Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'measured such with only avoiding from for level'.
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Magic Items
Dungeon Master’s Guide
you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
(5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff
spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges
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
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
avoiding danger, and a few learn magical tricks to supplement their other abilities. A Shady Living Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the
Level ProficiencyBonus SneakAttack Features 1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant 2nd +2 1d6 Cunning
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->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->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->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->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->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->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->Player’s Handbook
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this
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->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
are likely out of sight of the drow when they first catch up. If the adventurers flee and successfully escape, they lower the pursuit level to 4 and begin avoiding their pursuers again. If they fight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, roleplaying well, and surviving or avoiding deadly traps. Any such award should be no more than what the characters would earn for defeating a monster with a challenge rating equal to their level. For
Character Advancement You can track experience points or simply allow characters to level up when they reach certain points in the adventure. Ideally, the characters should fall within the desired
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Avoiding the War Descriptions for the Ruinous Sea, Hurricane Tower, and the Ruinous Citadel are below—but you might not need them. High-level characters have options for travel to Kas’s redoubt
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 1-4: Local Heroes Characters in this tier are still learning the range of class features that define them, including their choice of specialization. But even 1st-level characters are heroes
, set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them. At the start of their careers, characters use 1st- and 2nd-level
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->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this
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
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->Dungeon Master’s Guide (2014)
the other, the player can focus on roleplaying just one character. Otherwise, players can end up awkwardly talking to themselves in character, or avoiding roleplaying altogether. Multiple characters
to jump in whenever the current character dies. Each time the main character gains a level, the backup characters do as well.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cone of Cold 5 Fireball (level 5 version) 5 Globe of
Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ready for the party to level up. Conversely, you can hasten level advancement by awarding ad hoc XP for making discoveries, completing goals, roleplaying well, and surviving or avoiding deadly traps
Character Advancement Characters begin the adventure at 1st level and gain XP by defeating monsters. After each game session, add up all the XP earned and distribute it evenly among the party members
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
-ruining conspiracy or the street-level depravity affecting a single slum. Dark Fantasy Plots d8 Plot
1 Track down a beholder-shaped flesh golem and learn why it’s targeting specific
it’s revealed the beloved ruler is a lich.
7 Banish a spirit haunting the moon.
8 Uncover the identity of an otherworldly coward who’s hiding among mortals, avoiding the destructive search of the immortals they fled.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Awarding XP Each monster has an XP value based on its Challenge Rating. When adventurers overcome one or more monsters—typically by killing, routing, capturing, or cleverly avoiding them—they divide
Point Die or a level 1 spell slot. Characters regain the use of magic items that have had their limited uses expended.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding
Lock 0 Conjure Elemental 7 Detect Magic 0 Dispel Magic 3 Enlarge/Reduce 0 Fireball (level 7 version) 7 Flaming Sphere 2 Ice Storm 4 Invisibility 2 Knock 2 Light 0 Lightning Bolt (level 7 version) 7 Mage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1
plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of
invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level
-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane






