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                        Returning 35 results for 'grove conflicts level'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                    Locations on the Grove Level  Map 1.2: Grove Level View Player Version  The grove level and the fortress level connect through the shaft that leads from area 41 to 42. The following locations are
                                                
                                            
                                                
                                                     druidic theories on the cycle of life and death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each). 54. Grove Gate Twigs and roots are piled on the floor of this
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
                                                
                                            
                                                
                                                     to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem
                                                
                                            
                                        
                                                     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
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Wither","rollDamageType":"necrotic"} necrotic damage.
Fire Storm (7th-Level Spell; 1/Day). The lich fills up to ten 10-foot cubes with fire. Every cube must be within
                                                
                                            
                                                
                                                     strong wind.
The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , their pursuit level remains unchanged, as Ilvara waits to hear from the missing patrol. The drow pursuit resumes when the party leaves the grove. See chapter 2 for more information.
                                                
                                            
                                                
                                                    Arriving at the Grove While many passages lead to Neverlight Grove, most are little more than narrow fissures riven by trickles of water. Only one natural tunnel is fit for relatively easy travel by
                                                
                                            
                                        
                                                     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->Dragon Delves
                                                    
                                                
                                            
                                                     start the characters at level 2, skip the gathering of samples from the redwood trees in the grove and move the characters directly to the entrance of the dragon’s lair (area R4). Dominik Mayer
                                                
                                            
                                                
                                                    Chapter 1: Death at Sunset  an adventure for
Level 1
characters
 
  This adventure is designed to fill one or two sessions of play.
It can take place in any heavily forested region.
 
 If you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    )
 Wrath of nature (evocation)
 6th Level
 Bones of the earth (transmutation)
 Druid grove (abjuration)
 Investiture of flame (transmutation)
 Investiture of ice (transmutation)
 Investiture of
                                                
                                            
                                                
                                                    Druid Spells  Cantrips (0 Level)
 Control flames (transmutation)
 Create bonfire (conjuration)
 Frostbite (evocation)
 Gust (transmutation)
 Infestation (conjuration)
 Magic stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Druid Grove 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
                                                
                                            
                                                
                                                     to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Circles  The circles in Neverlight Grove are divided by specialized function, with each circle performing a specific role in the colony. Seven circles are present in the grove, each containing an
                                                
                                            
                                                
                                                     sovereigns. Phylo asserted that this would make all the circles’ meldings far more efficient, thereby making the tending of the grove that much easier. Most of the grove’s myconids have gone along
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them. Hidden Grove. Eventually, the characters discover the lower level of
                                                
                                            
                                                
                                                     for four 1st-level player characters. They should advance through 2nd level to 3rd level before the finale. The adventure has four basic parts: Oakhurst. Although it isn’t part of the adventure per
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     characters rescued Armin from Redwood Grove or the other elves from the dragon’s lair, they are in attendance and lead cheers and songs about the characters’ heroics. The council members offer the
                                                
                                            
                                                
                                                     village’s gratitude and a reminder of their impressive deed. If the characters defeat the dragon, each of them earns an additional 400 XP, or you can simply advance them to level 3.
                                                
                                            
                                        
                                                     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->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
 Range: 1 mile
 Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
                                                
                                            
                                                
                                                     location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
                                                
                                            
                                        
                                                     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->Out of the Abyss
                                                    
                                                
                                            
                                                     are knocked unconscious, the party wakes up in a fungi-filled cave 1d6 + 4 miles away from Neverlight Grove, with or without their NPC companions (at your discretion). Their drow pursuit level
                                                
                                            
                                                
                                                     level of madness (see “Madness” in chapter 2). If the characters share their experience with Basidia, the sovereign leads the two circles loyal to it out of Neverlight Grove before it is too late
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     frothy Darklake Stout ale. 5a. Duergar Fungi Grove An iron-wrought fence encloses this fungal grove, through which the duergar have carved narrow aisles. The grove contains a host of edible fungi and is
                                                
                                            
                                                
                                                     illuminated by six nightlight mushrooms (see “Fungi of the Underdark” in chapter 2). A tunnel in the south wall leads to a set of double stone doors. Guarding the fungi grove are four invisible
                                                
                                            
                                        
                                                     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->Out of the Abyss
                                                    
                                                
                                            
                                                     duergar attacked. 6a. Svirfneblin Fungi Grove The fungal grove in the deep gnome enclave has been left to grow wild. Strewn about the grove are the corpses of a dozen dead svirfneblin, all of whom were
                                                
                                            
                                                
                                                     svirfneblin carries a pouch that contains 1d4 50 gp gems. In addition to species of edible fungi, the svirfneblin grove contains the following exotic fungi (as described in the “Fungi of the Underdark
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
 Range: 1 mile
 Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
                                                
                                            
                                                
                                                     location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     avoid entering the most secluded parts of the grove level. In the past, they feared that the hidden grove was haunted. With the arrival of Belak the Outcast twelve years ago, that belief is vindicated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     Antitoxins among themselves. If the characters explore Redwood Grove and collect the six samples for Gwenhumara, give them a reward of 100 XP each, or simply advance them to level 2. The characters should be level 2 before entering the dragon’s lair.
                                                
                                            
                                        
                                                     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->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
                                                
                                            
                                                
                                                     (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose
                                                
                                            
                                        
                                                     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->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
                                                
                                            
                                                
                                                     (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . However, meeting a group of wandering myconids in the city reveals that the myconids of Neverlight Grove know a great deal about the hidden ways of the Underdark. Clues and leads should become more
                                                
                                            
                                                
                                                     plentiful and substantial as the characters approach 7th level, leading them toward their eventual escape route — and with many adventures and encounters happening along the way. If you hand out these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean
                                                
                                            
                                                
                                                     maximum increases by 1, and it increases by 1 again whenever you gain a level. Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , harmed, or otherwise disturbed. H36. Frozen Grove If the characters make it this far and haven’t yet faced Tekeli-li, the gnoll vampire (see appendix C) confronts them here in its Large hyena form. A
                                                
                                            
                                                
                                                     grove of frost-covered trees fills this fifty-foot-high cavern, the floor of which is a mixture of earth and ice. By some magic or miracle, the trees are alive, their canopies thick with frosty leaves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in
                                                
                                            
                                                
                                                    , choose the hermit background.   Level
   Proficiency
Bonus
   Features
   Cantrips
Known
   — Spell Slots per Spell Level —
   1st
   2nd
   3rd
   4th
   5th
   6th
   7th
   8th
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or
                                                
                                            
                                                
                                                     Point maximum increases by 1, and it increases by 1 again whenever you gain a level. Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a
                                                
                                            
                                        





