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Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Class Features
Cantrips
Prepared Spells
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Spellcasting, Ritual Adept, Arcane Recovery
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Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips
, 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
Tyranny of Dragons
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Diderius has the following wizard spells prepared:
Cantrips (at will): minor illusion
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
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
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
is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips
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
Icewind Dale: Rime of the Frostmaiden
object.
Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared:
Cantrips (at will): mage hand
reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.Nass
Monsters
Waterdeep: Dungeon of the Mad Mage
hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane
. It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.
Rats and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas. Rats and bats are plentiful. In areas where
Magic Items
The Book of Many Things
from the deck and take effect simultaneously.
Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to
1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
Warrior. Your Strength score increases by 2 to a maximum of 22.
Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain in a jar has advantage on saving
has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spellcasting. The information below details how you use those rules as an Arcane Trickster.
Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell
list (see that class’s section for its list). Mind Sliver and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding
of the mummy lord, 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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is Intelligence (spell save DC 14; +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt (see “Actions” below), mage hand, message, minor
DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Level 3: Spellcasting You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight. Cantrips. You know two
cantrips of your choice from the Wizard spell list (see that class’s section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
reappears in the deck, making it possible to draw the same card multiple times. The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things
to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
he is slain, Sorlan reappears in this area 24 hours later. White Gate. The secret door on the west wall opens into a narrow corridor that leads to a white gate. Beyond the gate (and another secret






