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Feats
Player’s Handbook
Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
.
Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see
Spells
Elemental Evil Player's Companion
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your
Monsters
Journeys through the Radiant Citadel
":"piercing"} piercing damage plus 14 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Talon (Poison)","rollDamageType":"poison"} poison damage.
Change Shape. The tlacatecolo magically
level of exhaustion. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save.
If the creature is targeted by magic that ends a poison or disease
monsters
additional stormcaller involved in performing the Ritual, the radius of the spell’s effect increases by 1 mile, the duration increases by 2 hours, and they can change the weather by one additional
tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an
Monsters
The Book of Many Things
few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra
curse. And if bargaining doesn’t work, there’s always blackmail. (See the “Using the Moonstalkers in Your Campaign” section in chapter 11 for more details.)Change Shape
classes
Player’s Handbook
, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.
Gods of trickery are mischief-makers and instigators who stand as a constant
challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they’re patrons of thieves, scoundrels, gamblers, rebels, and liberators
Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen’s Tome of Foes
finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current
emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an
magic-items
Heliana's Guide to Monster Hunting: Part 2. For the duration, you gain the following benefits:
Boss Meal. Your power of self-belief is so strong that, at the start of each of your turns, you gain a
undergoes interesting morphological changes.
Creature Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not
magic-items
Heliana's Guide to Monster Hunting: Part 2. For the duration, you gain the following benefits:
Boss Meal. Your power of self-belief is so strong that, at the start of each of your turns, you gain a
undergoes interesting morphological changes.
Creature Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not
magic-items
Chapter 5 of Heliana's Guide to Monster Hunting: Part 1. For the duration, you gain the following benefits:
Boss Meal. You regain 2d6 hit points at the end of each turn that you spend in sunlight
Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not to make other attacks. Use the tentacle’s Strength
magic-items
Heliana's Guide to Monster Hunting: Part 2. For the duration, you gain the following benefits:
Boss Meal. Your power of self-belief is so strong that, at the start of each of your turns, you gain a
undergoes interesting morphological changes.
Creature Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not
magic-items
Guide to Monster Hunting: Part 1. For the duration, you gain the following benefits:
Boss Meal. Your power of self-belief is so strong that, at the start of each of your turns, you gain a number of
body undergoes interesting morphological changes.
Creature Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a
magic-items
Chapter 5 of Heliana's Guide to Monster Hunting: Part 1. For the duration, you gain the following benefits:
Boss Meal. You regain hit points at the end of each turn that you spend in sunlight (HP
undergoes interesting morphological changes.
Creature Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but
magic-items
Heliana's Guide to Monster Hunting: Part 2. For the duration, you gain the following benefits:
Boss Meal. Your power of self-belief is so strong that, at the start of each of your turns, you gain a
interesting morphological changes.
Creature Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not to
magic-items
Chapter 5 of Heliana's Guide to Monster Hunting: Part 1. For the duration, you gain the following benefits:
Boss Meal. You regain 4d6 hit points at the end of each turn that you spend in sunlight
Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not to make other attacks. Use the tentacle’s Strength
magic-items
Chapter 5 of Heliana's Guide to Monster Hunting: Part 1. For the duration, you gain the following benefits:
Boss Meal. You regain 1d6 hit points at the end of each turn that you spend in sunlight
Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not to make other attacks. Use the tentacle’s Strength
magic-items
Chapter 5 of Heliana's Guide to Monster Hunting: Part 1. For the duration, you gain the following benefits:
Boss Meal. You regain 3d6 hit points at the end of each turn that you spend in sunlight
Type
Morphological Change
Aberration
You grow a tentacle that can be used to hold non-armour items, or to grapple a creature, but not to make other attacks. Use the tentacle’s Strength
magic-items
, accessible only to the warforged it is attached to. While the messenger is attached to you, you can take a Magic action to review the data currently stored within the messenger, and if you choose to, change
can release the messenger as a Bonus Action, at which point it flies to its destination by the most direct route possible. Once it reaches the destination it seeks the target individual; if no target
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight.
Spellcasting. The sporeslinger is a 3rd-level
monsters
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight.
Spellcasting. The sporeslinger is a 3rd-level
monsters
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight.
Spellcasting. The sporeslinger is a 7th-level
Spell. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight.
Spellcasting. The sporeslinger is an 11th-level
Backgrounds
Baldur’s Gate: Descent into Avernus
unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as
their faceless selves.
d8
Personality Trait
1
I’m earnest and uncommonly direct.
2
I strive to have no personality — it’s easier to forget what’s hardly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island’s movement.A Morkoth’s Lair
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
monsters
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight.
Spellcasting. The sporeslinger is a 7th-level
monsters
Spell. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight.
Spellcasting. The sporeslinger is an 11th-level
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route
it takes damage.
With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air
Monsters
Fizban's Treasury of Dragons
the words I live by.
7
I am always the first to offer a compliment.
8
Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!
Crystal
winter wolf;winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways.
4
A lonely werebear enjoys long conversations with a young crystal dragon but doesn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Backgrounds
Guildmasters’ Guide to Ravnica
.
8
I never change my mind once it’s made up.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Order. The law is meant to ensure
modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal.
Flaws
d6
Flaw
1
I’m
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This
movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This
movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Newspapers Besides the well-respected Korranberg Chronicle, other newspapers in Khorvaire can be grouped into a few different categories: The Korranberg
Chronicle
special sul edition
WAR
use the Running a Business downtime activity to direct the activities of your paper in hopes of increasing your earnings, as described at the start of this section.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Newspapers Besides the well-respected Korranberg Chronicle, other newspapers in Khorvaire can be grouped into a few different categories: The Korranberg
Chronicle
special sul edition
WAR
use the Running a Business downtime activity to direct the activities of your paper in hopes of increasing your earnings, as described at the start of this section.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This
movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The