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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
                                                
                                            
                                                
                                                    You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
                                                
                                            
                                                
                                                     ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use
                                                
                                            
                                                
                                                     the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can’t use a dragon's Change Shape or its legendary or lair actions.
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which
                                                
                                            
                                                
                                                     extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    +4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Stinging Dust. One creature of the dust hulk’s choice inside its space must make a DC 14
                                                
                                            
                                                
                                                    , barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.
Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place dancing lights in
                                                
                                            
                                                
                                                    You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
                                                
                                            
                                        
                                                    Magic Jar
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     living body (and ending the spell) or attempting to possess a humanoid's body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil
                                                
                                            
                                                
                                                     are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
                                                
                                            
                                                
                                                    , you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates
                                                
                                            
                                        
                                                     Backgrounds
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    : Investigation, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: Any one of your choice
Equipment: One set of artisan’s tools, merchant’s scale, a set of fine
                                                
                                            
                                                
                                                     clothes, and a belt pouch containing 10 gp
Feature: Supply Chain
From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     curse on a success.The transformation into a demilich isn’t a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark
                                                
                                            
                                                
                                                     advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
                                                
                                            
                                                
                                                     a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    . Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
                                                
                                            
                                                
                                                     2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
                                                
                                            
                                                
                                                     a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
                                                
                                            
                                                
                                                     a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
                                                
                                            
                                                
                                                     2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     spell ends, the magic animating them disappears, and the trees take root again if possible. Additional Spell Effect. You can place your choice of one of the following magical effects within the warded
                                                
                                            
                                                
                                                     warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can’t appear
                                                
                                            
                                                
                                                     inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and
                                                
                                            
                                                
                                                     replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and
                                                
                                            
                                                
                                                     replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can’t use a dragon’s Change Shape or its legendary or lair actions.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Charisma modifier (choose when you select this race): Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom
                                                
                                            
                                                
                                                     saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. Winter. When you use your Fey Step, one creature of your choice that you can see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
                                                
                                            
                                                
                                                     put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
                                                
                                            
                                                
                                                     to be an elf. Size. You are Medium. Speed. Your walking speed is 30 feet. Astral Fire. You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , Wizard)
  Casting Time: Action or Ritual
 Range: 30 feet
 Components: V, S, M (a short reed)
 Duration: 24 hours
 
 This spell grants up to ten willing creatures of your choice within range the
                                                
                                            
                                                
                                                     ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
  Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
  Casting Time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     the adventure’s outset, Theldin offers to craft a magic weapon or suit of armor for his saviors. This could be a +2 weapon, a suit of +1 armor, or some other rare magic item of your choice. If Theldin
                                                
                                            
                                                
                                                     a reward; the city must preserve all the wealth it can now that its prized smith is gone. The fate of Brimskarda has a ripple effect on the region. Should the fire giant survive and retain control of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
                                                
                                            
                                                
                                                     imprisoned target, and the target can’t teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
                                                
                                            
                                                
                                                     imprisoned target, and the target can’t teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
                                                
                                            
                                                
                                                     3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
                                                
                                            
                                                
                                                     Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Perception skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain
                                                
                                            
                                                
                                                     consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
                                                
                                            
                                                
                                                     attacks with Stinging Dust.
 Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
 Stinging Dust. One creature of the dust hulk’s choice inside its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the
                                                
                                            
                                                
                                                     target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    . The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the
                                                
                                            
                                                
                                                     Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list
                                                
                                            
                                        






