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                        Returning 35 results for 'guards can't level'.
                    
                
                        
                            
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                                        guard can't level
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    "} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Var is a 12th-level spellcaster. His spellcasting ability is
                                                
                                            
                                                
                                                     bolt, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, unseen servant*
2nd level (3 slots): detect thoughts, flaming sphere
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     one level of exhaustion.Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and
                                                
                                            
                                                
                                                     places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     unobstructed. Small windows glint from high on the vaultâs stone walls. Two guards keep watch on the second-floor balcony, while another guard patrols around the structure at ground level.
 Vidorantâs
                                                
                                            
                                                
                                                     two guards are always on duty on the balcony, accessed via a rope ladder the guards leave hanging down to ground level. The characters also learn the basic exterior and interior guard rotation (detailed in âVault Guardsâ).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    25. Hobgoblin Guards Guards. Two hobgoblins stand guard here, one in front of each door. They attack intruders, ganging up on one enemy at a time.
 Arch. A stone arch embedded in the middle of the
                                                
                                            
                                                
                                                     Level 9 The arch is one of Halasterâs magic gates (see âGatesâ). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
                                                
                                            
                                                
                                                    Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasuresâthree guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
                                                
                                            
                                                
                                                     characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Level 6: Cradle of the Death God Map 5.6 shows this level of the dungeon. Here, the dreaded Soulmonger nurses the atropal to godhood. A coven of hags called the Sewn Sisters guards the nursery, which
                                                
                                            
                                                
                                                     remains sealed until five skeleton keys are used to unlock it. If the characters failed to obtain all five skeleton keys from the upper levels, they wonât get far on this level. If you want to keep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
                                                
                                            
                                                
                                                     characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     workers, but he warns theyâll be searched on the way in. His two trustworthy guards can hide the charactersâ gear in a chest near the workersâ quarters. If the characters agree to this, Tavio concocts
                                                
                                            
                                                
                                                     an excuse to visit Aminta at the tomb. He and his guards leave the partyâs equipment in area X9. Tavio directs the characters to a spot near the citadel where workers wait to be escorted to the tomb
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                                
                                                     area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                                
                                                     area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    
 Find the Path
 Guards and Wards
 Mass Suggestion
 Ottoâs Irresistible Dance
 Programmed Illusion
 True Seeing
 7th Level
 Etherealness
 Forcecage
 Mirage Arcane
 Mordenkainenâs Sword
                                                
                                            
                                                
                                                    Bard Spells  Cantrips (0 Level)
 Dancing Lights
 Light
 Mage Hand
 Mending
 Message
 Minor Illusion
 Prestidigitation
 True Strike
 Vicious Mockery
 1st Level
 Animal Friendship
 Bane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     are made of iron-reinforced wood and are kept locked, requiring a successful DC 17 Dexterity check using thievesâ tools or DC 17 Strength (Athletics) check to open. Guards carry keys to each door on
                                                
                                            
                                                
                                                     their level unless otherwise noted. Light. Areas X2, area X3, area X4, and area X21 are brightly lit by torches imbued with continual flame spells. The rest of the tomb is dark. Members of the Onyx Scar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
 Level 2 contains kitchens, storage
                                                
                                            
                                                
                                                    , and currently disused servantsâ quarters.
 Level 3 houses guest bedchambers and a torture chamber for âspecial guests.â
 Level 4 contains Vizeranâs library and laboratory.
 Level 5 contains the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    
6th Level   Eyebite
 Find the Path
 
  Guards and Wards
 Mass Suggestion
Ottoâs Irresistible Dance
 Programmed Illusion
 
  True Seeing
7th Level   Etherealness
 Forcecage
 Mirage
                                                
                                            
                                                
                                                    Bard Spells Cantrips (0 Level)   Blade Ward
 Dancing Lights
 Friends
 
  Light
 Mage Hand
 Mending
Message
 Minor Illusion
 Prestidigitation
 
  True Strike
 Vicious Mockery
1st
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     security helmets in their possession must be returned to the guards before the characters leave. The characters can rest and recuperate before the next stage of their training, as the story continues in the
                                                
                                            
                                                
                                                     next adventure, Trial by Fire. Character Advancement The characters advance to 2nd level upon completing this adventure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     her wounds before the castle guards could reach her. The few guards who remain are demoralized, in shock, and at each otherâs throats. 14a. Great Hall Half of the great hall lies buried under rubble
                                                
                                            
                                                
                                                    . Four guards (NG male and female Illuskan humans) have placed the body of Lady Velrosa Nandar atop the shattered remains of an oak dining table and are arguing about next steps. The guardsâ names are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
                                                
                                            
                                                
                                                     the characters are at the prison. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 level of exhaustion. Creatures with resistance or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Vidorantâs Vault An Adventure for 7th-Level Characters Over the years, the notorious elf thief Nixylanna Vidorant has stolen many famed prizes and stored them in her vault. Her former partner
                                                
