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Spells
Player’s Handbook
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Spells
Player’s Handbook
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
Magic Items
Storm King's Thunder
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is
you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapons. The golem's weapon attacks are magical.
Illumination. The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is
on itself on a success.Crystal golems found throughout the Crystal Labyrinth look like 10-foot-tall githyanki warriors. Like other golems, they are nearly impervious to spells and ordinary weapons.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Spelljammer: Adventures in Space
Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit
esthetic becomes a nearly mindless entity with an instinct for self-preservation.
Reigar use their esthetics as spelljamming warships. When a hostile reigar in its esthetic encounters another
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window
Monsters
Bigby Presents: Glory of the Giants
that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving
issue a combat challenge quickly find these giants’ magical prowess is nearly unmatched.
Destiny Gambler Spell Winnings
Destiny gamblers aren’t content with winning mere treasures
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.Orcus is the Demon
. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.Orcus is the Demon Prince of Undeath, also
rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the
Spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
name. Personal Goal: Get Your Revenge. Someone in the Redbrands nearly got you killed, and you sure would like to know who it was. And then you’d like to take your revenge—on that person, on Glasstaff
world a better place. But you have no interest in causing suffering or making things worse than they already are. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence
(Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Gavel of the Venn Rune Wondrous item, rare (requires attunement) This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed
ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a successful DC 15 Dexterity check. An examination of the door accompanied by a successful DC 19 Intelligence (Investigation) check detects the nearly invisible glyph, which is scratched into one of
the door’s stained glass panes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 19 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph, which is inscribed on the trident. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
to guide it, an esthetic becomes a nearly mindless entity with an instinct for self-preservation. Reigar use their esthetics as spelljamming warships. When a hostile reigar in its esthetic encounters
300 ft. (blind beyond this radius), passive Perception 10
Languages —
Challenge 12 (8,400 XP) Proficiency Bonus +4
Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly
triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose
Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose
Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and succeeds on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check
a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
soil, and it stops periodically to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This
of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check
a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
where the dragon rests and stores the bulk of the dragon’s hoard. The cave opens onto a narrow stone shelf that juts out from the grotto’s walls and nearly encircles it. The shelf is stable but icy, and
additional lair actions while in its lair: Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beings of primal conflict annihilate nearly all they encounter and seed the ruins left in their wake with the potential for new creations. Elemental cataclysms rarely escape the Elemental Chaos. When they
Event (Recharge 4–6). The cataclysm creates one of the following effects at random (roll 1d4):
Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere centered on
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Hank Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Bobby Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground






