the first saving throw if it can see the sky and it is night. STOCKADE SPROUTS
If the target is blinded or can't see, it automatically
succeeds on any saving throw for the spell 4th-level conjuration (Druid, Ranger, Wizard)
At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 3rd level or higher, the target doesn't repeat Range: 90 feet
the saving throw on its turns. Ifyou use a spell slot of Components: V, S, M (an acorn for each tree sprouted)
5th level or higher, the duration is concentration, up to Duration: Concentration, up to 1 hour
10 minutes.
You cause up to four trees to magically sprout at
STAR STEP locations of your choice that you can see on the ground
within range. Each creature that is directly above one of
6th-level conjuration (Sorcerer, Warlock, Wizard) the locations must make a Dexterity saving throw, as the
trees suddenly grow to full size and form cages with their
Casting Time: 1 action branches. On a success, a creature can use its reaction to
Range: 150 feet move up to half its speed to an unoccupied space to
Components: V, S escape the branches. If it does not, it is trapped by the
Duration: Instantaneous branches of the growing tree.
You step through the realm of stars, teleporting yourself Each creature trapped inside the branches is rest-
to an unoccupied space you can see within range. rained and held at the top of the tree. A trapped creature
Immediately after you appear, a blast of light and magical can use its action to make a Strength or Dexterity check
energy courses out of the portal you stepped through. (its choice) against your spell save DC. On a success, it
Each other creature within 30 feet of you must make a frees itself.
Constitution saving throw. On a failed save, a creature
takes 3d8 force damage and 3d8 radiant damage, it is You decide each tree's height. They can be as short as
knocked prone, and it is blinded until the start of your 5 feet and as tall as 20 feet. The trunks of the trees are 3
next turn. On a success, a creature takes half damage feet wide. The trees are solid objects that provide cover,
and isn't knocked prone or blinded and the tops of the trees are lightly obscured by leaves.
The insides of the branch cages are lined with poisonous
You can bring along objects as long as their weight leaves and vines. Once per turn when a trapped creature
doesn't exceed what you can carry. You can also teleport makes a weapon attack or fails an ability check to
one willing creature of your size or smaller who is escape, it must succeed on a Constitution saving throw
carrying gear up to its carrying capacity. That creature or take 3d6 poison damage.
doesn't roll the saving throw. It must be within 5 feet of
you when you cast this spelL and there must be an When the spell ends, the trees vanish, and any
unoccupied space within 5 feet of your destination space creatures trapped inside are freed A freed creature falls
for the creature to appear in; otherwise, the creature is if it cannot fly or climb the tree using a climbing speed
left behind
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of trees you
spell slot of 7th level or higher, the radiant damage done can cause to sprout increases by one for each slot level
increases by ld8 for each slot level above 6th. above 4th.
STEAM STRIKE STONE BLAST
4th-level conjuration (Druid, Sorcerer, Wizard) 1st-level transmutation (Sorcerer, Warlock, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You launch a curling blast of scalding hot steam at one You summon a group of large stones from a space next
creature that you can see within range. Make a ranged to a surface within range that you can see, like a floor,
spell attack against the target. On a hit, it takes 1ld4 walL or ceiling. The surface doesn't have to be made of a
fire damage and must succeed on a Constitution saving single contiguous materiaL but it must be mostly made
throw or become blinded for 1 minute. It repeats the of earth, sand, stone, metaL crystaL or another suitable
saving throw at the end of each of its turns, ending the earthen or stone-like materiaL and it must be at least 3
blindness on a success. On a miss, the target takes half inches deep, or else the spell fails.
damage and is not blinded
When the stones appear from the surface, you make
Hit or miss, the target's space is filled with steam and two spell attacks, magically hurling the stones at targets
mist that makes it lightly obscured until the end of your you can see within 60 feet of the stones' location. Each
next turn or until a wind of any speed disperses it. attack deals 2d6 nonmagical bludgeoning damage on a
hit. You may choose a different target or the same target
At Higher Levels. When you cast this spell using a for any of the attacks, but all targets must be within 30
spell slot of 5th level or higher, the damage dealt feet of each other.
increases by 2d4 for each slot level above 4th.
