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Returning 35 results for 'most step'.
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Spells
Playerâs Handbook
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see
Magic Items
Tashaâs Cauldron of Everything
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the
Misty Step
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see
Spells
Xanathar's Guide to Everything
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a
Spells
Xanathar's Guide to Everything
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Step-by-Step Characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Step-by-Step Adventures Follow these steps to create an adventure: Step 1: Lay Out the Premise. Determine the situation or conflict that underscores the adventure. Also think about the adventureâs
setting and what is unique and fun about it. Step 2: Draw In the Players. Think about how the characters will get drawn into the situation youâve established. Consider how the adventure might tie in
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Step-by-Step Campaigns Follow these steps to create a campaign: Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone
you hope to evoke. Step 2: Draw In the Players. Start your campaign in a memorable way. Determine how the characters get drawn into events and how the charactersâ goals and ambitions might come into
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ascendant Step Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Far Step 5th-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Misty Step Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Misty Step 2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Misty Step Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Thunder Step 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V Duration: Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately after
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Misty Step 2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Misty Step Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 1: Step-By-Step Characters Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of game
your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world. Before you dive into step 1 below, think about the kind of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 1: Step-By-Step Characters Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of game
your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world. Before you dive into step 1 below, think about the kind of
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Step 2: Determine Origin Determining your characterâs origin involves choosing a background, a species, and two languages. A characterâs background represents the place and occupation that were most
you choose influences step 3, when you determine your characterâs ability scores. If youâre having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Ghost Step Tattoo Wondrous item (tattoo), very rare (requires attunement) Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. Tattoo Attunement. To
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 2: Determine Origin Determining your characterâs origin involves choosing a background, a species, and two languages. A characterâs background represents the place and occupation that were most
background you choose influences step 3, when you determine your characterâs ability scores. If youâre having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Step 4: Select Monsters After using the tables from the previous step to determine the challenge ratings of the monsters in your encounter, youâre ready to pick individual monsters. This process is
challenge rating arenât a good match for the charactersâ statistics, donât be afraid to go back to step 3. By altering your challenge rating targets and adjusting the number of creatures in the encounter
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Watch Your Step! As befits the City of Towers, Sharn is also a city of bridges and balconies. These thoroughfares and outcroppings can be extremely narrow or comfortably wide. Although most of them
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Step 5: Add Flavor The events that unfold during an encounter have to do with a lot more than swinging weapons and casting spells. The most interesting confrontations also take into account the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Step 2: Choose Encounter Size Determine whether you want to create a battle that pits one creature against the characters, or if you want to use multiple monsters. If the fight is against a single
opponent, your best candidate for that foe is one of the gameâs legendary creatures, which are designed to fill this need. If the battle involves multiple monsters, decide roughly how many creatures you want to use before continuing with step 3.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See âCharacter Classesâ for the classesâ details. Class Overview Class
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Step 1: Assess the Characters To build an encounter using this system, first take stock of the player characters. This system uses the charactersâ levels to determine the numbers and challenge
they donât tell the whole story. Youâll make use of these additional character statistics when you select monsters for an encounter in step 4.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 3: Determine Ability Scores To determine your characterâs ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your classâs feature table in âCharacter Classesâ, and write down the level 1 features. The class
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 4: Choose an Alignment Choose your characterâs alignment from the options below, and note it on your character sheet. D&D assumes that player characters arenât of an evil alignment. Check with
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Step 4: Choose an Alignment Choose your characterâs alignment from the options below, and note it on your character sheet. D&D assumes that player characters arenât of an evil alignment. Check with
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Step 3: Determine Ability Scores To determine your characterâs ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. Chapter
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Step 1: Choose a Class Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classesâ details. Class Overview Class Likes
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your classâs feature table in chapter 3, and write down the level 1 features. The class features
Monsters
Monster Manual
Hand (the hand is Invisible) 2/Day: Nondetection (self only)Misty Step (2/Day). The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting.






