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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
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
Monsters
Candlekeep Mysteries
and Ryllia for imprisoning him in a place that reminds him of the people he lost in his childhood, though he also takes some comfort in being able to live out the life he could’ve had. His time
and eliminate agents of tyranny.
As long as Quill remains in Wisteria Vale, he is immune to all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder.
Summon Beast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.If a Beast such as a dog or a bear dies from russet mold, the result is a bestial moldy called a thorny
required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the dead, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower body of a goat and a humanlike upper body with a belly swollen with
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
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
yours. It obeys your verbal 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
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
yours. It obeys your verbal 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
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
yours. It obeys your verbal 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
job. A typical Safecracker might have proficiency with thieves’ tools, as well as the Dexterity required to use them expertly. Intelligence can be important for figuring out complicated locks and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
job. A typical Safecracker might have proficiency with thieves’ tools, as well as the Dexterity required to use them expertly. Intelligence can be important for figuring out complicated locks and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
job. A typical Safecracker might have proficiency with thieves’ tools, as well as the Dexterity required to use them expertly. Intelligence can be important for figuring out complicated locks and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
and bleed together into an unending tumult of clashing energies and colliding substance called the Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their native planes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
and bleed together into an unending tumult of clashing energies and colliding substance called the Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their native planes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
and bleed together into an unending tumult of clashing energies and colliding substance called the Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their native planes.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. TIKA AND ARTEMIS: ALIGNMENT
Tika Waylan is neutral good, fundamentally
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. TIKA AND ARTEMIS: ALIGNMENT
Tika Waylan is neutral good, fundamentally
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. TIKA AND ARTEMIS: ALIGNMENT
Tika Waylan is neutral good, fundamentally
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Bladesinging When faced with the endless onslaught of magical possibilities, many wizards suffer identity crises. Some overcome, some break, and some become sword-bards.
Tasha
Bladesingers master
heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Bladesinging When faced with the endless onslaught of magical possibilities, many wizards suffer identity crises. Some overcome, some break, and some become sword-bards.
Tasha
Bladesingers master
heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Bladesinging When faced with the endless onslaught of magical possibilities, many wizards suffer identity crises. Some overcome, some break, and some become sword-bards.
Tasha
Bladesingers master
heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result
successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.
Any creature that comes within 5 feet of russet mold must make a DC 13
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies
Wisdom (Survival) check is required to identify it. Effects of the Mold Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies
Wisdom (Survival) check is required to identify it. Effects of the Mold Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies
Wisdom (Survival) check is required to identify it. Effects of the Mold Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of






