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Classes
Player’s Handbook
strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a
to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely
Classes
Player’s Handbook
magic attempts to harness those words, which transcend any language.
Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Monsters
Forgotten Realms: Adventures in Faerûn
megalomaniacal.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster
rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies
Monsters
Forgotten Realms: Adventures in Faerûn
.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself
. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies for his demise
Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
Feeblemind
Legacy
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Spells
Basic Rules (2014)
.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The
creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command
bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another
Monsters
Ghosts of Saltmarsh
matriarch, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target
that successfully saves is immune to this matriarch's song for the next 24 hours.
Visage of Desire (1/Day). The matriarch projects a vision into the minds of creatures within 30 feet of it that aren't
Equipment
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a
randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pipes of Haunting
Legacy
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Magic Items
Basic Rules (2014)
within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you
automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its
Dust of Sneezing and Choking
Legacy
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Magic Items
Basic Rules (2014)
an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe
, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Spells
Xanathar's Guide to Everything
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of
you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell
Deathlock Mastermind
Legacy
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Monsters
Mordenkainen’s Tome of Foes
":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, mage hand
Bolts","rollDamageType":"necrotic"} necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1
Neogi Master
Legacy
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Monsters
Volo's Guide to Monsters
DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon
finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion
Pale Tincture (Ingested)
Legacy
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Equipment
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24
Monsters
Mordenkainen Presents: Monsters of the Multiverse
suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or
(see the Monster Manual), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.
A nupperibo knows nothing but the desire to destroy non-Fiends
Mace of Terror
Legacy
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Magic Items
Basic Rules (2014)
succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it
has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Wand of Fear
Legacy
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Magic Items
Basic Rules (2014)
holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The Celestial
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Classes
Xanathar's Guide to Everything
desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial
Features
Warlock Level
Feature
1st
Expanded Spell List, Bonus Cantrips, Healing Light
6th
Radiant Soul
10th
Celestial Resilience
14th
Searing Vengeance
Quasit
Legacy
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Monsters
Basic Rules (2014)
succeed on a DC 10 Constitution saving throw or take 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Claws","rollDamageType":"poison"} poison damage and become poisoned for 1 minute
. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Monsters
Tales from the Yawning Portal
:
Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp
1st level (4 slots): burning hands, detect magic, mage armor, shield
2nd level (3 slots): blur, scorching rayDagger. Melee or
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.The Red Wizards have a number of helpers that supervise tasks in the Doomvault (Dead in Thay). Thayan apprentices have a measure of spellcasting ability, and many strive to become full-fledged wizards one day.
Death Dog
Legacy
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Monsters
Basic Rules (2014)
":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the
disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Bite"} on a
Bone Devil (Polearm Variant)
Legacy
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Monsters
Monster Manual (2014)
saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but
has passed, as specified in the figurine's description.
Figurine of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up
Monsters
Tales from the Yawning Portal
gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat
Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire
Monsters
Waterdeep: Dungeon of the Mad Mage
spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Paralyzing Ray. The target must succeed on a DC 15 Constitution saving throw or
Bone Devil
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"5d6","rollType":"damage","rollAction":"Sting","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Van Richten’s Guide to Ravenloft
obeys Isolde’s spoken commands. If the target suffers any harm from Isolde or another creature or receives a suicidal command from Isolde, the target can repeat the saving throw, ending the
Isolde place her devotion to the carnival above her desire to leave it.
When Isolde’s fey carnival crossed paths with another carnival from the Shadowfell, the eladrin found the escape she
Lich
Legacy
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Monsters
Basic Rules (2014)
on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the
following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
following cleric spells prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration
that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second
Quasit (familiar variant)
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Monsters
Monster Manual (2014)
"} poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the
quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with
Bone Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
);{"diceNotation":"5d6","rollType":"damage","rollAction":"Sting","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning
Mind Flayer Arcanist
Legacy
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Monsters
Monster Manual (2014)
":"Spellcasting"} to hit with spell attacks). The mind flayer arcanist has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.A few mind flayer;mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned.
Rutterkin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself
":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end