100 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
The spell attacks you make with this spell determine SUMMON PRIMAL SPIRIT
cover and line of effect as if they were made from the
location where the stones were summoned instead of 9th-level conjuration (Druid only)
your location, and they ignore disadvantage caused by a
target being prone. Casting Time: 1 minute
Range: 60 feet
At Higher Levels. When you cast this spell using a Components: V, S, M (a totem carved to represent a
spell slot of 2nd level or higher, you make one additional
attack with the stones for each slot level above 1st. specific primal spirit worth at least 200gp)
Duration: Concentration, up to 1 hour
STORM Gon's HASTE
You commune with an ancient elemental or fey, the one
7th-level transmutation (Sorcerer, Wizard) that most resembles the totem you used for a material
component as interpreted via ancient traditions. Ifyou
Casting Time: 1 action have not already become one of the spirit's champions,
Range: Touch this spell only lets you mentally communicate with the
Components: V, S, M (a coil of copper) spirit for the duration. You perceive this as a meeting
Duration: Concentration, up to 1 minute with the spirit that occurs in the spirit's home realm. If
you can convince it that you are worthy of being one of
You touch a willing creature and invest it with lightning its champions before the spell ends (DM's discretion),
speed Until the spell ends, the target's speed is tripled, you gain the ability to summon it using that totem as a
it gains a +3 bonus to AC, it has advantage on Dexterity material component when casting the spell
saving throws, and it gains two additional actions on
each of its turns. These actions can be used only to take Ifyou are already one of the spirit's champions when
the Attack (one weapon attack only), Dash, Disengage, you cast the speli you can instead choose to conjure
Hide, or Use an Object action. that spirit as a powerful avatar to fight as your ally,
For the duration, the target also has resistance to SAMPLE AVATAR CREATURES
lightning damage, has advantage on weapon attack
rolls, and deals ld6 bonus lightning damage when it In addition to the primal spirits described in the
hits with a weapon attack. In addition, it can use a "Primal Spirit Avatars" section of Chapter Three (on
bonus action on its tum to teleport in a flash of lightning pages 183-200), this compendium contains a
up to 15 feet to an unoccupied space that it can see. number of other creatures that make excellent
avatar creatures for all manner of primal spirits:
When the spell ends, the target falls prone and is both
stunned and paralyzed until the end of its next tum, as a Drought Elemental, page l 72
wave of lethargy and electricity, and pain sweeps over it. Geyser Elemental, page l 7 3
A creature affected by this spell gains no benefit from Quicksand Elemental, page 169
the haste spell Storm Elemental, page l 74
Summit Elemental, page 17 5
STORM SPEAR Walking Mountain, page 21 3
7th-level evocation (Sorcerer, Wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You form lightning into a crackling spear of energy,
which you use to either make one melee spell attack
against a target within 5 feet of you or one ranged spell
attack against a target that you can see within range.
Then the spear vanishes.
On a hit, the target takes 6d8 + 20 lightning damage,
and if it isn't immune to the damage, it must make a
Constitution saving throw. On a failure, it falls prone
and becomes paralyzed and stunned for the duration. It
repeats the saving throw at the end of each of its turns,
ending the effect on a success. On a miss, the target
takes half as much damage and suffers no other effects
from the spell
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the damage dealt
increases by 2d8 for each slot level above 7th.
THEELEMENTSANDBEYOND FANMADE HOMEBREW
taking the form of a creature of challenge rating 12 or Single Target. Make a ranged spell attack against a
lower in an unoccupied space within range. The avatar target within 150 feet of the flower that you can see.
is also considered fey or elemental (based on which type Determine cover and line of effect for this attack as if it
the spirit is1 and it can speak and understand Druidic. was made from the flower's location rather than your
location. On a hit, the target takes 8d6 radiant damage.
