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Returning 35 results for 'levels storm'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
weather, detect thoughts, ice storm
Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws
has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
Monsters
Fizban's Treasury of Dragons
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Connected Creatures
1
An adult topaz dragon vies with a storm giant over territory. The giant keeps live seafood in a tide pool, and the dragon keeps drying out the pool in an effort to
throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving Wildlife. Giant squid are
Call Lightning
Legacy
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Spells
Basic Rules (2014)
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a
point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Storm Herald All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform
that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Coastal Encounters (Levels 17–20) d100 Encounter 01–10 1 roc 11–20 1 storm giant 21–25 An adult bronze dragon fighting an adult blue dragon to the death 26–40 2d6 cyclopes 41–50 1 adult bronze
–96 1 ancient bronze dragon 97–99 1 ancient blue dragon 00 1d3 + 1 storm giants Danger is everywhere. Always keep one eye open.
That’s much easier for me than it is for you.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Call Lightning 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Underwater Encounters (Levels 11–20) d100 Encounter 01–10 1 sahuagin baron with 1d4 sahuagin priestesses and 2d10 sahuagin 11–35 1d10 killer whales 36–40 A ghost ship passing overhead, containing
shimmering, blue-green portal to the Elemental Plane of Water 81–90 1d4 marids 91–96 1d3 storm giants 97–99 1 dragon turtle 00 1 kraken
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Call Lightning 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giants, or a single storm giant. Large groups of giants, when they are organized toward a single purpose, can determine the fate of nations.
Fourth Tier (Levels 17–20). Mighty characters in the fourth
use with characters in the third tier of play (levels 11–16). If you’re creating giant-themed encounters for lower-level characters, you might use more dangerous creatures in the background to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous A hail of rock-hard ice pounds to the
damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous A hail of rock-hard ice pounds to the
damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(generated at random) 91–00 A mysterious island (generated at random) Open Water Encounters (Levels 11–20) d100 Encounter 01–03 1 storm giant 04–07 2d6 giant sharks 08–11 1 marid 12–18 1 sahuagin
experiences both. They might occur simultaneously or in an order of your choice. The levels given on the following tables allow you to sculpt what dangers the characters face. The low-level table is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Subclass A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles. This
Fog Cloud, Hold Person, Ray of Frost 5 Sleet Storm 7 Ice Storm 9 Cone of Cold Temperate Land Druid Level Circle Spells 3 Misty Step, Shocking Grasp, Sleep 5 Lightning Bolt 7 Freedom of Movement 9
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 17-20: Masters of the World By 17th level, characters have superheroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of
power — or such terrible dangers. Dedicated spellcasters at this tier wield earthshaking 9th-level spells such as wish, gate, storm of vengeance, and astral projection. Characters have several rare
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Underwater Encounters (Levels 5–10) d100 Encounter 01–02 3d6 steam mephits 03–04 1d10 sahuagin 05–06 1 giant octopus 07–08 3d6 constrictor snakes 09–10 2d10 merfolk with 1d4 giant sea horses 11–15
water elementals 86–90 1 sahuagin baron with 2d8 sahuagin 91–96 1d4 giant sharks 97–99 1 marid 00 1 storm giant
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Coastal Encounters (Levels 5–10) d100 Encounter 01 2d8 giant wolf spiders 02–03 3d6 pteranodons 04–05 2d4 scouts 06–07 1d6 + 2 sahuagin 08 1 sea hag 09–10 1d4 + 1 giant toads 11–15 3d6 sahuagin 16
sahuagin baron with 1d3 sahuagin priestesses and 2d8 sahuagin 97 1 djinni 98 1 roc 99 1 marid 00 1 storm giant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adventure Situations by Level Use the tables in this section to inspire adventure ideas for characters of different levels, with the range of possible levels grouped into four tiers. You can roll on
the tables and see if the result sparks your imagination or read the entries on the tables until you find something that grabs you. Levels 1–4: Local Heroes The fate of a village might depend on the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Coastal Encounters (Levels 11–16) d100 Encounter 01 1d4 banshees (night only) 02–04 1 cyclops 05–08 1d6 + 2 manticores 09–10 1d8 + 2 veterans 11–20 1 young blue dragon 21–25 A nest of 1d6 dragon
DC 15 Dexterity saving throw, taking 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. 81–82 2d4 cyclopes 83–84 1 storm giant 85–86 1d3 young blue dragons 87–88 1
Equipment
suffer 18 (4d8) Necrotic damage and gain one level of Contamination on a failed save. On a successful save, they take half as much damage and do not gain any Contamination levels.
59–60
The
creatures except the triggering creature. The spirits taunt and jeer at the triggering creature.
