Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mechanus simple with only are from for level'.
Other Suggestions:
merchants simple with only are from for level
mechanus single with only are from for level
Magic Items
Dungeon Master’s Guide
;D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can
47–54
Elysium
55–59
Gehenna
60–64
Hades
65–69
Limbo
70–77
Mechanus
78–85
Mount Celestia
86–90
Nine Hells
91–95
Pandemonium
96–00
Ysgard
Spells
Player’s Handbook
Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Monsters
Planescape: Adventures in the Multiverse
spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the hexton makes an Intelligence check (DC 10 + the spell’s level). On a success, the
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
Monsters
Dragon of Icespire Peak
). The spellcaster has following cleric spells prepared:
Cantrips (at will): guidance, sacred flame
1st level (2 slots): cure woundsQuarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2
any armor, weapons, and tools included in its stat block. In addition, spellcasters are proficient with simple weapons and light armor.
Monsters
Dragon of Icespire Peak
attacks). The spellcaster has following wizard spells prepared:
Cantrips (at will): fire bolt, light
1st level (2 slots): sleepQuarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType
, weapons, and tools included in its stat block. In addition, spellcasters are proficient with simple weapons and light armor.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.Bite
isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
telepathic bond.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight
Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A
its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other
Spells
Xanathar's Guide to Everything
any of these remain when the spell ends, they are lost.
You have advantage on attack rolls that you make with simple and martial weapons.
When you hit a target with a weapon attack, that target
takes an extra 2d12 force damage.
You have proficiency with all armor, shields, simple weapons, and martial weapons.
You have proficiency in Strength and Constitution saving throws.
You can attack
feats
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You excel at thrown weapons. You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1
, to a maximum of 20.
Multithrow. When you take the Attack action to make a ranged attack roll using a Simple weapon that has the Thrown property, you can make two additional ranged attacks using
Dominate Monster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity Score by 1, to a maximum of 20.
Mastery Property. Your training
with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.
Dominate Beast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature
the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th
Dominate Person
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a
Spells
Xanathar's Guide to Everything
creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the
, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Spells
Xanathar's Guide to Everything
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient
reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Backgrounds
Guildmasters’ Guide to Ravnica
are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Izzet Guild Spells
Spell Level
;ll make something happen.
3
Nothing is ever simple, and if it seems simple, I’ll find a way to make it complicated.
4
I tend to ignore sleep for days when I’m conducting
Spells
Lost Laboratory of Kwalish
100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Affair on the Concordant Express An Adventure for 9th-Level Characters Wanted for crimes across the multiverse, an outlaw known as the Stranger is currently a prisoner aboard the Concordant Express
, an interplanar train destined for Mechanus, where the outlaw is set to stand trial. In this heist, the characters must obtain a list of names the Stranger has committed to memory. The names in
Backgrounds
Guildmasters’ Guide to Ravnica
an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table
. MULTICLASSING EXAMPLE
Gary is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(or 5) + your Constitution modifier per warlock level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from
Class Features As a warlock, you gain the following class features. Hit Points Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws
Class Features As a barbarian, you gain the following class features. Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively
rolling on the following table. 1d100 Outer Plane 01–05 Abyss 06–10 Acheron 11–17 Arborea 18–25 Arcadia 26–33 Beastlands 34–41 Bytopia 42–46 Carceri 47–54 Elysium 55–59 Gehenna 60–64 Hades 65–69 Limbo 70–77 Mechanus 78–85 Mount Celestia 86–90 Nine Hells 91–95 Pandemonium 96–00 Ysgard
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills
Class Features As a paladin, you gain the following class features. Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) + your Constitution modifier per bard level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of
Class Features As a bard, you gain the following class features. Hit Points Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively
rolling on the following table. 1d100 Outer Plane 01–05 Abyss 06–10 Acheron 11–17 Arborea 18–25 Arcadia 26–33 Beastlands 34–41 Bytopia 42–46 Carceri 47–54 Elysium 55–59 Gehenna 60–64 Hades 65–69 Limbo 70–77 Mechanus 78–85 Mount Celestia 86–90 Nine Hells 91–95 Pandemonium 96–00 Ysgard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this optional rule. At the end of a long rest spent on an incompatible plane, a visitor must make a DC 10 Constitution saving throw. On a failed save, the creature gains one level of exhaustion
. Incompatibility between lawful and chaotic alignments doesn’t have the same effect, so Mechanus and Limbo lack this quality.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
fire when an intruder steps on a pressure plate are all simple traps. Elements of a Simple Trap The description of a simple trap begins with a line that gives the trap’s level and the severity of the
Simple Traps A simple trap activates and is thereafter harmless or easily avoided. A hidden pit dug at the entrance of a goblin lair, a poison needle that pops from a lock, and a crossbow rigged to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Enhanced Weapon Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Dedicated Weapon 2nd-level monk feature You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you
can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria: The weapon must be a simple or martial weapon. You must be proficient with it. It must lack the heavy and special properties.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Enhanced Weapon Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a sorcerer, you gain the following class features. Hit Points Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels
: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution
Class Features As a fighter, you gain the following class features. Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chaotic Good, Neutral Good Bytopia Lawful Good, Neutral Good Carceri Chaotic Evil, Neutral Evil Elysium Neutral Good Gehenna Lawful Evil, Neutral Evil Hades Neutral Evil Limbo Chaotic Neutral Mechanus
Celestials. The Lower Planes are the home of Fiends. The planes in between host their own unique denizens: for example, modrons are Constructs that inhabit Mechanus, and slaadi are Aberrations that thrive