The avatar is friendly to you and your companions. You have advantage on this attack roll against undead
Roll initiative for the avatar, which has its own turns. and oozes.
The avatar obeys any verbal commands that you issue to
it (no action required by you} If you don't issue any At Higher Levels. When you cast this spell using a
commands to it, it defends itself from hostile creatures, spell slot of 6th level or higher, the damage dealt
but otherwise takes no actions. increases by ld6 for each slot level above 5th.
When the avatar drops to Ohit points or when the SWELLING STORM
spell ends, the avatar disappears, and the spirit remains
in its home realm. It is unharmed and unperturbed by 6th-level evocation (Druid, Sorcerer, Wizard)
anything that happened to the avatar during the spell
Casting Time: 1 action
The DM has the avatar creature's statistics. Range: 120 feet
Components: V, S
SUNFLOWER Duration: Concentration, up to 10 minutes
5th-level conjuration (Druid, Sorcerer, Wizard) You summon a column of soft rain, mist, and electrified
air in a 60-foot-tall cylinder with a 30-foot radius cente-
Casting Time: 1 action red on a point you choose within range that lasts until
Range: 30 feet the spell ends. The area is lightly obscured
Components: V, S, M (a sunflower seed)
Duration: Concentration, up to 10 minutes Until the spell ends, on each of your turns, you can
use an action to strengthen the spell with your magic. If
You conjure a huge spectral sunflower which rises from you do, the radius of the area grows by 10 feet for the
the ground at a point that you can see within range and duration. This cannot extend the radius beyond 60 feet.
lasts for the duration. The flower sheds bright light in a
20-foot radius and dim light for an additional 20 feet, At the end of each of your turns while the spell lasts,
which is sunlight. The flower is incorporeal and does lightning pulses, and each creature in the area must
not occupy space. You can use a bonus action on each of make a Dexterity saving throw. On a failed saving throw,
your turns before the spell ends to cause the flower to a creature takes 3d8 lightning damage, or 6d8 lightning
release blazing sunlight in a blast. Choose one of the damage if you cast the spell this turn or you used your
following two options each time you do so. action to strengthen it this turn. On a successful saving
throw, a creature takes half damage.
Area Blast. Choose either a 15-foot-radius, 100-foot-
high cylinder centered on the flower, a 40-foot cone At Higher Levels. When you cast this spell using a
blasting from the flower, or a line 80 feet long and 5 feet spell slot of 7th level or higher, the max radius for the
wide blasting from the flower. Each creature in the area increases by 20 feet for each slot level above 7th.
chosen area must make a Constitution saving throw,
taking 6d6 radiant damage on a failed save, or half as SWIFI'WAKD
much damage on a success. Undead and oozes have
disadvantage on this roll 3rd-level abjuration (All Spellcasters)
Casting Time: 1 reaction, which you take just before
you would take damage
Range: Self
Components: V, S
Duration: 1 round
You ward yourself in a hasty barrier of magical energy to
protect against danger, granting you a protective ward
that lasts until the end of your next turn.
The ward has hit points equal to 6d6 + twice your
spellcasting ability modifier. Ifyou would take damage,
the ward blocks and takes that damage instead The
ward cannot block psychic or poison damage unless it is
dealt by an attack. If the ward is reduced to Ohit points,
you take any remaining damage and the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the ward hit points
increase by 2d6 for each slot level above 3rd
BREW THE ELEMENTS AND BEYOND
SWOOP • You cause the plants to twist into knots. For 1 hour,
1st-level transmutation (Artificer, Druid, Ranger, the plants are difficult terrain for any creature
Sorcerer, Wizard) walking through them, and climbing the plants does
not cost any extra movement.
Casting Time: 1 reaction, which you take immediately
after the start of your turn If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at
Range: Self a time, and you can dismiss such an effect as an action.
