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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is...
Save
                                                
                                            
                                                
                                                     Modifier
Secondhand (heard of the target)
+5
Firsthand (met the target)
+0
Extensive (know the target well)
−5
You Have the Target’s...
Save Modifier
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or
                                                
                                            
                                                
                                                     Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
                                                
                                            
                                                
                                                     Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until
                                                
                                            
                                                
                                                     on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with
                                                
                                            
                                                
                                                     an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
                                                
                                            
                                                
                                                    , Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
                                                
                                            
                                                
                                                     7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate
                                                
                                            
                                                
                                                     minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     blinded for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself with a success.
Spellcasting. Phoenix is a 4th-level spellcaster. His spellcasting
                                                
                                            
                                                
                                                     ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     shade targets one creature it can see within 60 feet of itself and projects an illusion of that creature’s greatest fear. The target must make a DC 16 Wisdom saving throw. On a failed save, the
                                                
                                            
                                                
                                                     shade’s next turn. On a successful save, the target takes half as much damage only.
“She was great at picking locks but had a terrible cruel streak. When the cloaker got her, we were glad we
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt recognize the weapon on sight and attack any giant that wields it.
You gain a +1
                                                
                                            
                                                
                                                     version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    .
Spellcasting. Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
                                                
                                            
                                                
                                                     + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.A young adventurer whose group ran afoul of a band of goblins, Sharwyn Hucrele now
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     a blast of frost in a 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, the creature takes 27 (6d8);{"diceNotation":"6d8","rollType":"damage
                                                
                                            
                                                
                                                    ","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    -level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the
                                                
                                            
                                                
                                                     follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     against magic.
Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will
                                                
                                            
                                                
                                                     professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Spellcasting. Shedrak is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with
                                                
                                            
                                                
                                                     damage.Formerly an adventurer from the surface world, Shedrak and his companions delved too deeply into the Wormwrithings. His companions became Karazikar's playthings for a time, but Shedrak alone
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     you’re close enough to see the expression carved onto a granite juggernaut’s face, you’re as good as dead.”
—Teythorn, Oerthian Adventurer
A granite juggernaut is a
                                                
                                            
                                                
                                                     55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Devastating Roll", "rollDamageType":"bludgeoning"} bludgeoning damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     save, the creature takes 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a
                                                
                                            
                                                
                                                     successful save, the creature takes half as much damage, and its speed isn’t reduced.Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes
                                                
                                            
                                                
                                                     monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can’t be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a fire node, you can
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     failed save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Necrotic Breath", "rollDamageType":"necrotic"} necrotic damage and is frightened of the dragonborn for
                                                
                                            
                                                
                                                     1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at end of each of its turns, ending the effect on
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     save. On a failed save, a creature takes 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Moonlight Blast", "rollDamageType":"radiant"} radiant damage, and if it isn’t in its
                                                
                                            
                                                
                                                     true form, it is forced into its true form and can’t change forms until the end of the guardian’s next turn. On a successful save, a creature takes half as much damage only.
“Thought
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     Dexterity saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Malevolent Flare", "rollDamageType":"fire"} fire damage and suffers one of
                                                
                                            
                                                
                                                    ’s reach.
The target takes 13 (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Malevolent Flare", "rollDamageType":"psychic"} psychic damage.
On a successful save, the target
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ", "rollDamageType":"psychic"} psychic damage.
Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15
                                                
                                            
                                                
                                                    ):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Detect Magic, Mage Armor (self only)
2/day each: Blight, Blindness/Deafness
                                                
                                            
                                                
                                                     Spellcasting.Aleron was once a tiefling adventurer, but unlike so many victims of the Deck of Many Things, he never drew the Skull card. Instead, when one of his allies drew the card and faced the avatar of death
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): mage hand
                                                
                                            
                                                
                                                    , which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    .
Spelljamming. The esthetic has the properties of a spelljamming helm (see the Astral Adventurer’s Guide), but only its reigar creator can attune to it.
Unusual Nature. The esthetic doesn’t
                                                
                                            
                                                
                                                    . On a failed save, the creature takes 42 (12d6);{"diceNotation":"12d6","rollType":"damage","rollAction":"Jammerscream","rollDamageType":"psychic"} psychic damage, and the helm is suppressed for 2d10
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     throw, taking 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction":"Radiant Breath", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful
                                                
                                            
                                                
                                                     consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 15; +7;{"diceNotation":"1d20+7","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks):
At will: mage hand, message, prestidigitation, ray of frost
2/day
                                                
                                            
                                                
                                                     wizard, is searching for something more: a long-lost trove of dragon magic, hidden away by her ancestors. Once cloud giants knock storm giants from the pinnacle of the ordning, she plans to use her
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    ", "rollDamageType":"psychic"} psychic damage.
Spellcasting. Markos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13
                                                
                                            
                                                
                                                     other planes, and something finally answered him: an entity that called itself Krokulmar. This entity made a pact with Markos, granting insight into the multiverse in exchange for influence on the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Heat Breath", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn
                                                
                                            
                                                
                                                    ’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 9 (2d8
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important
                                                
                                            
                                                
                                                    .
Forced Teleport. The zodar magically warps space around one creature it can see within 60 feet of itself. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 22 (4d10
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                     hilt, launching the blade at a creature he can see within 30 feet of himself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target is impaled by the blade, taking 14 (3d6 + 4
                                                
                                            
                                                
                                                     reattaches to its hilt.
Shortsword and Dagger. Xenk lashes out with both weapons. Each creature of his choice within 10 feet of him must make a DC 16 Dexterity throw. On a failed save, the creature takes 7
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1/day each
                                                
                                            
                                                
                                                    : arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Venom Spray", "rollDamageType
                                                
                                            
                                                
                                                    ":"poison"} poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     empty seat of his infernal war machine.
Innate Spellcasting. Smiler’s innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material
                                                
                                            
                                                
                                                     the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots.
This eladrin adventurer from the Feywild became stranded in Avernus after his
                                                
                                            
                                        






