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Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Monsters
Van Richten’s Guide to Ravenloft
.
Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes
that area.An emissary’s greater form sheds all pretense of being part of a plane’s reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh
Monsters
Mordenkainen Presents: Monsters of the Multiverse
traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
Monsters
Out of the Abyss
ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Species
Sword Coast Adventurer's Guide
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling’s bloodline doesn’t affect his or her
Monsters
Quests from the Infinite Staircase
another plane—or another reality entirely.
When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane’s earlier inhabitants, but Zargon proved beyond even
lower affecting the targets end.
Sucking Slime. Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in
Wish
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to
space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the
within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out
chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon
tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon
tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
each other in flavor or concept, and they should also match the flavor of your campaign world — so should the nonplayer characters’ names and place names you create. Travok and Kairon don’t want to undertake a quest for Lord Cupcake, visit Gumdrop Island, or take down a crazy wizard named Ray.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
each other in flavor or concept, and they should also match the flavor of your campaign world — so should the nonplayer characters’ names and place names you create. Travok and Kairon don’t want to undertake a quest for Lord Cupcake, visit Gumdrop Island, or take down a crazy wizard named Ray.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
recent use. All house corridors are 5 feet wide and 10 feet high; all ceilings are 10 feet high except for the attic level where, because of the sloping roof, the height ranges from 1 foot at the sides
are broken, and all are easy to open. Unless otherwise noted, illumination is bright during the day on the ground floor and the floor above it. In the attic, due to various holes in the roof, the light is dim but adequate, leaving plenty of dark shadows in corners.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
recent use. All house corridors are 5 feet wide and 10 feet high; all ceilings are 10 feet high except for the attic level where, because of the sloping roof, the height ranges from 1 foot at the sides
are broken, and all are easy to open. Unless otherwise noted, illumination is bright during the day on the ground floor and the floor above it. In the attic, due to various holes in the roof, the light is dim but adequate, leaving plenty of dark shadows in corners.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
embodying a concept. Their final work was the Material Plane, where all ideas would become manifest: a realm that could know war and peace, life and death, order and chaos. But cruel Khyber sought ultimate
dominion over this new reality. She struck Siberys without warning and tore him apart. Eberron wrestled with Khyber and bound the traitor in her coils but could not defeat her. So Eberron became a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
embodying a concept. Their final work was the Material Plane, where all ideas would become manifest: a realm that could know war and peace, life and death, order and chaos. But cruel Khyber sought ultimate
dominion over this new reality. She struck Siberys without warning and tore him apart. Eberron wrestled with Khyber and bound the traitor in her coils but could not defeat her. So Eberron became a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
found in any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
normal and long ranges are halved. The Alchemical Ammunition is destroyed once used, whether the attack hits or misses.
Suzanne Helmigh
Acid, Alchemist’s Fire, and Holy Water. When one of
target a point, such as the ground or a wall, and on an attack roll against AC 10, cause the War Oil to spill out of the ammunition, creating a circular patch of the viscous substance with a 10-foot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
concept on the Outer Planes. A perceptible region of a plane might seem quite small on one visit, and on another trip it can stretch on to what seems like infinity. Adventurers could take a guided tour
but one attempt to make sense of the distorted geography of a place that isn’t even a place in the ordinary sense of the word, but an alternate state of reality. Most portals from elsewhere reach the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell
isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell
isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell
isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty
Compendium
- Sources->Dungeons & Dragons->Monster Manual
feed and to unleash their disdain for reality, their many maws dripping with otherworldly spittle. Gibbering mouthers come into being in various unpleasant ways. Roll on or choose a result from the
Mod Save Int 3 −4 −4 Wis 10 +0 +0 Cha 6 −2 −2
Immunities Prone
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 2 (XP 450; PB +2)
Traits
Aberrant Ground. The