Components: V, S, M (a leaf)
Duration: 1 turn TERRA SPIKE
2nd-level transmutation (Druid, Sorcerer, Warlock,
You take to the air in a burst of brief magical flight. You Wizard)
have a 60 foot flying speed for this turn only. You fall if
you are still aloft when the turn ends, unless you can Casting Time: 1 action
stop the fall Range: 60 feet
Components: V, S, M (a flake of igneous rock)
TEND PLANTS Duration: Instantaneous
Transmutation cantrip (Druid, Sorcerer, Wizard)
Choose a creature or object that you can see which is
Casting Time: 1 action adjacent to a surface within range, like a floor, wa!L or
Range: 30 feet ceiling. The surface doesn't have to be made of a single
Components: S contiguous materiaL but it must be mostly made of
Duration: Instantaneous or 1 hour (see below) earth, sand, stone, metaL crystaL or another suitable
earthen or stone-like materiaL and it must be at least 6
You choose any number of non-creature plants that you inches deep, or else the spell fails.
can see within range in a 5 foot cube. This spell can
affect plants that do not fit entirely within the area, but it You summon a solid spike out of the surface material
only affects the portions of those plants that are inside to impale the target, which must make a Dexterity
the area. You manipulate the affected plants in one of saving throw. On a failed saving throw, the target takes
the following ways. 3dl0 nonmagical piercing damage, or half damage on a
success. If the target is flat against the surface, such as
• You change the color, taste, or texture of any of the a prone target being spiked from the ground, the target
plants' leaves, petals, or fruit. You can use this to is imperiled, giving it disadvantage on the saving throw
create messages. These changes last for 1 hour. and increasing the damage dealt from 3d10 to 3d12.
The spike crumbles to dust after the saving throw.
• You cause the plants to shake and twist, releasing
any ripe fruits or ready seeds and knocking off any At Higher Levels. When you cast this spell using a
tiny pests such as bugs or mice. For 1 hour, such spell slot of 3rd level or higher, the damage increases by
pests can't consume the plant or climb on it. This ldl0 or ld12 if the target is imperiled for each slot level
only affects Tiny creatures that don't have a level or above 2nd
CR greater than 0.
TERRA STEED
• You cause the plants or part of the plants to move up 3rd-level conjuration (Druid, Ranger, Sorcerer, Wizard)
to 5 feet in a direction of your choice. This can't
relocate a plant that is firmly rooted in the ground Casting Time: 1 action
nor does it change the flexibility of the plants, but it Range: Self
can cause vines to rise and coiL branches to shake, Components: V, S, M (a pebble or small rock)
tumbleweeds to rolL etc. This movement doesn't Duration: Concentration, up to 10 minutes
have enough force to cause damage.
You conjure an earthen boulder, which you leap atop as
part of casting the spelL and your magic causes it to
float and fly. You gain a flying speed of 30 feet for the
duration. While you fly in this way, the boulder remains
beneath you and can provide half cover. If you fall while
flying in this way, the spell ends immediately.
In addition, if you fly at least 20 feet straight toward a
target using this flying speed on your turn, you can use
your bonus action to slam the target using the boulder.
Make a melee spell attack against the target. On a hit,
the target takes 2d6 nonmagical bludgeoning damage.