65–66
The triggering creature gains 1d6 levels of Contamination. Unlike normal
Equipment
throw. They suffer 18 (4d8) Necrotic damage and gain one level of Contamination on a failed save. On a successful save, they take half as much damage and do not gain any Contamination levels.
59
and harms all creatures except the triggering creature. The spirits taunt and jeer at the triggering creature.
65–66
The triggering creature gains 1d6 levels of Contamination. Unlike normal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the North. Players choose which giant lord they wish to confront. This villain has a conch of teleportation that the characters need to reach Maelstrom, a storm giant stronghold in the depths of the
Trackless Sea. Chapter 10 describes the politically charged court of the storm giants and the challenges faced by its current ruler, Princess Serissa. If the characters earn Serissa’s trust, she tasks
Equipment
18 (4d8) Necrotic damage and gain one level of Contamination on a failed save. On a successful save, they take half as much damage and do not gain any Contamination levels.
59–60
The
creatures except the triggering creature. The spirits taunt and jeer at the triggering creature.
65–66
The triggering creature gains 1d6 levels of Contamination. Unlike normal Contamination
Equipment
suffer 18 (4d8) Necrotic damage and gain one level of Contamination on a failed save. On a successful save, they take half as much damage and do not gain any Contamination levels.
59–60
all creatures except the triggering creature. The spirits taunt and jeer at the triggering creature.
65–66
The triggering creature gains 1d6 levels of Contamination. Unlike normal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
another part of the bearer’s body. All dragonmarks share a similar initial appearance, but a dragonmark can grow in size and complexity as a character gains levels and uses it to cast more powerful magic
Mark of Finding Mark of Handling Mark of Healing Mark of Hospitality Mark of Making Mark of Passage Mark of Scribing Mark of Sentinel Mark of Shadow Mark of Storm Mark of Warding
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
window causes seawater to pour into the stronghold, flooding air-filled chambers and lower levels quickly. Doing this has no effect on storm giants, who can breathe water as easily as they breathe air, but
Maelstrom Maelstrom lies on the floor of the Trackless Sea, nearly 3,000 feet beneath the surface. For centuries, it has been the stronghold of the world’s most powerful storm giant kings. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
highest levels of artistry, stone giants compete in games of boulder hurling and catching. Their rock-throwing skills suit stone giants well when they have cause to defend their homes or attack enemies
respects to their ancestors. Some of these visits, especially by elderly giants who know they will soon take their place there, last for weeks or even months. Storm Giants Storm giants, the most powerful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hazards Sea travel is an innately dangerous proposition. A storm on land might bog down a caravan, delaying its trip by a few days, while at sea a storm can split a ship in two and send everyone
ship’s success or failure is determined. Hazards offer four levels of success or failure determined by the results of the ship’s group check. A total success or a total failure occurs when every roll
Equipment
suffer 18 (4d8) Necrotic damage and gain one level of Contamination on a failed save. On a successful save, they take half as much damage and do not gain any Contamination levels.
59–60
The
all creatures except the triggering creature. The spirits taunt and jeer at the triggering creature.
65–66
The triggering creature gains 1d6 levels of Contamination. Unlike normal
Equipment
suffer 18 (4d8) Necrotic damage and gain one level of Contamination on a failed save. On a successful save, they take half as much damage and do not gain any Contamination levels.
59–60
The
creatures except the triggering creature. The spirits taunt and jeer at the triggering creature.
65–66
The triggering creature gains 1d6 levels of Contamination. Unlike normal Contamination
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 1 Map 10.1: Maelstrom, Levels 1 and 2 View Player Version 1. Vortex and Sinkhole A powerful vortex swirls above a 100-foot-deep, 180-foot-wide sinkhole on the ocean bottom. (On the
to dissipate, but the drain is 50 feet in diameter. A barnacle-covered iron grate covers the drain, and the holes between its bars are 10 feet wide. The sinkhole has three levels. Level 1 The bottom
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Its stacked levels resemble steps in a staircase, but a ramp running from top to bottom provides an easy way up.
Climbing the mesa reveals that its steps aren’t concentric circles but the bands of a
snatches of conversations. The faerzress in this place echoes the sounds produced in Gracklstugh above, creating a storm of noise. A character can use an action to focus on specific sounds but must make
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 2 14. Great Hall Music fills this hall when the characters first arrive. The room is split into two levels; a 15-foot-high raised ledge hugs the walls to the north and east, and
, Mirran and Nym. Mirran is singing, while Nym provides instrumental accompaniment by tapping on the crab’s shell with a pair of whalebone mallets. Mirran and Nym have the statistics of a storm giant, with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain
storm, slow 7th freedom of movement, ice storm 9th commune with nature, cone of cold Coast Druid Level
Spells
3rd mirror image, misty step 5th water breathing, water walk 7th control water






