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Returning 35 results for 'mechanism stay with only above from for level'.
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Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.
Becoming a Sorcerer...
As a
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
Monsters
Acquisitions Incorporated
foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wild Shape (Recharges after a Short or Long rest). As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in
beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8;{"diceNotation":"1d8","rollType":"roll"} hit points per level of the spell slot expended.
Spellcasting. Walnut is a 7th
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
Monsters
Icewind Dale: Rime of the Frostmaiden
of frost with 10 charges (see “Actions” below).
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6;{"diceNotation":"1d20+6
, message, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell
Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay
aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Monsters
Sleeping Dragon’s Wake
, speak with animals
Regeneration. Lhammaruntosz regains 5 hit points at the start of her turn.
Spellcasting. Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save
, mending
1st level (4 slots): charm person, detect magic, expeditious retreat, sleep
2nd level (3 slots): darkness, invisibility,suggestion
3rd level (3 slots): dispel magic, protection from energy
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Monsters
Divine Contention
energy, true seeing
Spellcasting. Claugiyliamatar is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18; +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
Bigby's Hand
Legacy
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Spells
Player’s Handbook (2014)
command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Classes
Xanathar's Guide to Everything
after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are
made the decision, follow through with it knowing your path is just.
Oath of Redemption Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of the
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on. Sorcerers often have obscure or quixotic
-level spells shield and magic missile. The Sorcerer Table Level ProficiencyBonus SorceryPoints Features CantripsKnown SpellsKnown —Spell Slots per Spell
Monsters
Mythic Odysseys of Theros
become part of her throne.
Hythonia as a Mythic Encounter
Hythonia serves as a potent threat against even high-level characters, but you can increase the challenge by using the Shed Skin trait. When
stay within 500 feet of the lair for 1 day turn to stone.
Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a DC 19 Constitution
Classes
Xanathar's Guide to Everything
after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are
made the decision, follow through with it knowing your path is just.
Oath of Redemption Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can be dropped with a hard yank on a lever (located on the upper level, area 2A), but since it was last tested, the mechanism has rusted to the point where the gate will drop only 3 feet, then jam in place.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
can be dropped with a hard yank on a lever (located on the upper level, area 2A), but since it was last tested, the mechanism has rusted to the point where the gate will drop only 3 feet, then jam in place.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ice Gate Level The uppermost level of the fortress contains the mechanism that operates the ice gate—enormous doors through which Xardorok’s chardalyn dragon comes and goes. These doors are carved
Shaft. The 10-foot-wide stone shaft descends 100 feet to area X6 and 200 feet to area X22. Ice Gate. The large stone wheel near the east wall is part of the mechanism that opens and closes the doors
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Before the Battle Before the game, both teams and their mascots are expected to stay in their respective locker rooms. They must wait until they’re called onto the field before they can level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) that descends 140 feet to the first level of Undermountain, the sprawling dungeon under Waterdeep. A rope-and-pulley mechanism is used to lower adventurers into the well and hoist them out. More
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dropping down the chute from area 6 lands on the top level of the large ice platform in the southeast part of the cavern, 16 feet above the cavern floor. The creature must then succeed on a DC 15
Dexterity saving throw to stay on the platform. (A creature that intentionally jumps down the chute takes half damage from the descent and has advantage on this saving throw.) If the saving throw fails, the
Monsters
Fizban's Treasury of Dragons
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
dropping down the chute from area 6 lands on the top level of the large ice platform in the southeast part of the cavern, 16 feet above the cavern floor. The creature must then succeed on a DC 15
Dexterity saving throw to stay on the platform. (A creature that intentionally jumps down the chute takes half damage from the descent and has advantage on this saving throw.) If the saving throw fails, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
position themselves about 30 feet inside the cave and stay near the walls and the column, so that while they aren’t hidden, they aren’t conspicuous, either. Characters who observe the cave from a distance
— from the area of the plateau where the steps ascend from level 1 to level 2, for example — spot one of the dragonclaws. If characters approach openly through the camp, the dragonclaws spot them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Yawning Portal The Yawning Portal, a famous inn and tavern located near the eastern slope of Mount Waterdeep, derives its name from a 40-foot-diameter well that descends into the first level of
to this gaping orifice hangs a winch with a simple rope-and-pulley mechanism that Durnan, the proprietor, uses to lower adventurers down the shaft and (sometimes) pull them up again. Durnan controls
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, use these rules. Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. It becomes harder to fight
off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
position themselves about 30 feet inside the cave and stay near the walls and the column, so that while they aren’t hidden, they aren’t conspicuous, either. Characters who observe the cave from a distance
—from the area of the plateau where the steps ascend from level 1 to level 2, for example—spot one of the dragonclaws. If characters approach openly through the camp, the dragonclaws spot them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Raiders of Clan Ironeye The duergar of Clan Ironeye, led by a half-shield dwarf, half-duergar prospector named Skella Ironeye, have come to plunder this level of Undermountain. They are assisted in
this effort by two cloakers from the conclave on level 5, which hope to turn this level into a hunting ground. After gaining entry through an umber hulk tunnel that leads down from level 5, the raiders
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Second Level: General Features Map 6.6 shows the layout of the second level of the fire giant stronghold. The floors, walls, and ceilings throughout the area are of black, reddish-black, dark gray
, and dull brown rock. In some places the stone has been hewn, but in others it appears to have been fused by heat. Map 6.6: Hall of the Fire Giant King - Second Level View Player Version Ceilings
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
must succeed on a DC 15 Dexterity saving throw to grab one of the handles or it plummets down the tube. A security mechanism might prevent creatures from falling the full distance (see below). If so
level’s map. Security Mechanism. Between each pair of floors is a metal aperture with a barrier that prevents a creature from traveling to floors it isn’t authorized to access. If a creature doesn’t
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
on a DC 15 Strength (Athletics) check to open any of the doors in this place due to their great size and weight. Doors stay open if left that way. Illumination. The upper level of Snurre’s hall is lit
Entrance Level: General Features Map 6.5 shows the layout of the uppermost level of the fire giant stronghold. The floors, walls, and ceilings throughout the place are of black, reddish-black, dark
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the characters off at a higher level than usual. With the DM’s approval, use the following rules to create a Clifftop adventurer. You begin at 5th level. You start with 600 gp in addition to your
your family or your time in the Last War? Or just something you bought with your earnings?One point about a Clifftop campaign is that you won’t stay in Clifftop. This district is your base of operations






