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Spells
Player’s Handbook
appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Spells
Player’s Handbook
heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up
to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised
Classes
Player’s Handbook
mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity
Feats
Eberron: Forge of the Artificer
take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you’ve used this benefit, you can’t use it again until you finish a
Long Rest.
Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once
Feats
Eberron: Forge of the Artificer
an ability check using Artisan’s Tools, you can roll 1d4 and add the number rolled to the ability check.
Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell
of Making Spells table are added to that feature’s spell list.
Mark of Making Spells
Spell Level
Spells
1
Identify, Tenser's Floating Disk
2
Continual Flame
Feats
Eberron: Forge of the Artificer
. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check.
Magical Passage. You always have the Misty Step spell prepared
Passage Spells table are added to that feature’s spell list.
Mark of Passage Spells
Spell Level
Spells
1
Expeditious Retreat, Jump
2
Find Steed, Pass without Trace
3
Blink, Phantom Steed
4
Dimension Door, Freedom of Movement
5
Teleportation Circle
Magic Items
Forgotten Realms: Adventures in Faerûn
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
reverts to its original form and the orb reappears outside its body.
Destroying the Orb. If an Ancient Gold Dragon willingly swallows the orb, the orb and the dragon are both destroyed.
Feats
Eberron: Forge of the Artificer
) check or an ability check using Navigator's Tools, you can roll 1d4 and add the number rolled to the ability check.
Storm’s Boon. You have Resistance to Lightning damage.
Storm Magic. You know the
when you select this feat).
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are added to that feature’s spell list
Feats
Eberron: Forge of the Artificer
) check or an ability check using Thieves' Tools, you can roll 1d4 and add the number rolled to the ability check.
Wards and Seals. You always have the Alarm and Mage Armor spells prepared. You can cast
spell list.
Mark of Warding Spells
Spell Level
Spells
1
Armor of Agathys, Sanctuary
2
Knock, Nystul's Magic Aura
3
Glyph of Warding, Magic Circle
4
Leomund's Secret Chest, Mordenkainen's Faithful Hound
5
Antilife Shell
Feats
Eberron: Forge of the Artificer
Handling) check, you can roll 1d4 and add the number rolled to the ability check.
Primal Connection. You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each
Handling Spells table are added to that feature’s spell list.
Mark of Handling Spells
Spell Level
Spells
1
Command, Find Familiar
2
Beast Sense, Calm Emotions
3
Beacon of Hope, Conjure Animals
4
Aura of Life, Dominate Beast
5
Awaken
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Guardian’s Shield. You always have the Shield spell prepared. You can cast it once without a spell slot, and you regain
Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to that feature’s spell list.
Mark of Sentinel Spells
Spell Level
Spells
1
Feats
Eberron: Forge of the Artificer
) check, you can roll 1d4 and add the number rolled to the ability check.
Finder’s Magic. You always have the Hunter's Mark spell prepared. You can cast it once without a spell slot, and you
. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to that feature’s spell list.
Mark of Finding Spells
Spell Level
Feats
Eberron: Forge of the Artificer
ability check using Brewer's Supplies or Cook's Utensils, you can roll 1d4 and add the number rolled to the ability check.
Innkeeper’s Magic. You always have the Purify Food and Drink and Unseen
table are added to that feature’s spell list.
Mark of Hospitality Spells
Spell Level
Spells
1
Goodberry, Sleep
2
Aid, Enhance Ability
3
Create Food and Water, Leomund's Tiny Hut
4
Aura of Purity, Mordenkainen's Private Sanctum
5
Hallow
Feats
Eberron: Forge of the Artificer
You gain the following benefits.
Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check
or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to that feature’s spell list.
Mark of Detection Spells
Spell Level
Spells
1
Detect
Feats
Eberron: Forge of the Artificer
check using a Herbalism Kit, you can roll 1d4 and add the number rolled to the ability check.
Healing Touch. You always have the Cure Wounds spell prepared. You can cast it once without a spell slot
.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Healing Spells table are added to that feature’s spell list.
Mark of Healing Spells
Feats
Eberron: Forge of the Artificer
(Performance) check, you can roll 1d4 and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility spell prepared. You can cast
Mark of Shadow Spells table are added to that feature’s spell list.
Mark of Shadow Spells
Spell Level
Spells
1
Disguise Self, Silent Image
2
Darkness, Pass without
Classes
Eberron: Forge of the Artificer
Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the Artificer’s skill list, and training with Light and Medium armor and Shields.
Gain the
Improvement
7
5
4
12
4
3
3
2
—
17
+6
—
7
5
4
14
4
3
3
3
1
18
+6
Magic Item Master
8
6
4
14
4
3
3
3
1
19
+6
Epic Boon
8
6
4
15
4
3
3
3
2
Monsters
Waterdeep: Dragon Heist
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Skeemo became the Master of Magic
for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he
Imp (Familiar Variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true
form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight
Ritual Caster (Warlock)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book
’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
Ritual Caster (Sorcerer)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book
’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
Ritual Caster (Wizard)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book
’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
Quasit (familiar variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back
into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
Ritual Caster (Bard)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book
’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
the following spells from the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
","rollType":"to hit","rollAction":"Spellcasting"}.Claws.(Hag Form Only). Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 13
Monsters
Mordenkainen Presents: Monsters of the Multiverse
certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.
Battleaxe. Melee
Monsters
Tales from the Yawning Portal
Corrosive Form. A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Form
","rollDamageType":"acid"} acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its
Magic Items
Tasha’s Cauldron of Everything
Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw
class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Ritual Caster
Legacy
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Feats
Player’s Handbook (2014)
cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book
’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
Ritual Caster (Cleric)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book
’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
Deep Scion
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. In humanoid
Ritual Caster (Druid)
Legacy
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Feats
Player’s Handbook (2014)
cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book
’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for
Mirage Arcane
Legacy
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Spells
Basic Rules (2014)
a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes
as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the
Monsters
Fizban's Treasury of Dragons
Immutable Form. The warbler is immune to any spell or effect that would alter its form.
Telepathic Bond. While the warbler is on the same plane of existence as its master, it can magically convey
what it senses to its master, and the two can communicate telepathically with each other.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5
Monsters
Eberron: Rising from the Last War
Keen Senses. The defender has advantage on Wisdom (Perception) checks.
Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to
its master, and the two can communicate telepathically.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3






