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Classes
Player’s Handbook
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the
Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the
Spells
Player’s Handbook
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall
Magic Items
Dungeon Master’s Guide
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders
Monsters
Monster Manual
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points by this beam disintegrates into dust, leaving behind any magic items it was wearing or
Magic Items
Dungeon Master’s Guide
Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Magic Items
Dungeon Master’s Guide
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
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
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
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Spells
Player’s Handbook
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
Monsters
Monster Manual
Astral Implosion. If the blob is reduced to 0 Hit Points, it implodes and ejects any creatures and objects engulfed by it into the Astral Sea. The blob itself vanishes, leaving behind a layer of
Plane.
Legendary Resistance (4/Day). If the blob fails a saving throw, it can choose to succeed instead.
Magic Resistance. The blob has Advantage on saving throws against spells and other magical
Spells
Player’s Handbook
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a
Backgrounds
Player’s Handbook
Ability Scores: Constitution, Wisdom, CharismaFeat: HealerSkill Proficiencies: Medicine and ReligionTool Proficiency: Herbalism KitEquipment: Choose A or B: (A) Quarterstaff, Herbalism
Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flasks), Traveler's Clothes, 16 GP; or (B) 50 GP
You spent your early years secluded in a hut or monastery located well beyond the outskirts of the
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Spells
Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Magic Items
Dungeon Master’s Guide
the mirror and facing away from it.
Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Classes
Player’s Handbook
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light
, Medium, and Heavy armor and Shields
Starting Equipment
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelin;Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather;Studded Leather
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
Magic Items
Stranger Things: Welcome to the Hellfire Club
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Dexterity, Intelligence, CharismaFeat: Savage AttackerSkill Proficiencies: Acrobatics and StealthTool Proficiency: Thieves' ToolsEquipment: Choose A or B: (A) 2 Daggers, Thieves&rsquo
mysterious thieves’ guild that controls the realm of Thesk from behind the scenes. Stealth and quick reflexes were just the start of your Shadowmaster education; you also needed to hone your
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +12
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
Backgrounds
Lorwyn: First Light
Ability Scores: Strength, Constitution, WisdomFeat: Child of the SunSkill Proficiencies: Athletics and NatureTool Proficiency: Cartographer's ToolsEquipment: Choose A or B: (A) Quarterstaff
you’ve seen some venture into Shadowmoor or beyond and become faded versions of themselves. You’re nevertheless courageous and always long for new experiences.
The Great Old One
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known
Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Monsters
The Book of Many Things
Axiomatic Mind. The drone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the drone dies, its body disintegrates into dust, leaving behind
up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in the area that aren’t being worn or carried.
The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6
phoenix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Siege
Phoenix
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollDamageType":"fire
choose to succeed instead.
Siege Monster. The phoenix deals double damage to objects and structures.Multiattack. The phoenix makes two attacks: one with its beak and one with its fiery talons.
Beak
Pass without Trace
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to
Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
Monsters
Quests from the Infinite Staircase
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed instead.
Regeneration. Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or
can’t be targeted by divination magic or perceived through magical scrying sensors.
Slimy Demise. When Zargon dies, its body dissolves into foul slime, leaving only its horn behind. Zargon re
Monsters
Guildmasters’ Guide to Ravnica
successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell.
The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell
Halfling
Legacy
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Species
Basic Rules (2014)
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their






