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Spells
Player’s Handbook
.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or
lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the
Spells
Player’s Handbook
take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
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
, proficiency with one Musical Instrument of your choice, and training with Light armor.
Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to
Monsters
Forgotten Realms: Adventures in Faerûn
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
Monsters
Forgotten Realms: Adventures in Faerûn
that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
Species
Lorwyn: First Light
cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.
Like flamekin, rimekin possess innate magic
rimekin touch. Any armor worn or weapons wielded by rimekin become coated in layers of spiky yet harmless hoarfrost.
Rimekin Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
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
the course of 365 days. During that time, the transformation is purely cosmetic; these cosmetic changes slowly fade if you end Attunement to the crown before completing the transformation. When the
Commune with Nature
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural
three facts of your choice about any of the following subjects as they relate to the area:
terrain and bodies of water
prevalent plants, minerals, animals, or peoples
powerful celestials, fey, fiends
Quasit
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
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
Vargouille
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom
Quasit (familiar variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
"} 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
Monsters
Fizban's Treasury of Dragons
that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath.
As a universal effect of their experimentation, grafters become
baubles.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They
Monsters
Waterdeep: Dragon Heist
nobles, guildmasters, and commoners alike. Though her previous attempts to become a Masked Lord have been thwarted, she believes it's only a matter of time until that honor is bestowed on her. Once
she knows the identities and secrets of enough Masked Lords, Yalah is confident that she can bribe, blackmail, or extort her way into their ranks. From there, she plans to effect changes in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
Monk
Legacy
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Classes
Basic Rules (2014)
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and
Spells
Elemental Evil Player's Companion
appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become
difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in
the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin
Backgrounds
Spelljammer: Adventures in Space
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Monsters
Eberron: Rising from the Last War
noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced.
Monsters
Guildmasters’ Guide to Ravnica
become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on
the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes
Monsters
Keys from the Golden Vault
, metallic red orbs that can see through illusions.
In her current form, Tockworth ruthlessly seeks to destroy anyone and anything that stands in the way of her ultimate goal, which is to become a
Construct. If she’s allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage
Monsters
The Book of Many Things
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Monsters
Van Richten’s Guide to Ravenloft
Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a
by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the inquisition sends its members throughout the multiverse, seeking
Monsters
Bigby Presents: Glory of the Giants
on a DC 15 Wisdom saving throw or take 31 (7d8);{"diceNotation":"7d8", "rollType":"damage", "rollAction":"Crawling Hex", "rollDamageType":"psychic"} psychic damage, have the prone condition, and become
cursed for 1 hour. While cursed this way, the target can’t stand up and end the prone condition on itself.Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of
Monsters
Fizban's Treasury of Dragons
attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target’s next turn. While poisoned in this
paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies
Monsters
Van Richten’s Guide to Ravenloft
memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and
members became the inquisition’s scholars, represented by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the
Backgrounds
Ghosts of Saltmarsh
’s discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following
to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.
D8
PERSONALITY TRAIT
1
I am unmoved by the wrath of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of
disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are






