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Spells
Player’s Handbook
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Spells
Player’s Handbook
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at
feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.
Spells
Player’s Handbook
reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can
Magic Items
Dungeon Master’s Guide
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
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
, 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
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Spells
Player’s Handbook
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
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Spells
Player’s Handbook
. 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
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Spells
Player’s Handbook
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied
Monsters
Stranger Things: Welcome to the Hellfire Club
Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.Club. Melee Attack Roll: +2;{"diceNotation":"1d20+2
Commoners constitute the majority of people who don’t pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have.
Magic Items
Fizban's Treasury of Dragons
the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use
the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can’t use a dragon's Change Shape or its legendary or lair actions.
Monsters
Bigby Presents: Glory of the Giants
+4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Stinging Dust. One creature of the dust hulk’s choice inside its space must make a DC 14
, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.
Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view
Monsters
Spelljammer: Adventures in Space
;opportunity attacks.
Rallying Cry. The giff ends the frightened condition on itself and each creature of its choice that it can see within 30 feet of it.
Weapon of Choice (2 Actions). The giff makes two
spacefaring giff’s society is organized along military lines. From birth until death, each has a military rank. Promotions don’t depend on time in service but are granted by superiors as
Magic Items
Princes of the Apocalypse
This small dart is decorated with designs like windy spirals that span the length of its shaft.
When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice
within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the
Monsters
Spelljammer: Adventures in Space
glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM’s choice).Magical Gift (1/Day). The chwinga targets a Humanoid it can see
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
Feats
Tasha’s Cauldron of Everything
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the
one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
Magic Items
The Book of Many Things
form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first
by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
Backgrounds
Acquisitions Incorporated
: Investigation, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: Any one of your choice
Equipment: One set of artisan’s tools, merchant’s scale, a set of fine
clothes, and a belt pouch containing 10 gp
Feature: Supply Chain
From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects.
Ophidiophobia Aura. Any creature of the anathema’s choice, other than a snake or a yuan
.
Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control.PoisonAcid
Monsters
Acquisitions Incorporated
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
can then be retracted automatically at the end of the attacking creature’s turn.
I’m going to give you a piece of advice. Don’t trust Acquisitions Incorporated. And never, ever, ever
Monsters
Icewind Dale: Rime of the Frostmaiden
the vampire’s choice that is within 120 feet of the vampire and can hear its cackle must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Monsters
Eberron: Rising from the Last War
":"slashing"} slashing damage.
Eye Ray. Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:
1. Psyche-Reconstruction Ray
Belashyrra. One random eye ray of Belashyrra’s shoots from that eye at a target of Belashyrra’s choice that it can see. The eye then closes and disappears.
Belashyrra creates a wave of
Whelm
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
attack. If you don’t have a hand free, the weapon lands at your feet.
Shock Wave
You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each
creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of
Outlander
Legacy
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Backgrounds
Player’s Handbook (2014)
even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One
type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
Monsters
Mordenkainen Presents: Monsters of the Multiverse
1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.
Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that
can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour
Magic Items
Acquisitions Incorporated
—even items that wouldn’t normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures
you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Player’s Handbook (2014)
.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a letter
in the guild’s good graces.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don&rsquo
Monsters
Quests from the Infinite Staircase
"} lightning or thunder damage (Nafas’s choice).
Create Vortex. A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex
long-departed comrades. These mirages don’t hold up to physical inspection and vanish after a brief interaction.
Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall
Knight
Legacy
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Backgrounds
Player’s Handbook (2014)
inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or
gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Feature: Retainers
You have the service of three
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive
creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as
Monsters
Candlekeep Mysteries
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
, ending the effect on itself on a success.
Frightful Presence. Each creature of Miirym’s choice that is within 120 feet of her and aware of her must succeed on a DC 21 Wisdom saving throw or
Monsters
Fizban's Treasury of Dragons
"} slashing damage.
Sapping Presence. Each creature of the hollow dragon’s choice within 60 feet of it must make a DC 19 Wisdom saving throw. On a failed save, the creature’s speed is halved
. Depending on the dragon’s original kind, that energy might take the appearance of flames, lightning, or misty vapors.
Hollow dragons don’t suffer distractions from their undying purpose. So
Magic Items
Quests from the Infinite Staircase
don’t have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn.
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
memory — and, the centaurs believe, some shard of the spirit — of the departed. Centaurs don’t use family names, but they wear symbols that represent their family membership. These






