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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
                                                
                                            
                                                
                                                     or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.
Spellcasting. Jim is a 9th
                                                
                                            
                                                
                                                     following wizard spells prepared:
Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): disguise self, Jim's magic missile,* shield, mage armor
2nd level (3
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire
                                                
                                            
                                                
                                                     occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane
                                                
                                            
                                                
                                                    . (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ). Illmarrow has the following wizard spells prepared:
Cantrips (at will): chill touch (see “Actions” below), fire bolt, mage hand, prestidigitation, ray of frost
1st level (4 slots): magic
                                                
                                            
                                                
                                                     — an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    ":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots):comprehend languages, fog cloud
                                                
                                            
                                                
                                                     Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7
                                                
                                            
                                        
                                                    Conjurer
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     with spell attacks). The conjurer has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile
                                                
                                            
                                                
                                                     conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping
                                                
                                            
                                        
                                                    Etherealness
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
                                                
                                            
                                                
                                                     cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The vampire has the following wizard spells prepared:
Cantrips (at will): mage hand
                                                
                                            
                                                
                                                    ).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                     spellcasting ability is Wisdom (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following druid spells prepared:
Cantrips
                                                
                                            
                                                
                                                     action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
                                                
                                            
                                                
                                                    Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    Giants Giants are common in the Outlands. Many gravitate toward regions influenced by planes corresponding with their alignments, but others seek to find the secret realm of the giant god Annam (see
                                                
                                            
                                                
                                                     carved standing stones. 2 An ettin influenced by the Beastlands has one head with bovine features and one head with lupine features. It desperately needs help finding something both heads are willing to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. And beyond these human regions lie the unexplored lands of the scales.
                                                
                                            
                                                
                                                     regularly break the terms of the treaty. There have been a number of clashes with the scales and many here fear that a greater conflict is on the horizon. Q’barra is split into three main regions. New
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     spell list. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known
                                                
                                            
                                                
                                                     shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
 Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     spell list. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known
                                                
                                            
                                                
                                                    . Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
 Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Up to 8 hours
 You step into the border regions of the
                                                
                                            
                                                
                                                     Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Up to 8 hours
 You step into the border regions of the
                                                
                                            
                                                
                                                     Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
                                                
                                            
                                                
                                                     Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
                                                
                                            
                                                
                                                     Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
                                                
                                            
                                                
                                                     them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     tribe are dangerous raiders. Most locals consider them to be savage bandits. Those who are from other regions know the Elk tribe reputation with a successful DC 10 Intelligence (History) check
                                                
                                            
                                                
                                                     Uthgardt and the returned chief are willing to talk while on the move. Javor plans to find and slay the desecraters. He knows two of the Nettlebees are culpable, but he is able to identify them only when
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     has the following wizard spells prepared:
 Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
 1st level (4 slots): mage armor, magic missile, unseen servant*
 2nd level (3
                                                
                                            
                                                
                                                     to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or
                                                
                                            
                                                
                                                     Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.
 Spellcasting. Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     personable Volo is more than willing to share 1d4 + 1 rumors from the Jungle Rumors table at the end of chapter 1, which he’s overheard since arriving in Port Nyanzaru. VOLO’S TRAITS
 Ideal. “I have no
                                                
                                            
                                                
                                                     hit with spell attacks). He has the following wizard spells prepared:
 Cantrips (at will): friends, mending, prestidigitation
 1st level (2 slots): comprehend languages, detect magic, disguise self
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     difficult trial awaits them. Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing
                                                
                                            
                                                
                                                    :
 Cantrips (at will): mage hand, minor illusion, prestidigitation
 1st level (4 slots): detect magic, identify, shield
 2nd level (3 slots): darkness, locate object, suggestion
 3rd level (3 slots
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Skull Lord The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to
                                                
                                            
                                                
                                                     spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:
 Cantrips (at will): chill touch, fire bolt, mage hand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
                                                
                                            
                                                
                                                     teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different
                                                
                                            
                                                
                                                     Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different
                                                
                                            
                                                
                                                     Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , +5 to hit with spell attacks). She has the following wizard spells prepared:
 Cantrips (at will): minor illusion, ray of frost
 1st Level (2 slots): shield, mage armor
 Hanne’s mother, Zhora
                                                
                                            
                                                
                                                     can be convinced to tell her story with a successful DC 12 Charisma (Persuasion) check. If the characters attack Hanne, she fights to the best of her ability. If the adventurers are friendly toward her, Hanne is willing to travel with them for safety.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    . His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:
 Cantrips (at will): fire bolt,mage hand,* minor illusion
                                                
                                            
                                                
                                                     occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
                                                
                                            
                                                
                                                    . It knows the following warlock spells:
 Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
 1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Temple of Mystery  (RAYMOND SWANLAND) A temple of mystery is an enigmatic location full of puzzles and traps, found in remote regions of Theros. It is believed that surviving and solving the
                                                
                                            
                                                
                                                     for temples of mystery tend to be as mystifying as the puzzles within the places. Each temple typically has one caretaker—a powerful oracle willing to answer questions for adventurers who can overcome
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     beyond the keep. However, the map is sorely lacking in detail, and few are willing to brave the wilds to properly survey them—but you look like you’re made of sterner stuff.
 “If you help me finish my
                                                
                                            
                                                
                                                     map by exploring the surrounding lands, I’ll compensate you fairly.”
 If the characters explore three or more wilderness regions (see the “Wilderness” section) and report their findings to Dwern, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die
                                                
                                            
                                                
                                                     replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
                                                
                                            
                                        





