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Classes
Player’s Handbook
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid
. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
School of Evocation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
Monsters
Phandelver and Below: The Shattered Obelisk
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Thundering Blast"}. Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16
Monsters
Van Richten’s Guide to Ravenloft
has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
Monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
half as much damage.
Spellcasting. The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Arcane Bolt", "rollDamageType":"force"} force damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The alhoon magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Mind Blast
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
1 minor detrimental property
Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the
Magic Items
Tasha’s Cauldron of Everything
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more
Magic Items
Tasha’s Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition
and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. An heir with the Mark of Storms can scatter enemies with a
blast of wind, while someone with the Mark of Shadows can weave illusions. While these effects may function in the same way as spells, the power is drawn and focused through the dragonmark. You can’t
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. An heir with the Mark of Storms can scatter enemies with a
blast of wind, while someone with the Mark of Shadows can weave illusions. While these effects may function in the same way as spells, the power is drawn and focused through the dragonmark. You can’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. The Mark of Storms can scatter enemies with a blast of wind
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. An heir with the Mark of Storms can scatter enemies with a
blast of wind, while someone with the Mark of Shadows can weave illusions. While these effects may function in the same way as spells, the power is drawn and focused through the dragonmark. You can’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. The Mark of Storms can scatter enemies with a blast of wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition
and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. The Mark of Storms can scatter enemies with a blast of wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition
and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
major detrimental property Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha’s hideous laughter from it or to expend
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
major detrimental property Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha’s hideous laughter from it or to expend
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
major detrimental property Spells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha’s hideous laughter from it or to expend
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Saving Throws A saving throw—also called a save—represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, a reenactor hoots and yells, “Let’s send those Istarian rats running!”
A moment later, a trumpet blast signals the start of the battle. “For Istar!” yells the mercenaries’ leader, a tall half-ogre
among several mounted soldiers. The mock Istarian troops assault the hill. Around you, the Vogler militia charges to meet them.
As the two groups charge, have each character make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, a reenactor hoots and yells, “Let’s send those Istarian rats running!”
A moment later, a trumpet blast signals the start of the battle. “For Istar!” yells the mercenaries’ leader, a tall half-ogre
among several mounted soldiers. The mock Istarian troops assault the hill. Around you, the Vogler militia charges to meet them.
As the two groups charge, have each character make a Wisdom
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Saving Throws A saving throw—also called a save—represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and






