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Returning 35 results for 'levels suffers'.
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level suffers
Arms of Hadar
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Spells
Player’s Handbook (2014)
a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Spells
Tasha’s Cauldron of Everything
target takes half as much damage and suffers none of the spell’s other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional
Spells
Sword Coast Adventurer's Guide
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal
.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving
Spells
Sword Coast Adventurer's Guide
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal
ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a
. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. Level Effect 1 Disadvantage on ability checks 2 Speed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a
. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. Level Effect 1 Disadvantage on ability checks 2 Speed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion
half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion
half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the
start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from
when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chaos. The characters will make saving throws against acquiring levels of madness, as called for in different encounters and whenever you feel it is appropriate. (See chapter 2 of the adventure for more
information on madness.) The NPCs following the characters into the Underdark are just as vulnerable to demonic madness. However, rather than make saving throws or track madness levels for each
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
an area suffused with faerzress. In Out of the Abyss, madness is measured in three levels: Madness Levels Level Effect 1 Bout of short-term madness (lasts 1d10 minutes) 2 Bout of long-term madness
the creature immediately suffers the level’s effect (as determined by rolling on the Short-Term Madness, Long-Term Madness, or Indefinite Madness table in the Dungeon Master’s Guide, as appropriate
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different
levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Salida and woke up a prisoner in Omu. Mung, a Batiri goblin, was caught by the yuan-ti while foraging in the jungle. He is malnourished and suffers from 3 levels of exhaustion (see appendix A of the
Player’s Handbook). Kanush Natombe (N male Chultan human tribal warrior) foolishly traveled to Omu to prove his worth to another man. Kanush is malnourished and suffers from 4 levels of exhaustion. Zilla
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target
willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack
Conditions
. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.If an already exhausted creature suffers another effect that causes exhaustion, its current
level of exhaustion increases by the amount specified in the effect's description.A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Repairs When an infernal war machine is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs
successful check ends the mishap. A mishap with no repair DC can’t be repaired. Remove Exhaustion If the infernal war machine has one or more levels of exhaustion, a creature can spend 1 hour or more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature is prone and restrained. It also suffers from two levels of exhaustion. It has an Intelligence of 1, and it can’t speak or understand any language. Replace the ogre’s action options with the
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
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->Dungeon Master’s Guide
immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter
contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter
contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature
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->Waterdeep: Dungeon of the Mad Mage
between levels of the dungeon. Using an action to crank the pump draws 1d4 + 1 gallons of potable water into the stone basin. 2b. Abandoned Laboratory This room is filled with dusty tables and cauldrons
completed, it immediately summons Kalabash (CE male Calishite human mage). Appearing in the middle of the circle, Kalabash attacks any creatures he sees. He is intoxicated and suffers the effects of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Meeting Paloma As conversation dies down, Paloma emerges from a door leading to the cellar and approaches the characters. She is wrapped in a rebozo and suffers from sereno with 3 levels of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Keeper of Souls Domain Spells You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work. Grave Domain Spells
reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
gains one level of exhaustion as its airways become increasingly clogged. A creature that reaches level 6 exhaustion dies, as normal.
A creature with one or more levels of exhaustion brought on by
exhaustion level drops below 1, it no longer suffers the effects of grackle-lung and becomes immune to it for the next week. Duergar and derro are inured to grackle-lung, making Constitution checks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with the skulls and bones of deep gnomes and goblins, as well as a few drow who angered Erelal Freth.
The drow use these goblin slaves as laborers. Each goblin suffers from two levels of exhaustion
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
(round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two
creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
a short rest, drinks a vial of antitoxin, or is targeted by an effect that ends the poisoned condition. If a prisoner suffers these cramps, the guards bring the prisoner to the hospital to be examined
the enigmatic prisoner 13 R18: Surveillance Hub This hexagonal room is the base of the prison’s central tower. A spiral staircase rises to the tower’s upper levels. Several guards watch through the






