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Spells
Player’s Handbook
’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the
spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound
Minor Illusion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the
duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5
Magic Items
Wayfinder's Guide to Eberron
A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket
you and can speak, read, and understand any language it knows (see “Random Properties” below).
Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom
Monsters
Keys from the Golden Vault
.
Shroud Tattoo. Prisoner 13 can’t be targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can&rsquo
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Monsters
Fizban's Treasury of Dragons
. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons’ connection to
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in
races
Spelljammer: Adventures in Space
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that
to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action.
Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait
Monsters
Fizban's Treasury of Dragons
in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons&rsquo
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
them his pipes of haunting. While Octavian and his true heart are within 5 feet of one another, any spell that ends a curse can swap the goat’s heart in Octavian’s chest with his still-beating true
within a field of oversized toadstools.
If the characters follow the music to its source, read: A slender elf with pale blue skin and black hair sits curled in the shadow of a gray, six-foot-tall
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
them his pipes of haunting. While Octavian and his true heart are within 5 feet of one another, any spell that ends a curse can swap the goat’s heart in Octavian’s chest with his still-beating true
within a field of oversized toadstools.
If the characters follow the music to its source, read: A slender elf with pale blue skin and black hair sits curled in the shadow of a gray, six-foot-tall
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
them his pipes of haunting. While Octavian and his true heart are within 5 feet of one another, any spell that ends a curse can swap the goat’s heart in Octavian’s chest with his still-beating true
within a field of oversized toadstools.
If the characters follow the music to its source, read: A slender elf with pale blue skin and black hair sits curled in the shadow of a gray, six-foot-tall
Monsters
Fizban's Treasury of Dragons
the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
Monsters
Fizban's Treasury of Dragons
sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K60. North Tower Peak If the characters climb the stairs to this area, read: The stairs end at a dark and dreary room with manacles attached to the walls. In the middle of the room is a wood-framed
bed fitted with leather restraints. At the foot of the bed rests a closed iron chest, is lid sculpted with an emblem.
A wooden ladder leads up to a trapdoor in the ceiling. Thin streams of water drip
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K60. North Tower Peak If the characters climb the stairs to this area, read: The stairs end at a dark and dreary room with manacles attached to the walls. In the middle of the room is a wood-framed
bed fitted with leather restraints. At the foot of the bed rests a closed iron chest, is lid sculpted with an emblem.
A wooden ladder leads up to a trapdoor in the ceiling. Thin streams of water drip
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K60. North Tower Peak If the characters climb the stairs to this area, read: The stairs end at a dark and dreary room with manacles attached to the walls. In the middle of the room is a wood-framed
bed fitted with leather restraints. At the foot of the bed rests a closed iron chest, is lid sculpted with an emblem.
A wooden ladder leads up to a trapdoor in the ceiling. Thin streams of water drip
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Roll on the Autognome History table or choose an entry that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Roll on the Autognome History table or choose an entry that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Roll on the Autognome History table or choose an entry that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
cleared away, characters can search the room. Attached to the thirty-foot-high ceiling of this dark sepulcher is an upside-down iron chest with a barrel-shaped lid. The iron chest on the ceiling is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
cleared away, characters can search the room. Attached to the thirty-foot-high ceiling of this dark sepulcher is an upside-down iron chest with a barrel-shaped lid. The iron chest on the ceiling is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
cleared away, characters can search the room. Attached to the thirty-foot-high ceiling of this dark sepulcher is an upside-down iron chest with a barrel-shaped lid. The iron chest on the ceiling is






