Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'side slot adventurer'.
Other Suggestions:
side shot adventurers
side slot adventure
some slot adventure
side slots adventurers
some shot adventurer
Spells
Player’s Handbook
creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A
Spells
Player’s Handbook
, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall
on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage the wall deals when it
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Monsters
Acquisitions Incorporated
slots): invisibility, Jim's glowing coin,* scorching ray
3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
5th level (1 slot): mislead
on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It
Monsters
Out of the Abyss
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Of the Eyes. Shedrak
damage.Formerly an adventurer from the surface world, Shedrak and his companions delved too deeply into the Wormwrithings. His companions became Karazikar's playthings for a time, but Shedrak alone
Monsters
Acquisitions Incorporated
2nd level (3 slots): gift of gab,* misty step, suggestion
3rd level (3 slots): fast friends,* fly, lightning bolt
4th level (3 slots): greater invisibility
5th level (1 slot): cone of cold
*New spell
certain amount of guilt around being complicit in certain Dran Enterprises' dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head
Monsters
Curse of Strahd
black tentacles, polymorph
5th level (2 slots): cloudkill, geas, scrying
6th level (1 slot): programmed illusion, true seeing
7th level (1 slot): finger of death, mirage arcane
8th level (1 slot
Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace.
Gifts of Mother Night. The goddess Mother Night has bestowed magical gifts on Baba
Monsters
Curse of Strahd
): darkvision, knock, mirror image
3rd level (3 slots): clairvoyance, lightning bolt, magic circle
4th level (1 slot): greater invisibilityMultiattack. Ezmerelda makes three attacks: two with her +1 rapier
transformed into a vampire spawn. When Erasmus pleaded to his father for salvation, van Richten granted his request by ending his existence.
Farewell. Ezmerelda remained by van Richten’s side
Monsters
Waterdeep: Dungeon of the Mad Mage
4th level (3 slots): blight, death ward, divination
5th level (1 slot): antilife shell, destructive waveMultiattack. (Vampire Form Only). Keresta makes two attacks, only one of which can be a bite
stranger to hardship. Hoping to make a better life for herself, she became an adventurer and sought fame and fortune in Undermountain. Keresta met her end in the lair of a vampire and became a vampire spawn
Magic Items
The Book of Many Things
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
restoration, mass cure wounds, scrying
6th level (1 slot): heroes' feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
Cloud of Daggers
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the
first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Wall of Fire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or
inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
Spells
Acquisitions Incorporated
assets when the tax collector stops by? Distort Value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory
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.
Wall of Ice
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The
. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people
Spells
Lost Laboratory of Kwalish
couches, armchairs, side tables and footstools
A washroom with toilets, washtubs, a magical brazier, and sauna benches
An observatory with a telescope and maps of the night sky
An unfurnished, empty
configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Spells
Lost Laboratory of Kwalish
open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met
reappear on the ground at your feet.
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
river’s edge contains a weathered backpack left by an adventurer who met a grisly end in area 9b. A crowbar and a 50-foot coil of hempen rope are strapped to the outside of the backpack. Inside the
of a human pirate clutching a rusty shortsword in one hand and a wooden tankard in the other. A shattered wooden cask lies nearby. Careful examination of the wall above the skeleton reveals a slot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hook, which the drow use to swing across the river. A side cave contains the remnants of an old campfire and the skeletal remains of a halfling adventurer who was robbed and killed by his companions. There’s no treasure left to be found here.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
communities compete for the trade of the Dessarin Valley. The current lord protector is a good-natured Harper and ex-adventurer named Darathra Shendrel (female Tethyrian human knight), known for the
know the North well. A half-elf adventurer named Gervor and his companions went missing recently. The adventurers were staying in town, and locals expected them to return tendays ago. In addition
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the
wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. Cloudkill 5th-level conjuration
Casting Time: 1 action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the
wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level
chrysolite) Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
deposited into the slot is forever lost, as the sinking stone crushes all to pieces. The gate opens easily from the other (east) side, and no special item is required to trigger its opening from that
antimagic that prevents its detection or removal or its change to another form or substance. The wall slot (see above) is of sufficient size to accept a coin or a disc-shaped gem. It is also just right for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of
the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
white dragon 36–40 An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic item of the DM’s choice 41–50 1d3 abominable yetis 51–60 1d4 remorhazes 61–65 A 500-foot-high wall of
ice that is 300 feet thick and spread across 1d4 miles 66–75 1d4 rocs 76–80 The likeness of a stern woman with long, flowing hair, carved into the side of a mountain 81–90 1d10 frost giants with 2d4
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents
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






