Level 4 Illusion spell available to Bards, Sorcerers, and Wizards. Ten turns of Invisibility that does not automatically end when you attack. Advantage on every attack you make, Disadvantage on every attack against you, for as long as the Stealth checks hold.
Spell description: Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells, or interacting with items.
Spell properties
- Range: Melee: 1.5m (5ft)
- Duration: 10 turns
- Concentration spell
- Conditions applied: Greater Invisibility. Attacks against the creature have Disadvantage, its own attacks have Advantage, and acting only breaks it on a failed Stealth Check.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Greater Invisibility at higher levels provides no additional benefits.
How to obtain Greater Invisibility
- Bard, Sorcerer, Wizard at Class level 7
- Circle of the Land Druids (Underdark) and The Archfey and The Hexblade Warlocks at Class level 7
Source item: Scroll of Greater Invisibility
GREATER INVISIBILITY
Level 4 Illusion SpellTurn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail increasingly harder Stealth Checks on attacking, casting spells, or interacting with items.
CONDITION: GREATER INVISIBILITY
Condition: Greater Invisibility
- Attack Rolls have
Advantage. - Attack Rolls against the creature have
Disadvantage. - Attacking, casting, or interacting with items requires a Stealth Check (DC 15, rising by 1 per success) to stay Invisible.
When to cast Greater Invisibility
Put it on the character who attacks the most. A Fighter with three attacks per turn, or a Rogue who wants Sneak Attack on every swing, gets Advantage on all of them. Advantage on the attacker plus Disadvantage on everyone hitting back is close to the best buff in the game.
The Stealth checks start at DC 15 and go up by one each time you pass, so it will eventually fail, but on a character with decent Dexterity you get a good few turns out of it. In Honour mode the DC climbs much faster, so expect fewer.
It is touch range and Concentration. Your caster has to walk up to the target, and then has to not get hit for ten turns, which is easier when the enemy cannot see the thing that is killing them.
A Rogue with this up gets Advantage, and Advantage means Sneak Attack triggers on its own without a flanking ally. That is the combo to build a turn around.










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