts with three major villainous groups: chromatic dragons
                                                
                                            
                                                
                                                    , Elemental Evil cults, and Iuz and his followers. You can replace one or more of these conflicts with ones of your devising or with ones from the “Flavors of Fantasy” section earlier in this chapter. If you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     these details before play begins so the adventures progress seamlessly. To ensure the characters are always prepared for their next heist, make sure their level matches the heist’s level, as shown in the
                                                
                                            
                                                
                                                     Heist Adventures table. For example, the characters should be 2nd level before undertaking “The Stygian Gambit.”  Heist Adventures   Adventure Level Description   The Murkmire Malevolence 1 Retrieve a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     clashing with Darguun and Droaam. These conflicts caused many Brelish to embrace a cynical view of the world, a sense that no one can be fully trusted and that people need to look out for themselves
                                                
                                            
                                                
                                                     the overall level of poverty and desperation and contributed to an increase in crime. The southern cities—including Wroat and Sharn—suffered relatively little damage in the war, but northern Breland was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Ending a Campaign A campaign’s ending should conclude the last of the major conflicts and tie up most of the threads of its beginning and middle. (It’s OK to leave some loose ends for characters to
                                                
                                            
                                                
                                                     explore in the next campaign.) You don’t have to take a campaign all the way to level 20 for it to be satisfying; wrap up the campaign whenever the story reaches its natural conclusion. Allow time near
                                                
                                            
                                        