When the spell ends, the boulder turns to dust and
you fall if you are still aloft, unless you can stop the fall
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the flying speed you gain
increases by 30 feet for each slot level above 3rd
CHAPTER TWO ISPELLS
THEELEMENTSANDBFYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 103
./
TOPPLE To:ncBREATH
Transmutation cantrip (Artificer, Bard, Sorcerer, 3rd-level conjuration (Sorcerer, Wizard)
Warlock, Wizard)
Casting Time: 1 action
Casting Time: 1 action Range: Self (30-foot cone)
Range: 30 feet Components: V, S, M (a lead ring or green dragon's
Components: V, S, M (a pinch of dirt)
Duration: Instantaneous scale)
Duration: 1 round
You attempt to knock over one creature that you can see
within range using kinetic force. The target must make You exhale a cloud of misty vapor in a 30 foot cone in
a Strength saving throw. On a failed save, the target front of you. Each creature in the cone must make a
takes ld4 bludgeoning damage and is knocked prone. Constitution saving throw. On a failure, a creature takes
8d6 poison damage, and it is poisoned until the start of
This spell's damage increases by ld4 when you reach your next turn. While poisoned in this way, its speed is
5th level (2d4), 11th level (3d4), and 17th level (4d4), reduced by half. On a success, a creature takes half
damage and is not poisoned
TORCH OF LIFE
9th-level evocation (Cleric, Druid) At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage dealt
Casting Time: 1 action increases by ld6 for each slot level above 3rd
Range: 60 feet
Components: V, S, M (a flame) 'TRAILBLAZER
Duration: Concentration, up to 1 minute
6th-level evocation (Sorcerer, Warlock, Wizard)
You ignite a powerful storm of life energy within the soul
of one creature that you can see within range. While the Casting Time: 1 action
spell lasts, at the end of each of your turns while you are Range: Self
within range of the target, you restore hit points to the Components: V, S, M (a matchstick or a piece of flint)
target equal to half of its maximum hit points and restore Duration: Concentration, up to 1 minute
4d8 hit points to up to six other creatures of your choice
within 30 feet of the target. Flames erupt from your back and swirl in a cyclone
around your legs to propel you rapidly forward When
In addition, until the spell ends, the target does not the spell is cast and at the start of each of your turns
lose consciousness or become incapacitated for reaching until the spell ends, you gain 60 extra feet of movement
0 hit points. This does not prevent death. for that turn only. In addition, you gain the following
benefits for the duration:
• Your jumping distance is tripled
• You do not provoke opportunity attacks by moving.
• You can move through other creatures' spaces, and
you can move along vertical surfaces and across
liquids without falling, but only on your turns.
• When you move into a creature's space for the first
time on one of your turns, that creature must make a
Strength saving throw. On a failure, it takes 6d6 fire
damage and is knocked prone. On a success, it takes
half damage and isn't knocked prone. If you end your
turn in an occupied space, you fall prone in the
nearest unoccupied space.
• When you move across the ground on your turn, you
leave an area of flames in your wake that lasts until
the end of your next turn. The path of fire is as wide
as your space and reaches 5 feet high. When another
creature ends its turn within the flames, it takes 4d6
fire damage.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage dealt on your
turns increases by ld6 for each slot level above 6th.
/
~AU..Ll t.t~ A Fl~ UNVe-12-Llou12-.
Weu.,... L(Ou KNOW.
-t.;et,uU-O
THE ELEMENTS AND BEYOND
WALL OF LAVA This spell's damage increases by ld6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
8th-level conjuration (Druid, Sorcerer, Warlock, Wizard)
WATER TO ACID
Casting Time: 1 action
Range: 150 feet 5th-level transmutation (Artificer, Druid, Warlock,
Components: V, S, M (a small piece of obsidian) Wizard)
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
You create a wall of lava on a solid surface within range. Range: 120 feet
You can make the wall up to 100 feet long and 30 feet Components: V, S, M (a vial of acid and a lump of coal)
high, or a ringed wall up to 50 feet in diameter and 30 Duration: Concentration, up to 10 minutes
feet high. The wall is 3 feet thick. It is opaque, sheds
dim light for 30 feet, and lasts for the duration. Choose a point you can see within range inside a body
of water. The portions of that body of water that fit
When the wall appears, each creature within its area inside a SO-foot cube centered on that point become
must make a Dexterity saving throw. On a failed saving highly acidic until the spell ends. Any creature that ends
throw, a creature takes 8d8 fire damage and is restrain- its tum within the area takes 7d4 acid damage and must
ed by the wall On a success, it takes half damage and it make a Constitution saving throw. On a failed saving
is pushed out of the wall's space. Any creature that ends throw, a creature is blinded until the end of its next tum.
its tum within 5 feet of the wall takes 4d8 fire damage. Objects in the area that aren't being worn or carried
also take damage at the end of each ofyour turns.
