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Spells
Player’s Handbook
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability
races
their shadow roads also grows. None are more aware of this than the unbound satarre, a small faction zealously dedicated to unraveling barriers between the worlds. The unbound satarre are a curiosity
means.
Unbound satarre are a subrace of satarre. You can find more about the base satarre race in Tome of Heroes.
Unbound Satarre Names
Like other satarre, unbound satarre names often resemble names
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Magic Items
Tasha’s Cauldron of Everything
, you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest.
4
The Mill Road Murders (halfling canine)
3 green hag
long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
6
The Stable Hand’s Secret (sweet-tasting human canine)
2 Incubus;incubi
When you make a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
education in the ways of magic. Apprentice Wizard
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10(+0)
DEX
10(+0)
CON
10(+0
will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
education in the ways of magic. Apprentice Wizard
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10(+0)
DEX
10(+0)
CON
10(+0
will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
education in the ways of magic. Apprentice Wizard
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10(+0)
DEX
10(+0)
CON
10(+0
will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Eberron: Rising from the Last War
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Burning Hills Use this event only if the fire node is still active. The characters find themselves — and perhaps a settlement they care about — in the path of three fire elementals and five smoke
. Upwind, plumes of smoke billow up from the hillsides. Grass is catching fire at a furious rate, and the fire is moving quickly your way. Big creatures made of flame race over the ground, while small
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Burning Hills Use this event only if the fire node is still active. The characters find themselves — and perhaps a settlement they care about — in the path of three fire elementals and five smoke
. Upwind, plumes of smoke billow up from the hillsides. Grass is catching fire at a furious rate, and the fire is moving quickly your way. Big creatures made of flame race over the ground, while small
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Burning Hills Use this event only if the fire node is still active. The characters find themselves — and perhaps a settlement they care about — in the path of three fire elementals and five smoke
. Upwind, plumes of smoke billow up from the hillsides. Grass is catching fire at a furious rate, and the fire is moving quickly your way. Big creatures made of flame race over the ground, while small
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.
Elves. “It’s not wise
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
through the structure’s roof.
Workers race toward the building as smoke billows through the roof and doors. A character who succeeds on a DC 16 Intelligence (Arcana or Religion) check suspects that the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
through the structure’s roof.
Workers race toward the building as smoke billows through the roof and doors. A character who succeeds on a DC 16 Intelligence (Arcana or Religion) check suspects that the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
through the structure’s roof.
Workers race toward the building as smoke billows through the roof and doors. A character who succeeds on a DC 16 Intelligence (Arcana or Religion) check suspects that the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
just the right moment to exploit an opponent’s weakness. Evoker Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
9 (–1
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Warlock of the Fiend Warlock of the Fiend
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
10(+0)
DEX
14
): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
just the right moment to exploit an opponent’s weakness. Evoker Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
9 (–1
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots






