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Magic Items
Dungeon Master’s Guide
This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it’s unknown which one is the original. The tongue on the first Tome of the Stilled Tongue belonged
to a treacherous former servant of the lich Vecna the Archlich;Vecna. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each
Spells
Player’s Handbook
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target
Magic Items
Dungeon Master’s Guide
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Spells
Player’s Handbook
half as much damage on a successful one.
Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.
the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.
Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
Species
Player’s Handbook
Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp
to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence
Monsters
Monster Manual
", "rollAction":"petrifying bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 14. First Failure: The target
", "rollType":"damage", "rollAction":"talons", "rollDamageType":"Slashing"} Slashing damage.Magical Backlash. Trigger: A creature within 120 feet of the cockatrice deals damage to it. Response&mdash
Spells
Player’s Handbook
circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
Spells
Player’s Handbook
2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the
target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
Spells
Player’s Handbook
damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A
creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.
Spells
Player’s Handbook
creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a
can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Spells
Player’s Handbook
the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.
Monsters
Monster Manual
Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these
Influence action.
Meddlesome Magic. Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot
Species
Player’s Handbook
Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability
goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine
Species
Player’s Handbook
multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for
themselves on the Material Plane.
Dragonborn look like wingless, bipedal dragons— scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are
Species
Player’s Handbook
subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.
On some worlds in the multiverse, the first settlements
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for
Spells
Player’s Handbook
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Spells
Player’s Handbook
:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Spells
Player’s Handbook
creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spells
Player’s Handbook
creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity
saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
successful save, the Fiend can’t try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).
When the tome is discovered, it has 1d4 Fiends occupying its pages&mdash
Spells
Player’s Handbook
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage the wall deals when it
Magic Items
Dungeon Master’s Guide
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Monsters
Icewind Dale: Rime of the Frostmaiden
*
2nd level (3 slots): invisibility, levitate, phantasmal force
3rd level (3 slots): fireball, sending, slow
4th level (3 slots): arcane eye, confusion
5th level (1 slot): animate objects
*See
"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours.Each pack of shadow mastiff;shadow mastiffs is led by an alpha, the
smartest one of the group. The sound of an alpha’s howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl.
Shadow Mastiffs
Shadow mastiffs—hounds of the
Monsters
The Book of Many Things
, might have been the first person to draw the Skull card from a Deck of Many Things and be slain by the avatar of death. Even Jyn doesn’t know for sure, as that was so long ago that she’s
.
The Grim Champions
The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is
Monsters
The Book of Many Things
embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack
storm is active, the area of the storm is difficult terrain. Whenever a creature enters the storm for the first time on a turn or starts its turn there, it must make a DC 19 Dexterity saving throw
Monsters
The Book of Many Things
. Aleron rides a warhorse skeleton with flies buzzing in its gaping eye sockets.
The Grim Champions
The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion
embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of
Monsters
Guildmasters’ Guide to Ravnica
storm, polymorph
5th level (2 slots): conjure elemental, creation
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray, teleport
8th level (1 slot): control weather
creature’s turn. Zegana regains spent legendary actions at the start of her turn.
Adaptive Skin. Zegana gains resistance to one damage type of her choice — acid, fire, lightning, or thunder
Magic Items
Tasha’s Cauldron of Everything
amid shuffling cards, waiting for fate to turn foul—as it inevitably will.
Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the
10
Marionette
Mummy
11
Mists
Wraith
12
Raven
Vampire spawn
13
Seer
Vampire
14
Tempter
Vampire spawn
15-00
—
—
The released soul appears at a
Magic Items
Storm King's Thunder
any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or
a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the
Monsters
Strixhaven: A Curriculum of Chaos
student fails a saving throw, it can reroll the d20. It must use the new roll.A student who has not yet chosen one of Strixhaven’s five mystic colleges is referred to as a first-year student, after
rudimentary magic as they acclimate to the university’s environment. Once a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention
was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable.
As punishment, the Spider Queen twisted
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sorrowsworn, the sorrowsworn’s attack rolls have advantage until the end of its next turn, and the first time it hits with a Hook attack on its next turn, the attack’s target takes an
violence to sustain their existence, angry sorrowsworn—sometimes called the Angry—grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn






