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Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
Create Food and Water
Legacy
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Spells
Basic Rules (2014)
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Spells
Elemental Evil Player's Companion
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked
prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
Monsters
Mordenkainen's Fiendish Folio Volume 1
corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire
travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats
Spells
Elemental Evil Player's Companion
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving
throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot
Species
Mythic Odysseys of Theros
existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
10 ft. or range 30/120 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage plus 36 (8d8);{"diceNotation
;t be cleared away.
If Zariel dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Necrotic, PoisonCold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Curse of Strahd
. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Spells
Elemental Evil Player's Companion
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The
reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area
Satyr
Legacy
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Species
Mythic Odysseys of Theros
civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish
amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2
There isn’t a tree or statue that isn’t fun to climb.
3
Nothing wards off bad luck like a
Monsters
Princes of the Apocalypse
":"1d20+12","rollType":"to hit","rollAction":"Water Jet"} to hit, range 120 ft., one target. Hit: 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Water Jet","rollDamageType":"bludgeoning
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Augury Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP
Omens table. Omens Omen For Results That Will Be... Weal Good Woe Bad Weal and woe Good and bad Indifference Neither good nor bad The spell doesn’t account for circumstances, such as other
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Augury Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP
Omens table. Omens Omen For Results That Will Be... Weal Good Woe Bad Weal and woe Good and bad Indifference Neither good nor bad The spell doesn’t account for circumstances, such as other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Create Food and Water 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Create Food and Water 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
tough opponents. Foul Frithoff in The Sinister Secret of Saltmarsh is the bosun who protects the cargo aboard the smugglers’ ship. Ever since a bad accident, he has worn a hook at the end of one arm in
Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 13).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, full of dust and bad memories. It’s quiet most of the time, except when the sorrowful wails of the banshee fill the place. The following features are common throughout.
Arrow Slits. When using an arrow
. Before it can be fired, a ballista must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +6 to hit, range 120/480 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Modify Memory Level 5 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Dire Corby Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things
but guarantees that the dire corbies will have cleared out many monsters and other threats. Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Modify Memory 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
damage dealt beyond the minion’s hit point maximum becomes overkill damage. Overkill damage can be applied to a second minion who has the same stat block as the target and is in overkill range (see
, when a weapon attack deals 18 damage to a minion with a hit point maximum of 5, the overkill damage is 13. If there are three additional minions of the same stat block in overkill range, they can all
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions
Fire Ray twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Modify Memory 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
he’s drawn water from the well, he’s also had vivid nightmares. Ander believes the well is cursed with bad luck and is happy it’s out of service. Unbeknownst to Ander, the water’s ill effects were
hour for a character to dig out the tunnel. If more characters help, the time it takes to dig out the tunnel decreases by 10 minutes per character, to a minimum of 10 minutes total. The cleared northern






