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Returning 35 results for 'measured such with only arranged from for level'.
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measured such with only arrange from for level
measure such with only arrange from for level
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost
regains hit points equal to half the amount of damage the target takes)
1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw, it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Planar Ally 6th-level conjuration Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a
sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Planar Ally 6th-level conjuration Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a
sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Planar Ally Level 6 Conjuration (Cleric) Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known
gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Planar Ally Level 6 Conjuration (Cleric) Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known
gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. 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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. 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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures to give characters the time they need to pursue such interests. Whereas days or weeks might pass between low-level adventures, the amount of downtime between higher-level adventures might be measured in months or years.
over a longer period of time and helps to manage the characters’ level progression, preventing them from gaining too much power too quickly. Allowing characters to pursue side interests between
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Area Descriptions Undermountain is a series of interconnected dungeon levels, each one deeper than the last. Every dungeon level has its own encounter locations keyed to a map. The adventure text
often presents the most important features of a location in the form of a list with boldface headings for ease of reference. These key features are arranged in order of prominence or in the order in
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->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
(lasts 1d10 × 10 hours) 3 Bout of indefinite madness (lasts until cured) A creature’s madness level starts at 0. When the creature fails a madness saving throw, its madness level increases by 1, and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
campaign isn’t driven by material wealth. Even when you go on expeditions, the University will lay claim to most of the treasures you find. Instead, the rewards of Morgrave adventures are measured in
use story-based advancement instead of standard XP. Level advancement could be based on time: player characters gain one level each semester, leveling up after finals. Alternately, advancement could
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
Conditions
While you have the Exhaustion condition, you experience the following effects.Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your
Exhaustion level is 6.D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Teleportation Circle Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare inks worth 50+ GP, which the spell consumes)
Duration: 1
teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Teleportation Circle Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare inks worth 50+ GP, which the spell consumes)
Duration: 1
teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, respectively, but he hasn’t explored either level. Tabletop Map. The wererats have carefully arranged the loose stones on the table to form an accurate map of this level of Undermountain; the map, however
levels of Undermountain. Rizzeryl has begun haranguing the Xanathar Guild forces on this level with the help of the wererat gang, which hails from Skullport. The drow wizard and the wererats have no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Teleportation Circle 5th-level conjuration Casting Time: 1 minute Range: 10 feet Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) Duration: 1
circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleportation Circle 5th-level conjuration Casting Time: 1 minute Range: 10 feet Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) Duration: 1
circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Pursuit Level The closeness of the drow pursuit is measured by a pursuit level. It begins at 4, with the drow not far behind the characters. If the pursuit level reaches 5, the drow forward scouts
catch up to them, and the drow leaders arrive not long thereafter (see “Catching Up”). If the pursuit level drops to 0, the party has eluded the drow until circumstances bring both factions into contact
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Hobgoblin Vanguard A hobgoblin captain named Kurlog has led a force of seven hobgoblins to this location. They are hunkered down behind scrap metal barricades sloppily arranged along the northwest ledge
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.)
Furnishings. Six stuffed chairs and a chaise longue are arranged near the fireplace.
14c. Study Furnishings. An elegant zurkhwood desk stands in the middle of the room, a thin matching chair positioned
especially valuable. 14d. Mirror Gate to Level 7 Bed. A zurkhwood bed draped by a spider silk canopy stands against the north wall.
Mirror. A tall, rectangular mirror is mounted on the east wall. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Furnishings. Arranged throughout the hall are four stuffed chairs, four padded footstools, two divans, and two large coffee tables. (These furnishings are twelve mimics in disguise. Arcturia considers
: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, enlarge/reduce, Melf’s acid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gp) that reflects color as a prism does. This crown is needed to activate two of Halaster’s gates: on level 8 in area 18b and on level 11 in area 11a. 11e. Life in Undermountain Stone panels set into
orbs of light arranged like the eyes of a beholder appear in the middle of the room. This spectral display is one of Halaster’s harmless regional effects (see “Halaster’s Lair”) and lasts for 1 minute.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Lower Level Paintings, statues, murals, frescoes, tapestries, and oil lamps meant to impress guests decorate this level. 1. Entryway This pleasant, breezy, tiled courtyard includes a splashing
arranged on the floor. Narrow windows look into the garden, but these double as arrow slits in case visitors aren’t as friendly as they claim to be. 3. Grand Hall A magnificently tiled floor is flanked by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
threat level under wraps. Your ability to literally spend days hanging out at the tavern and never be noticed makes you a valuable addition to any franchise that needs to keep its collective eyes and
always nice to have someone in a franchise who can slap an enemy so hard that they shrivel up and die several days after the characters have left town and arranged their alibis. As a monk following the Way
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
higher than half the characters’ level. These NPCs don’t amass Experience Points and don’t become more powerful. Here are some NPC archetypes that work well as supporting characters in an adventuring
Score. An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum Loyalty Score is equal to the highest Charisma score among all adventurers in the party, and its starting Loyalty
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, with other worship areas arranged around it. Foes The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching
mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm 1st-level characters, but characters can devise a plan that gets them inside the temple by
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, with other worship areas arranged around it. Foes The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching
mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm 1st-level characters, but characters can devise a plan that gets them inside the temple by
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Obzedat ghost doesn’t require air, food, drink, or sleep. The Ghost Council’s Traits Ideal: “Influence is measured in power, status, and money, but mostly money.”
Bond: “Gather as much as you can while
16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Before the myconid leader lapsed into unconsciousness, it created this guardian to keep outsiders away. As described on the previous page, the water level here varies by up to 10 feet with the tides. At
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Archives Gravenhollow’s records are organized by rooms attuned to the past, the present, or the future. Each level has a random number of rooms, arranged without any apparent system other than the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Boarding the Sea Ghost How long it takes the characters to reach the ship depends on what arrangements they have made beforehand. If, for example, it is arranged that the guard members, once they
the others on board below fail to do so — his gaze is fixed at a higher level. If those on the deck below detect the characters’ intrusion, the crew member’s attention is attracted (even if his
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
example, has been described as a long series of spherical worlds arranged like beads on a string, with each sphere consisting of six nested spheres—the layers of the plane. This fanciful description is
for that plane. Alignment and the Outer Planes The Outer Planes are realms of thought and morality more than merely physical reality, and they can affect visitors on a deeply personal level as well as a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
climbs to the upper level, while in another corner a stone staircase descends into darkness.
Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and
gold candelabras are neatly arranged on the table, standing behind which is a young woman with alabaster skin dressed in a torn and soiled red gown. Her auburn hair is neatly bundled so as not to touch






