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Classes
Player’s Handbook
Shield Companions and Banish Foes
Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers
are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.
Feats
Player’s Handbook
Ritual tag to the spells always prepared with this feature.
Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended
time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Magic Items
Out of the Abyss
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Equipment
the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard
and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The eidolon uses the sacred statue’s stat block in place of its own.
Turn Resistance. The eidolon has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The
eidolon doesn’t require air, food, drink, or sleep.Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1
Magic Items
Out of the Abyss
. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Monsters
Spelljammer: Adventures in Space
instead.
Transport Inhibitor. The zodar can’t be teleported or sent to any plane of existence against its will.
Unusual Nature. The zodar doesn’t require air, food, drink, or
casts the wish spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). After casting this spell, the zodar turns to dust and is destroyed.A zodar is a
Monsters
Van Richten’s Guide to Ravenloft
success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or sleep.
Viral Aura. Any creature that starts its turn within 10 feet of the
":"poison"} poison damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Magic Items
The Wild Beyond the Witchlight
vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require
air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
.
Legendary Resistance (3/Day). If the spider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The spider doesn’t require air.Multiattack. The spider makes two Web Strand attacks
ship that aren’t enclosed become difficult terrain until the effect ends. The web is impervious to damage but is destroyed by a successful casting of dispel magic (DC 18).
Monsters
Icewind Dale: Rime of the Frostmaiden
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Monsters
The Book of Many Things
cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the werewolf stat block, excluding actions that require equipment the
Monsters
The Book of Many Things
but otherwise uses the wererat stat block, excluding actions that require equipment the target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC
Magic Items
Mythic Odysseys of Theros
you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Monsters
Fizban's Treasury of Dragons
dragon doesn’t require air or sleep.Multiattack. The dragon makes one Bite attack, two Claw attacks, and one Tentacle attack.
Bite. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to
its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer.The dragon can take 3 legendary actions, choosing from the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
"} force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.Extradimensional Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit
malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
d10;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee
to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
d10;{"diceNotation":"1d10
Monsters
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Unusual Nature. The hellfire engine doesn’t require air, food, drink, or sleep.Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it
wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.Hellfire engines are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Multiattack
malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
d10;{"diceNotation":"1d10






