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Spells
Player’s Handbook
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
Spells
Player’s Handbook
choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after
the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality
Spells
Player’s Handbook
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
Monsters
Monster Manual
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
Monsters
Astarion's Book of Hungers
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
Monsters
Bigby Presents: Glory of the Giants
block. Change the creature type to Giant, increase the Strength to 14 (+2), and choose Giant as the child’s one language. The child attacks at +4;{"diceNotation":"1d20+4","rollType":"to hit
anything else the child picks up to use as a weapon).
For a giant child of any age, you can further modify one of these stat blocks by adding the parents’ damage immunities and resistances (if any) and any inherent traits.
Magic Items
Acquisitions Incorporated
. It also has an inexhaustible supply of brochures related to your franchise’s current branding scheme.
When you meet someone for the first time, their details and a rough sketch are magically
stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.
Cards of Sending
At rank 3, the power of your portfolio keeper becomes
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
Daylight
Legacy
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Spells
Basic Rules (2014)
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks
Darkness
Legacy
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Spells
Basic Rules (2014)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this
darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves
Monsters
Phandelver and Below: The Shattered Obelisk
this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms.
Mutates
A creature exposed to the strange energy of the Far Realm
mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates
Monsters
Lost Laboratory of Kwalish
. The sphinx can choose not to reroll.
The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20;{"diceNotation":"1d20
spell can return the caster and up to seven other creatures designated by the caster to their normal time.
The sphinx shifts itself and up to seven other creatures it can see within in its lair to
Clone
Legacy
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Spells
Basic Rules (2014)
120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the
clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same
Monsters
Guildmasters’ Guide to Ravnica
fails a saving throw, she can choose to succeed instead.
Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
Magic Weapons. Trostani’s weapon
","rollType":"damage","rollAction":"Touch of Order","rollDamageType":"radiant"} radiant damage, and Trostani can choose one magic item she can see in the target’s possession. Unless it’s an
Divine Word
Legacy
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Spells
Basic Rules (2014)
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a
fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
":"Tempest Call (Thunder)", "rollDamageType":"thunder"}. On a successful save, a creature takes half as much damage.While most storm giants care little for the intricate details of ranking in the ordning
Monk
Legacy
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Classes
Basic Rules (2014)
training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed
enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or
immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
The sphinx shifts itself and up to seven other
Hermit
Legacy
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Backgrounds
Player’s Handbook (2014)
hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Other Hermits
This hermit background assumes a
changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your
Monsters
Guildmasters’ Guide to Ravnica
finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such that
within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures
Arcane Gate
Legacy
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Spells
Player’s Handbook (2014)
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A
glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a