Creatures can enter and move through the wa!L but
they must spend 6 feet of movement for every 1 foot While the spell lasts, your magic keeps the acid in the
moved through it. A creature that enters the wall's space area from mingling with the surrounding water. When
for the first time on a turn or ends its turn there takes the spell ends, the acid returns to its original form as
8d8 fire damage and must succeed on a Strength saving water. This does not alter the composition of the water.
throw or be restrained by the wall A restrained creature
can use its action to make a Strength check against WATER WHIP
your spell save DC. On a success, it frees itself.
1st-level conjuration (Druid, Sorcerer)
This spell ignites flammable objects in the area that
aren't being worn or carried Casting Time: 1 bonus action
Range: Self
Obsidian. Spells that deal more than 20 cold damage Components: V, S, M (seaweed or an octopus tentacle)
and pass through the wall cause the wall to freeze into Duration: Concentration, up to 10 minutes
solid obsidian glass where the spell passed through it (at
least a 5-foot square section is frozen). Each 5-foot- You conjure water in the shape of a tentacle-like whip in
square obsidian section has AC 12 and 30 hit points and your free hand The whip flows from your arm and lasts
is vulnerable to thunder damage. Reducing an obsidian for the duration. If you let go of the whip, it disappears,
section to 0 hit points destroys it. When a section is but you can conjure it again as a bonus action.
destroyed, the wall's lava doesn't fill it.
You can use your action to make a melee spell attack
Ifyou maintain your concentration on this spell for its with the whip that has a reach of 10 feet. On a hit, the
entire duration, the wall hardens permanently into obsi- target takes 3d4 bludgeoning damage, or you can
dian glass instead of vanishing, and it can't be dispelled choose to trip the target, dealing it no damage and
Without the spell's magic to maintain them, the destruc- knocking it prone instead
tion of the panels might now cause other connected
panels to collapse at the DM's discretion. At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the reach of the spell
WATERSPOUT
Conjuration cantrip (Artificer, Druid, Sorcerer, Warlock,
Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
You conjure a stream of pressurized magical water that
sprays toward your target. One creature you can see
within range must make a Strength saving throw. On a
failure, the target takes ld6 bludgeoning damage and if
it is Large or smaller, you push it 10 feet away from you.
This spell conjures 4 gallons of stale water for each
die of damage rolled This water cannot sustain life and
instantly vanishes when the spell ends.
THE ELEMENTS AND BEYOND FANMADE;l
attack increases by 5 feet for each slot level above 1st. While restrained in this way, the target does not falL it
When you cast this spell using a spell slot of 5th level or takes 4d10 bludgeoning damage at the end of each of its
higher, you can conjure a second whip in another hand turns, and you can use a bonus action on each of your
as part of the same bonus action, and with two whips turns after the first to push the target up to 60 feet in
you can make two spell attacks using your action any direction, including through the air.
instead of only one.
The target can use its action to attempt to escape. It
WEATHERING makes a Strength or Dexterity check (its choice) against
Transmutation cantrip (Artificer, Druid, Warlock, your spell save DC, with advantage if it has a flying
Wizard) speed On a success, it frees itself. Once a creature is no
longer restrained by the spelL it falls if it is still aloft,
Casting Time: 1 minute unless it can stop the fall
Range: Touch
Components: V, S, M (a pinch of sand, dust, or mulch) WINDFuNNEL
Duration: Instantaneous 4th-level transmutation (Artificer, Druid, Ranger,
Sorcerer, Warlock, Wizard)
You alter the composition of one object that you touch,
changing it as if much time has passed Choose either Casting Time: 1 action
three hours or three days. The object instantly changes Range: Self (60-foot cone)
as if that much time had passed This can cause paint to Components: V, S, M (an empty bottle with stopper)
dry and eventually chip away, cause concrete to harden Duration: Instantaneous
and eventually crack, erode stone, make paper rot, etc.