                                            
                                                
                                                     come face-to-face with Vidorant, and she offers them a deal thatâs hard to refuse.  Nixylanna Vidorantâs guards are not yet aware
 of the would-be thieves lurking below them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     infrequent due to the overall security level of the enclave, but a group of four guards is dispatched if an attempt to pick a vaultâs locks is detected. If the guards find trouble they canât handle, they
                                                
                                            
                                                
                                                     guards. Clan Horn is led by Lady Kira Horn and Lord Zardak Horn. Zardak is getting on in years, nearly blind, and increasingly defers to Lady Kiraâs decisions. Rizwin Horn, their daughter, is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    , blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
                                                
                                            
                                                
                                                     the characters are at the prison. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 level of exhaustion. Creatures with resistance or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     guards and stating their business. Many of the grand homes in Mithral Tower are true to the districtâs name, boasting mithral filigree. The Sharn Watch seems to be everywhere in this neighborhood full of
                                                
                                            
                                                
                                                     adorning the yard beyond an open, wrought-iron gate. Flanking this gate are two guards in House Orien livery. Each wears a beautiful helm shaped like the head of a unicorn.
 The magnificent marble
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     6 version), Flame Strike (level 6 version), Geas, True Seeing
  Guards Sentries and Watch Members
 Habitat: Any; Treasure: Armaments, Individual
 Guards protect people, places, and things, either
                                                
                                            
                                                
                                                     the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16):
 At Will: Thaumaturgy
 1/Day Each: Clairvoyance, Cure Wounds (level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm. Prisoners. The cultistsâ prisoners are kept at area 1. Currently, only eight prisoners
                                                
                                            
                                                
                                                     shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thievesâ tools and a successful DC 10 Dexterity check. The chain can be broken with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                                
                                                     a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     employment, the Stone Guards stop covering for them and their pursuit level increases as normal if Xalith is in town (see âSigns of Pursuitâ in the âBlade Bazaarâ section). Otherwise, it remains at 0 until some other action raises it again.
                                                
                                            
                                                
                                                     imposing female gray dwarf. She is fully armored and bears an insignia you have not seen on any other duergar. She is flanked by two Stone Guards who remain bythe door.
 âI am Captain Errde
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    . The tower at the mouth of the hollow is manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm. Prisoners. The cultistsâ prisoners are kept at
                                                
                                            
                                                
                                                     post in their hut to prevent escape. The shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thievesâ tools and a successful DC 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     the ravine is heavily obscured by fog, so the characters can approach the castle without being seen by its inhabitants. Until the castle takes flight, cultists and guards from the village deliver wagons
                                                
                                            
                                                
                                                     wide, and has its handles situated 10 feet above floor level. 
 Map 8.2: Skyreach Castle
 View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview The Tower of Storms is more than just a lighthouse â itâs a temple dedicated to Talos, the evil god of storms. Moesko, the half-orc anchorite who guards the lighthouse, uses its
                                                
                                            
                                                
                                                     causeway extends from the shore to this outcropping, allowing easy access to the lighthouse. This causeway is 5 feet above sea level at low tide. At high tide, the causeway and the sandy beach are submerged under 5 feet of water.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                                
                                                     a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The guards in area 10b notice any light or noise here and quickly investigate. The room has the following features: Table and Benches. A 25-foot-long stone dining table is in the middle of the room
                                                
                                            
                                                
                                                     furniture. Two male duergar guards named Malgorn and Zelk stand watch here. They have orders to escort visitors to Valtagar Steelshadow in area 15. Malgorn is one card away from owning a complete deck of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     the ravine is heavily obscured by fog, so the characters can approach the castle without being seen by its inhabitants. Until the castle takes flight, cultists and guards from the village deliver wagons
                                                
                                            
                                                
                                                     giants. A normal door is 20 feet tall, 8 feet wide, and has its handles situated 10 feet above floor level.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Suspicion Activities outside the daily routine of the prison draw attention from the guards and what few other staff members there are. Suspicion is measured in levels from 1 to 6. When the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    Suspicion Activities outside the daily routine of the prison draw attention from the guards and what few other staff members there are. Suspicion is measured in levels from 1 to 6. When the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Invulnerability
 Guards and Wards
 Magic Jar
 Mass Suggestion
 Move Earth
 Ottoâs Irresistible Dance
 Programmed Illusion
 Sunbeam
 True Seeing
 Wall of Ice
 7th Level
 Delayed Blast Fireball
                                                
                                            
                                                
                                                    Wizard Spells  Cantrips (0 Level)
 Acid Splash
 Chill Touch
 Dancing Lights
 Fire Bolt
 Light
 Mage Hand
 Mending
 Message
 Minor Illusion
 Poison Spray
 Prestidigitation
 Ray of Frost
                                                
                                            
                                        






