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Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
Spells
Player’s Handbook
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Monsters
Monster Manual
creature with the object. Failure: The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon
5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Monsters
Monster Manual
":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Monsters
Eberron: Forge of the Artificer
":"3d6", "rollType":"damage", "rollAction":"Inquisitive Eye", "rollDamageType":"Psychic"} Psychic damage, and the target is marked. The inquisitive has Advantage on attack rolls against a target it
using Wisdom as the spellcasting ability (spell save DC 13):
At Will : Guidance
1/Day Each: Detect Thoughts, See InvisibilitySpontaneous Barrier (Recharge 4–6);{"diceNotation":"1d6", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
Inspiring Presence. Creatures of Forfallen’s choice (excluding herself) in a 30-foot Emanation originating from her have Advantage on attack rolls. She can’t use this trait if she has the
plies the seas in the largest and best-defended ship in the Moonshaes, the prize of her armada, which she’s strengthened with rusty metal plates and filled with a crew of bloodthirsty Rusted
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
Backgrounds
Forgotten Realms: Heroes of Faerûn
Tools, Bedroll, Blanket, Healer's Kit, Pole, Rations (3 days’ worth), Tent, Tinderbox, 5 Torch;Torches, Traveler's Clothes, Waterskin, 32 GP; or (B) 50 GP
The dead magic zones of the Anauroch
powerful djinni in Calimshan. Whatever the case, you decided that living in Anauroch was your best option. After long months or years, you’re stronger, wiser, and armed with hard-earned knowledge of desert medicine and wasteland survival.
Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Animate Dead, Plane Shift
1/Day Each: Cone of Cold (level 8 version), Finger of Death, Power Word Kill, ScryingProtective Magic. Valindra casts Counterspell or Shield in response
and using the same spellcasting ability as her Spellcasting action.
Apathy. Creatures within 1 mile of the lair that aren’t Undead have Disadvantage on Death Saving Throws and Initiative rolls
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Force
":"Arcane Ward"}. When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier
Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
Planetar
Legacy
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Monsters
Basic Rules (2014)
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel
evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
Private Sanctum
Legacy
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Spells
Basic Rules (2014)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
Mordenkainen's Private Sanctum
Legacy
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Spells
Player’s Handbook (2014)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
Resurrection
Legacy
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Spells
Basic Rules (2014)
spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Reincarnate
Legacy
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Spells
Basic Rules (2014)
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that
body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls
Rust Monster
Legacy
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Monsters
Basic Rules (2014)
dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the
of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to
Spells
Elemental Evil Player's Companion
enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved
disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature
Monsters
Baldur’s Gate: Descent into Avernus
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild
Raise Dead
Legacy
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Spells
Basic Rules (2014)
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
Drow Shadowblade
Legacy
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Monsters
Mordenkainen’s Tome of Foes
attack it makes before the end of the turn.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss
Monsters
Thieves’ Gallery
Reckless. At the start of her turn, Holga can gain advantage on melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.
Special
when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend, Edgin Darvis;Edgin
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
Magic Items
The Book of Many Things
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking
a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.
Wraith
Legacy
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Monsters
Basic Rules (2014)
Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom
wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cunning Opportunist. The stone cursed has advantage on the attack rolls of opportunity attack;opportunity attacks.
False Appearance. If the stone cursed is motionless at the start of combat, it has
they obey that being’s orders to the best of their ability.
In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed’s fingers. This alchemical sludge
Forcecage
Legacy
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Spells
Basic Rules (2014)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the
Monsters
Journeys through the Radiant Citadel
Pack Leader. The aurumvorax’s allies have advantage on attack rolls while within 10 feet of the aurumvorax, provided it isn’t incapacitated.
Tunneler. The aurumvorax can burrow through
advantage on attack rolls until start of its next turn.
Invigorate. The aurumvorax regains 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"heal","rollAction":"Bite (Invigorate)"} hit points
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} psychic damage.
Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom
, using Charisma as the spellcasting ability (spell save DC 15):
At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead
1/day
Drow Shadowblade (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
attack it makes before the end of the turn.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss






