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                        Returning 35 results for 'roll slot'.
                    
                
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     attack roll against the new target, and make a new damage roll. The orb canât leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage
                                                
                                            
                                                
                                                     hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
                                                
                                            
                                                
                                                    Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end
                                                
                                            
                                                
                                                     of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
                                                
                                            
                                                
                                                    You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the rollâs total plus your spellcasting ability
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early
                                                
                                            
                                                
                                                     if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have
                                                
                                            
                                                
                                                     you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3â4 (up to 8 hours) or 5+ (up to 24 hours).
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8
                                                
                                            
                                                
                                                     Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target canât take Bonus Actions or Reactions and must roll
                                                
                                            
                                                
                                                     uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2â6
The target doesnât move or take actions.
7â8
The target doesn
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You place a curses;curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose
                                                
                                            
                                                
                                                     on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3â4 (up to 8 hours), or 5+ (24 hours).
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     slot of the spellâs level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spellâs level). On a successful check, you cast the spell using
                                                
                                            
                                                
                                                     out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66â70
You suffer a bout of âmagic
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     commands (no action required by you). If you donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level
                                                
                                            
                                                
                                                     enemyâs reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spiritâs allies is within 5 feet of the creature and
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the spellâs level in the stat block.
Celestial Spirit
Large
                                                
                                            
                                                
                                                     a number of attacks equal to half this spellâs level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the spellâs level in the stat block
                                                
                                            
                                                
                                                     Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spellâs level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     (no action required by you). If you donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the
                                                
                                            
                                                
                                                    ). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spellâs level Necrotic damage, and the target has the Frightened condition until the end of its next
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     (no action required by you). If you donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the
                                                
                                            
                                                
                                                     type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spellâs level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the spellâs level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
                                                
                                            
                                                
                                                     make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spellâs level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     action required by you). If you donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the spell
                                                
                                            
                                                
                                                     number of Fey Blade attacks equal to half this spellâs level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spellâs level
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it canât return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
                                                
                                            
                                                
                                                     hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the spellâs level in the stat block
                                                
                                            
                                                
                                                     makes a number of attacks equal to half this spellâs level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     action required by you). If you donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slotâs level for the
                                                
                                            
                                                
                                                    . The spirit makes a number of Slam attacks equal to half this spellâs level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creatureâs Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
                                                
                                            
                                                
                                                     Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    . It obeys your verbal commands (no action required by you). If you donât issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
                                                
                                            
                                                
                                                     slotâs level for the spellâs level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spellâs level
HP 40 + 15 for each spell level above 4
Speed 30 ft
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slotâs
                                                
                                            
                                                
                                                     youâre within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spellâs level of Radiant (Celestial
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    , regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.
Fiendish Scourging. While carrying the book, when you make a damage
                                                
                                            
                                                
                                                     roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see âArtifactsâ in
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Special Equipment. Vajra wields the Blackstaff (see appendix A), accounted for in her statistics. Roll 2d10;{"diceNotation":"2d10","rollType":"roll","rollAction":"Special Equipment"} to determine how
                                                
                                            
                                                
                                                     level (3 slots): counterspell, fly, sending
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): Bigby's hand, geas, telekinesis
6th level (1 slot): chain lightning, globe of
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ;{"diceNotation":"2d8","rollType":"damage","rollAction":"Black Earth Rod","rollDamageType":"bludgeoning"} bludgeoning damage for a 1st level slot, plus an additional 1d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Black Earth Rod"} for each level of the slot above 1st.
                                                
                                            
                                                
                                                     slot): stoneskinBlack Earth Rod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Black Earth Rod"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Guiding Bolt"} for each slot level above 1st.
                                                
                                            
                                                
                                                    Aura of Terror. When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                    You imbue one creature you touch with magical healing energy for the duration. Whenever the target casts a spell using a spell slot, the target can immediately roll a number of unexpended Hit Point
                                                
                                            
                                                
                                                     Dice equal to the spell slotâs level and regain Hit Points equal to the rollâs total plus your spellcasting ability modifier; those dice are then expended.
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8;{"diceNotation":"1d8","rollType":"roll
                                                
                                            
                                                
                                                    .
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Ray of Sickness"} to hit, range 60 ft., one creature. Hit: 9
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Flame Strike"} for each
                                                
                                            
                                                
                                                    ): banishment, divination, guardian of faith
5th level (2 slots): dispel evil and good, flame strike (see âActionsâ below), scrying
6th level (1 slot): forbiddance, planar ally
7th level (1
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Divine Eminence. As a bonus action, the Refrum can expend a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    ":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Refrum expends a spell slot of 2nd level or higher, the extra
                                                
                                            
                                        
                                                     Magic Items
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     (Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study
                                                
                                            
                                                
                                                     slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
                                                
                                            
                                        
                                                     Magic Items
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     (Nature) or Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
                                                
                                            
                                                
                                                     primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if
                                                
                                            
                                        






