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Spells
Player’s Handbook
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors
and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Spells
Player’s Handbook
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break
Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Monsters
Monster Manual
":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure
or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust. 10: Death Ray. Dexterity Saving Throw: DC 16. Failure: 55 (10d10);{"diceNotation":"10d10
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
Magic Items
Dungeon Master’s Guide
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth time, it flies back to you and
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
Magic Items
Dungeon Master’s Guide
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color
Initiative rolls and Wisdom (Perception) checks.
Ioun Stone of Fortitude;Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Ioun
Monsters
Fizban's Treasury of Dragons
disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of
metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
Monsters
Fizban's Treasury of Dragons
target has disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in
produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as
Dispel Evil and Good
Legacy
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Spells
Basic Rules (2014)
disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is
action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must
Resurrection
Legacy
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Spells
Basic Rules (2014)
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Spells
Elemental Evil Player's Companion
and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the
Kobold Dragonshield
Legacy
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Monsters
Volo's Guide to Monsters
Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire
, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +3
Illusionist
Legacy
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Monsters
Volo's Guide to Monsters
hit with spell attacks). The illusionist has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
1st level (4 slots): color spray
the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the
Monsters
Baldur’s Gate: Descent into Avernus
gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it
, the word “cool,” or the color blue.
When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.
Mimic
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't
.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Pseudopod"} to hit
Magic Items
Bigby Presents: Glory of the Giants
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack
using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Spells
Tasha’s Cauldron of Everything
appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability
modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have
Demilich
Legacy
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Monsters
Monster Manual (2014)
its flying speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving
15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its
Raise Dead
Legacy
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Spells
Basic Rules (2014)
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Magic Items
The Book of Many Things
You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.
When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a
DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.
Sword of Answering
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
nine swords has its own name and alignment, and each bears a different gem in its pommel.
Name
Alignment
Gem
Answerer
Chaotic good
Emerald
Back Talker
Chaotic evil
Jet
Lawful evil
Garnet
Squelcher
Neutral evil
Spinel
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sorrowsworn, the sorrowsworn’s attack rolls have advantage until the end of its next turn, and the first time it hits with a Hook attack on its next turn, the attack’s target takes an
extra 19 (3d12);{"diceNotation":"3d12", "rollType":"damage", "rollAction":"Rising Anger", "rollDamageType":"psychic"} psychic damage.
On its turn, the sorrowsworn has disadvantage on attack rolls if no
Monsters
Spelljammer: Adventures in Space
light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons enjoy depriving other creatures
dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead
Monsters
Spelljammer: Adventures in Space
are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons enjoy
;Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals
Doppelganger
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form
. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised
Magic Items
Tasha’s Cauldron of Everything
Produced by a special needle, this magic tattoo is dark in color and abstract.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear
Coverage
Tattoo Rarity
Area Covered
Common
One hand or foot or a quarter of a limb
Uncommon
Half a limb or the scalp
Rare
One limb
Very Rare
Two limbs or the chest or upper back
Legendary
Two limbs and the torso
Magic Items
Tales from the Yawning Portal
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove






