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Spells
Player’s Handbook
Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends
creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Phantasmal Force
Legacy
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Spells
Player’s Handbook (2014)
against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it
. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm
Yuan-ti Mind Whisperer
Legacy
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
magical effects.
Mind Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Mind Fangs
Magic Items
Tyranny of Dragons
, you can choose to succeed instead.
Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Magic Items
Storm King's Thunder
, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
Everything you are carrying
and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal
Magic Items
Tyranny of Dragons
Dragon Mask Only). While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
Yuan-ti Nightmare Speaker
Legacy
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Magic Items
Waterdeep: Dragon Heist
Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have
Backgrounds
Sword Coast Adventurer's Guide
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
tirelessly to get the best deal possible.
8
I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
need help with a situation. If the party prefers a cash reward instead, he happily obliges and still promises a favor. If the characters took Vidorant’s deal or decided to keep the diadem for
themselves, they must succeed on a DC 16 Charisma (Deception) check to convince Goldenbeard they were unable to retrieve the diadem. If Goldenbeard realizes they’re lying to him, he grows very serious. He
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
is touched, and it clears a minute later. A detect magic spell reveals the shard emanates an aura of enchantment magic. A character who succeeds on a DC 20 Intelligence (Arcana) check realizes the
glass is a remnant of a destroyed Orb of Dragonkind (detailed in the Dungeon Master’s Guide). The shattered, incomplete artifact has no properties in its current state. Dalamar recognizes the shard
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mask, you gain the following benefit, in addition to those the dragon masks share. Winter's Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
mask, you gain the following benefit, in addition to those the dragon masks share. Winter's Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arcana skill realizes that the wizards expended a great deal of arcane energy casting the Wish spell. (Mordenkainen is faking his fatigue, but in the context of Alustriel and Tasha’s real physical weakness, it seems legitimate.)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by
each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by
each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected
. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical
acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the
Magic Items
The Book of Many Things
drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
machines. If the characters agree to make a deal with the night hag, they can acquire one or more of these vehicles. Mad Maggie can also help Lulu unlock some of her forgotten memories. From Fort
Jander’s torturer, Haruman — a fallen Hellrider and one of Zariel’s infernal generals. Lulu eventually realizes she’s made a grave mistake and led the characters to the wrong place. She suggests two
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a
turn. Level 11: Superior Hunter’s Prey Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal
maximum damage, instead of rolling. Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Divine Strike At
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5
, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Warehouse Secrets Grotten Longflint (NE female gnome spy) describes herself as an adventurer, but her current trade is burglar and pickpocket. She is understandably circumspect about her business
from Dory’s warehouse in return. If that deal is struck, the burglar tells them that some sort of golem made up of parts of sea creatures was recently delivered to the warehouse. Grotten has no idea where it came from, but is sure that the golem is at the warehouse or in Dory’s residence still.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
searching for the ring and knew about its recent history. He suggested the formation of an alliance between Jarl Storvald and the Black Network, sweetening the deal by offering the frost giant jarl exactly
what he needed: information on the ring’s current wearer, Artus Cimber, and a drop of Cimber’s blood (which the Black Network had in its possession). Nilraun is now waiting for the frost giants to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Renaer Neverember Renaer is the estranged son of Dagult Neverember, the former Open Lord of Waterdeep and the current Lord of Neverwinter. Father and son detest one another, and Renaer is least
happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
game as well as creatures created for the current edition. This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format
weapons that deal unusual damage types and spellcasting that functions in atypical ways. Such an exception is a special feature of a monster and represents how it uses the weapon or casts its spells






