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Spells
Player’s Handbook
creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Leomund's Tiny Hut
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the
space is comfortable and dry, regardless of the weather outside.Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Tiny Hut
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space
is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Guildmasters’ Guide to Ravnica
innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the archon isn’t mounted, it can use a bonus action to
magically teleported to a harmless demiplane until the end of the archon’s next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Candlekeep Mysteries
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Storm King's Thunder
dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while
":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, sacred flame, thaumaturgy
1/day each: augury (cast as 1 action), bane, banishment, bestow curse, command, cure wounds
Monsters
Candlekeep Mysteries
","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Monsters
Waterdeep: Dungeon of the Mad Mage
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Monsters
Waterdeep: Dungeon of the Mad Mage
, command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
under its command.
After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose
Backgrounds
Guildmasters’ Guide to Ravnica
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The zombie has been enslaved and browbeaten by the duergar and does as they command. Inside its cage, it can do no harm to anyone. If they haven’t already done so, the duergar from the bunker (area O1
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The zombie has been enslaved and browbeaten by the duergar and does as they command. Inside its cage, it can do no harm to anyone. If they haven’t already done so, the duergar from the bunker (area O1
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The zombie has been enslaved and browbeaten by the duergar and does as they command. Inside its cage, it can do no harm to anyone. If they haven’t already done so, the duergar from the bunker (area O1
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the
effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the
effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry
, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it
, and the effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry
, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the
effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it
, and the effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry
, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it
, and the effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fortune in Undermountain. Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his
spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, ray of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fortune in Undermountain. Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his
spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, ray of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fortune in Undermountain. Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his
spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, ray of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
killed by duergar. Set into the northeast wall is a set of stone double doors that the svirfneblin have barred from within. Four enlarged duergar are breaking through the doors with war picks, and it’s
platforms throughout the warehouse allow the deep gnomes to reach these compartments. Each crystal platform can move up, down, or side-to-side on command, but only the deep gnomes know the command words to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
killed by duergar. Set into the northeast wall is a set of stone double doors that the svirfneblin have barred from within. Four enlarged duergar are breaking through the doors with war picks, and it’s
platforms throughout the warehouse allow the deep gnomes to reach these compartments. Each crystal platform can move up, down, or side-to-side on command, but only the deep gnomes know the command words to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
killed by duergar. Set into the northeast wall is a set of stone double doors that the svirfneblin have barred from within. Four enlarged duergar are breaking through the doors with war picks, and it’s
platforms throughout the warehouse allow the deep gnomes to reach these compartments. Each crystal platform can move up, down, or side-to-side on command, but only the deep gnomes know the command words to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
. This configuration enables all the goblinoids to swiftly rally and exit the camp en masse to meet an approaching threat. Command Center The camp’s warlord resides in the command center, which is a large






