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Returning 35 results for 'more stay with only are for for level'.
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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
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
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.
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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.
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
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->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->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->Out of the Abyss
particularly alien or disturbing (such as a demon lord). The characters stay in a faerzress-suffused area for a long time (eight or more consecutive hours). A character takes psychic damage, particularly in
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded. Becoming a Sorcerer... As a Level 1 Character Gain all the traits in the Core Sorcerer Traits table. Gain the Sorcerer’s
Sorcerer Core Sorcerer Traits Primary Ability Charisma Hit Point Die D6 per Sorcerer level Saving Throw Proficiencies Constitution and Charisma Skill Proficiencies Choose 2: Arcana, Deception
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Simulacrum Level 7 Illusion (Wizard) Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dehydration Characters who explore Chult need plenty of water to stay hydrated. The water found in rivers and on the ground is unfit for drinking unless it is boiled first. If they have a rain
fresh water must succeed on a DC 15 Constitution saving throw or suffer 1 level of exhaustion. The saving throw is made with disadvantage if the character is wearing medium armor, heavy armor, or heavy
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Whirlwind 7th-level evocation Casting Time: 1 action Range: 300 feet Components: V, M (a piece of straw) Duration: Concentration, up to 1 minute A whirlwind howls down to a point that you can see on
when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bigby’s Hand 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (an eggshell and a snakeskin glove) Duration: Concentration, up to 1 minute You create a Large hand of
+ your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventure you are currently running. If you prefer to start the adventurers at 3rd level and dive into the Elemental Evil plot immediately, begin with the “Rumors of Evil” clues. If you wish to start
the adventurers at 1st level, begin with the “Trouble in Red Larch” rumors. When the party finishes the “Trouble in Red Larch” adventures, they reach 3rd level, and they’re ready to move on to the
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
pursuers moved on. Arthur allowed the fire giant mother and her children to stay, and the giants bonded to Arthur gradually. They never had a common language but communicated through pantomime and
level, and Ignis and the children moved in. Calder Moore Lord Invido commands the
loyalty of many fire giants Ignis’s Plight Ignis was a queen among her people, but when she gave birth to her twins
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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 so far
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
horse to pack the field-dressed game back to the camp. Hunters don’t necessarily return to the camp every evening. They stay out until they have a load of meat to bring back. Hunting on the Greenfields
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
ask her to come with them and are kind, she will do so and stay with them through the rest of the adventure. Treasure. Both of Siren’s sacks contain treasure, but it isn’t possible to acquire more than
wizard spell of 5th level or lower (DM’s choice) 8 4d12 gems (worth 100 gp each) 9 Bracers of defense 10 Ring of feather falling It isn’t possible to gain both the large and the small sacks by any means
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
. Another of these watery steps in the terrace is somewhat lower than the first; at the level in between these aquariums, the terrace steps are dry, but the area is still enclosed by a glassy wall like the
are filled with water. All the creatures in this room have been charmed and ordered to stay in their areas as long as their glass walls are intact. Map 4.5: Aquarium and Prison A 10-foot-square area
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
accommodations for a brief period as reward for a job well done. Such a stay typically lasts for no longer than two weeks per year, during which you maintain an aristocratic lifestyle for no cost. You must defend
the locale if necessary, but you’re largely afforded time to relax as you please. However, poor (or outright destructive) guests rarely receive invitations to stay again. Salary. Your employment
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
following spells prepared: Cantrips (at will): friends, light, mage hand, prestidigitation
1st level (4 slots): charm person, mage armor, shield, sleep
2nd level (3 slots): misty step, suggestion
3rd
level (3 slots): bestow curse, phantom steed, vampiric touch
4th level (3 slots): greater invisibility, stoneskin
5th level (1 slot): dominate person
Stanimir is joined by his daughter, Damia
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to attack the pterafolk, Azaka leaves their service in disgust. The best way to approach Firefinger without being spotted by the pterafolk is to stay under heavy forest canopy and cross open areas only
ladders mounted to the spire are ancient and crumbling. Each character who ascends a ladder to the next higher level (from the ground to level 1, from level 1 to level 2, and so on) must make a DC 8
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Mine Locations Map 1.19: gem mine View Player Version The following locations are keyed to map 1.19. The mine is made up of three levels, the deepest of which is level 3. The boxed text in these
. M5. Underdark Shaft, Level 1 Wooden planks and struts form a walkway along the wall of a seemingly bottomless vertical shaft. A narrow waterfall cascades down the northeast wall, and the sound of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
by a remove curse spell cast by an 18th-level spellcaster, by defeating Kwalish and reversing the process using his machines, or by completing a separate task for the inventor. Just a Bit of Trouble
. He then turns on the monitor and ducks down to stay out of the medusa’s field of view. During the subsequent chaos, the gnome attempts to don the powered armor, then wreak havoc.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the skeletons to launch a boat (they are unaware of the path made by the pirates). The survivors keep a low profile. They stay close to the ruins of the abbey and keep out of sight of passing boats
in area 2 of the ruins. At night they stay in their rooms. The major personalities among the survivors are detailed below. Ozymandias Ozymandias (NE male human priest) barely survived the battle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 3 19. Gallery A decorative, wrought iron staircase in one corner of this room leads down to the servants’ quarters (area 12) and up to the castle roof (area 29). Colorful rugs
broad range of subjects. Six of the tomes in her library are of considerable worth (see “Treasure”). These valuable tomes are kept on the highest shelves, 25 feet above floor level, and are enormous
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters want to delay their departure, Hekaton agrees to stay around long enough for them to search the Morkoth or to take care of other matters. For example, the characters might need to conclude some
contains the following spells: 1st level: detect magic, disguise self, identify, mage armor, magic missile, thunderwave
2nd level: darkvision, detect thoughts, mirror image, misty step, suggestion
3rd
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
his room, trying to stay clear of the fight. The rest of the cultists don’t particularly like him, and none rush to defend him. If a character moves into his room, however, the cultists might try to
corner that character. Bayleaf cares only about survival. He uses his shortbow to fire from his room, and employs his magic and abilities to hinder the characters. He keeps one 2nd-level slot in reserve
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
seeping from the rift has suffused a 300-foot-radius hemisphere with magic similar to that of a hallow spell. The effect acts as a spell cast at 9th level, and it requires a successful DC 19 check to be
(Arcana) check confirms it was made using a stone shape spell. The runes are in Elvish. They communicate a warning to stay away from the sealed rift and the horror that lies below. Inside the Ship
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. These spirits might be malevolent or benign. 2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was
. 4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Faerie Pest Tarry not in Tuinvale,
Ignore the flowers’ heady scents.
Take no thing, stay to the trail
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
neither he nor his associates are responsible for the recent violence. Zhentarim Missions Party Level Mission Brief Mission Requirements and Reward 2nd “Someone is killing elf and half-elf sailors
an accident.” Skeemo Weirdbottle (see appendix B) manages to stay one step ahead of the characters. As they approach his shop, they see him ride off in a dray with five other passengers and a driver
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and stay close to Narrak. Fungi Patches Fungi is rampant throughout this area, growing in large patches on the floors and walls. Two thick fungi patches grow by each wall in the western tunnel
enters or touches the circle must succeed on a DC 13 Wisdom saving throw or gain one level of madness (see “Madness” in chapter 2). Whether the save succeeds or fails, the creature can’t be affected by






