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Returning 30 results for 'more settings with only above from for level'.
Monsters
Tales from the Yawning Portal
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Spellcasting. Grenl is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save
, thaumaturgy
1st level (2 slots): bane, inflict woundsScimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2
Classes
Xanathar's Guide to Everything
other settings of power.
College of Whispers Features
Bard Level
Feature
3rd
Psychic Blades, Words of Terror
6th
Mantle of Whispers
14th
Shadow Lore
Classes
Xanathar's Guide to Everything
other settings of power.
College of Whispers Features
Bard Level
Feature
3rd
Psychic Blades, Words of Terror
6th
Mantle of Whispers
14th
Shadow Lore
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifty years of Dungeons & Dragons history. The story spans many beloved settings and wondrous planes of existence. Its cast includes characters iconic to longtime fans. This adventure’s stakes involve
the fate of all worlds—in other words, the multiverse. If the player characters finish this adventure successfully, they’ll reach 20th level and will have thwarted one of the most notorious villains
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
settings. Use that information to place it in your campaign or to give you an idea of how to adapt it. These adventures provide the perfect side quest away from your current campaign. If you run published D
&D campaigns, such as Storm King’s Thunder, the higher level adventures presented here are an ideal way to extend the campaign beyond.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
adventure’s three settings—the Caves of Chaos, the Keep on the Borderlands, or the Wilderness—determine who will be the DM for the upcoming section. The previous DM can either make a new character of a level equal to the other characters or play as the new DM's now-available character.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Customizing Your Deck The easiest way to ensure the Deck of Many Things doesn’t radically alter your campaign is to limit the cards you include, selecting cards appropriate for the characters’ level
: Starter Deck. This version of the Deck of Many Things is meant for low-level characters, potentially as low as 1st level: Comet, Fates, Fool, Key, Knight, Rogue, Ruin, Sage, Talons. Roleplaying Focus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, impassable mountains, and belching volcanoes. You can substitute a different jungle setting, changing location names as needed. Alternative D&D settings include the Amedio Jungle of Oerth, the Savage
Coast of Mystara, the jungles of Xen’drik on Eberron, or a comparable setting on your home campaign world. This adventure is designed to begin with a party of four to six 1st-level characters, who should advance to 11th level or higher by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the Saltmarsh region or adapting it to a variety of D&D settings. Use that information to place it in your campaign or on the shores of your choice. These adventures make perfect side quests for ongoing
campaigns. If you run published D&D campaigns, like Waterdeep: Dragon Heist, the higher-level adventures presented here are an ideal way to extend the campaign. The adventures in Ghosts of Saltmarsh
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-level characters. Chapter 7 details NPCs, new monsters, and new magic items. Appendix A and appendix B contain new material for players to use in creating their characters for the campaign. Appendix C provides advice for adapting this adventure to other D&D campaign settings.
Using This Source Princes of the Apocalypse presents an epic campaign against the forces of Elemental Evil that can occupy you and your players for many months. Characters who are at least 3rd level
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
settings have such communities. Dwarf Traits Creature Type: Humanoid
Size: Medium (about 4–5 feet tall)
Speed: 30 feet
As a Dwarf, you have these special traits. Darkvision. You have Darkvision
Point maximum increases by 1, and it increases by 1 again whenever you gain a level. Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
so the order’s members can profit from selling their services. Some D&D settings have more magic in them than others. On Athas, the harsh world of the Dark Sun setting, arcane magic is a hated
: Is some magic common? Is some socially unacceptable? Which magic is rare? How unusual are members of each spellcasting class? How common are those who can cast high-level spells? How rare are magic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have
maximum increases by 1, and it increases by 1 again whenever you gain a level. Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively. JEDD CHEVRIER A ship departs from a city built by high elves Elf Traits Creature Type: Humanoid
Size: Medium (about 5–6
abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knighthood. Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights. Rallying Cry When you choose this archetype at
3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wood elves of the Dragonlance and Eberron settings, respectively. Elf Traits Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
As an Elf, you have these special traits
level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
It’s Just Business With its roots set firmly in heroic fantasy, D&D might feel out of sync with modern-day business dealings. But the game and its settings are actually a perfect fit for such tropes
these hired helpers to prominence for their importance to the campaign story. And, of course, for comic effect. When the characters are relatively low level, an Acquisitions Incorporated style of play can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
courts and other settings of power. Speak up! It’s really hard to hear you over the screaming. Nope. It’s no use. I’ll have to stop the screaming. Disintegrations all around, then.
College of
Whispers Features Bard Level Feature 3rd Psychic Blades, Words of Terror 6th Mantle of Whispers 14th Shadow Lore Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
vast, sunless sea that’s home to aboleths and kuo-toa The Wilderness Not all monsters lurk underground. Many of them inhabit deserts, mountains, swamps, canyons, forests, and other natural settings
the cradles of civilization. Urban settings afford adventurers the chance to rub shoulders with the rich and powerful, butt heads with the dregs of society, and peel back the veneer of civility to see
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Locations, Level 2 The second level of the spaceship comprises athletic facilities, cargo holds, and recreational spaces. Known as the observation deck, this level overlooks the garden
level, which has a transparent but impenetrable ceiling. The following locations are keyed to map 7.2. Damien Mammoliti Map 7.2: Spaceship Level 2 View Player Version S31: Drop Tubes (Violet) These drop
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guildmasters of Ravnica. Without exception, these are powerful creatures. In most campaigns, the guildmasters will come into play more often in negotiations and other social settings than in combat. Thus, each
fails a saving throw, she can choose to succeed instead.
Magic Resistance. Isperia has advantage on saving throws against spells and other magical effects.
Spellcasting. Isperia is a 15th-level
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Locations, Level 3 The following locations are keyed to map 7.3. Unlabeled rooms on this area consist of empty hallways and maintenance rooms with nothing of value. Damien Mammoliti Map
7.3: Spaceship Level 3 View Player Version S47: Drop Tubes (Green) These drop tubes are identical to those in area S2. The tubes stop here. Below this level, each tube is mangled and clogged with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
called rockets, which are attached to the bottom of the tower. B3. Stonky’s Study This smaller tower is attached to the main tower’s second level. The door to this area is sealed with an arcane lock
Stonky’s spellbook is covered with the notes he made while studying the possible settings for the steering wheel in the observatory (see area B4). A character who examines the notes and succeeds on a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
subterranean settings. Fear Incarnate. Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild’s influence is strong, one or more meenlocks
thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
face ornate place settings: fine goblets, plates, silverware, and a half-empty bottle of wine.
The goblets still have trace amounts of wine in them, and a few breadcrumbs and greasy streaks dirty
mage tower (area S14). The bridge ends abruptly after 5 feet, as the tower has since risen 20 feet into the air and is now at the same level as the castle’s second floor. S6: Art Gallery This gallery is
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Phenomena Magic has the ability to make even the most serene natural settings unpredictable. Whether the result of magical calamities, otherworldly influences, or nexuses of inexplicable
saving throws. When the effect ends, the creature gains 1 level of exhaustion. 3 Waves of vitality crash over the creature. The creature’s hit point maximum increases by 2d10, and it gains the same number






