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Returning 35 results for 'merchant shines with only are from for level'.
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Spells
Player’s Handbook
Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity
one of the lights. A creature can be affected by this spell only once per turn.
Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.
Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Monsters
Vecna: Eve of Ruin
, reach 10 ft., one creature casting a spell of 3rd level or lower. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Antimagic Swipe", "rollDamageType":"force"} force damage
;terrifying!”
—Clank, Warforged Merchant from Sharn
On the world of Eberron, many strange, magic-warped monsters have emerged from the depths of the war-wracked Mournland. The blazebear is
Monsters
Baldur’s Gate: Descent into Avernus
Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical
, Mahadi loses this action option.Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn’t believe in taking unnecessary risks, particularly in the Nine Hells where he
Daylight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks
the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Spells
Acquisitions Incorporated
Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical
a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Moonbeam
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the
Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
describe the view to them by reading the following: The afternoon sun shines through the clouds to illuminate the gray walls and pale spires of a timeworn fortress that stands majestically atop a rocky promontory overlooking the sea. The trail leads straight to it.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Upper-Level Features In addition to the features of the Three Moons Vault listed earlier in this chapter, the vault’s upper level has a number of important features. If the characters don’t know how
object with AC 10, 10 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage. The glass is enchanted so that only one color of moonlight shines through
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sunbeam Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
You launch a
radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
defaced and illegible. Well. A giant-sized well in the keep’s deepest level plunges a seemingly infinite depth. Faint purple light shines from the depths, and psychic whispers caress the mind of anyone who peers into the depths. A 5-foot-high wall surrounds the well.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sunbeam Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
You launch a
radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dawn 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a sunburst pendant worth at least 100 gp) Duration: Concentration, up to 1 minute The light of dawn shines down on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Celestial Level 7 Conjuration (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a spirit from the Upper Planes, which
manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Celestial Level 7 Conjuration (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a spirit from the Upper Planes, which
manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it
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
recruited from the merchant prince’s extended family or hand-picked for their loyalty and fighting prowess. These guards are always on alert against tricksters and magicians trying to gain entrance to their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Salted Legacy An Adventure for 1st-Level Characters A series of disturbances plagues the Dyn Singh Night Market, an endlessly changing maze of stalls filled with incredible wares, enticing smells
, and magical lights. Accusations fly as the characters become entangled in a feud between the well-respected Tyenmo and Xungoon merchant families of the Siabsungkoh valley. To prevent the families
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
flimsy new huts and longhouses of bamboo and thatch. The Old City is run by “beggar princes” in a mocking parallel to the merchant princes of the city proper. They have no official authority, but each
of them sits atop a web of debts, favors, incriminating information, and loyal muscle that allows them to get things done with an efficiency that the merchant princes sometimes envy. Unlike the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
odd things: A duergar merchant can’t stop insulting customers when they are trying to sell something, but becomes a picture of politeness when they want to buy. A number of duergar merchants give
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Upper Level The rooms on this level are decorated for comfort. The artwork and other decor reflects the taste of the merchant prince to whom the villa belongs. 10. Library Chultans are fans of
location of Omu, but a book of lore might mention the city and describe it as it was during its height. 11. Family Rooms The merchant prince’s children, spouses, and other close family members live in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 1: Prisoners of the Drow Deep beneath the surface of the world lies the Underdark, a realm of endless labyrinthine tunnels and caverns where the sun never shines. The Underdark is filled with
of the Drow” assumes the characters start at 1st level, and that they will achieve 2nd level (if not 3rd) by the end of this chapter of the adventure. Given the challenges of the adventure and the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to kill the characters and anyone else at the Black Cabin. If the party is 6th level or higher, add another coldlight walker to the attacking force. If the characters have a goliath werebear on their
side, add a third coldlight walker and two more ice mephits. The attacking force approaches the Black Cabin from the east. As the characters emerge from the cabin, read: Bright light shines from the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of
information (not all of it accurate), but he won’t join the party under any circumstances. He might, however, allow the characters to tag along while he visits each merchant prince in turn. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
scroll. She looks up at you through horn-rimmed glasses. “Can I help you?”
Lavender Shasphene is a studious and impatient pixie merchant who sells Spell Scrolls from this little table. She has five
Spell Scrolls for sale. Lavender’s Spell Scrolls Spell Level Spell Scroll 1st Cure Wounds, Faerie Fire 2nd Moonbeam, Protection from Poison 3rd Antagonize* *This spell appears in chapter 7
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. 4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. 5 As a child, you
the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! Psionic Spells 1st-level Aberrant Mind feature You learn additional spells when you reach certain
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Distort Value 1st-level illusion Casting Time: 1 minute Range: Touch Components: V Duration: 8 hours Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird
cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. Jim’s magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
— Jim Darkmagic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells at the paladin levels listed. Oath of Devotion Spells Paladin Level Spells 3rd
protection from evil and good, sanctuary
5th
lesser restoration, zone of truth
9th
beacon of hope
, dispel magic
13th
freedom of movement, guardian of faith
17th
commune, flame strike
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options