You unleash a powerful torrent of swirling wind that
The rate at which the object changes is determined by pulls in a roaring cyclone toward you, creating a 60-foot
its current conditions. For example, paper will rot more cone blasting out from you that spreads around corners.
quickly in warm climates, and stone will erode faster if Each other creature in the area must make a Strength
placed in the path of moving water. saving throw. On a failed saving throw, a creature takes
3d8 thunder damage and 3d8 bludgeoning damage, and
This spell can't cause damage to a magic item, and it it is pulled 30 feet closer to you and knocked prone. On
can't affect any spells or magical effects. a successful saving throw, a creature takes half damage
and isn't pulled or knocked prone.
WINDCAGE
8th-level transmutation (Druid, Sorcerer, Wizard) Unsecured objects that are completely within the area
of effect are automatically pulled 30 feet closer to you by
Casting Time: 1 action the spell's effect, but a cushion of air that swirls around
Range: 150 feet you stops their movement before they enter your space
Components: V, S or damage you.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a
You point at a creature you can see within range, and a spell slot of 5th level or higher, the bludgeoning damage
powerful gust of wind blows in and carries it away. You dealt increases by ld8 for each slot level above 4th.
push the creature up to 60 feet in any direction, includ-
ing off the ground and into the air. Until the spell ends,
the creature is restrained by the swirling wind
WIND WAKE
9th-level transmutation (Bard, Druid, Sorcerer, Wizard)
Casting Time: 1 action
Range: Self (200-foot cube)
Components: V, S, M (a conductor's baton)
Duration: Concentration, up to 1 hour
You point in a direction and wake the four winds to your
aid Until the spell ends, a hurricane-force wind blows
inside a 200-foot cube centered on you that follows you.
The wind blows from one end of the cube to the other in
the chosen direction, but it doesn't affect you.
The wind disperses gas or vapor and extinguishes all
flames within the area. Any ranged weapon attacks that
pass into or through the area automatically miss, and
creatures have advantage on any saving throws made
against breath effects that blow against the direction of
the wind At the end of each of your turns while the spell
lasts, any unsecured objects that are completely within
the area of effect are automatically pushed 60 feet away
from you by the wind
Other creatures within the area are deafened, and
must spend 5 feet of movement for every 1 foot moved
against the direction of the wind In addition, other
creatures can't fly within the area. If one is flying when
it enters the area, it falls if it can't hover.
Each other creature that enters the area for the first
time on a turn or starts its turn in the area must make a
Strength saving throw. On a failed save, a creature is
pushed 60 feet in the direction of the wind, or pushed
only 15 feet on a success. A creature can choose to fail
this save automatically.
As a bonus action on each of your turns before the
spell ends, you can change the direction of the cube and
the wind
ZONE OF RESTORATION
6th-level evocation (Bard, Cleric, Druid)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You evoke an area of healing magic in the shape of a 25-
foot radius sphere centered on a point you choose that
you can see within range. The area is filled with spark-
ling dim light, and it lasts for the duration.
Whenever a friendly creature enters the area for
the first time on a turn or starts its turn within the area,
it regains a number of hit points equal to 2d4 + your
spellcasting ability modifier. If the spell has already
healed the creature, it gains that many temporary hit
points instead
When the spell ends, all temporary hit points granted
by this spell disappear, but up to ten creatures of your
choice each regain hit points equal to the temporary
hit points that they had remaining from the spell
This spell has no effect on undead or constructs.
THE ELEMENTS AND BEYOND F
OPTIONAL SPELL REVISIONS 3RD-LEVEL SPELLS
With so many spells available to spellcasters, it is unav- Fireball Change the damage for this spell from 8d6
oidable that some options will be considered stronger to 7d6. If the spell's sphere is centered on a creature
than others. Despite that, many spells are interesting and no other creatures are targeted by the spelL
and flavorful but are so lacking in power that they feel increase the damage by ld6.
punishing to use for some players. Other spells seem so
powerful that not using them feels punishing as well If Fly. Add this spell to the ranger spell list.
your DM allows, you can apply the following optional Lightning Arrow. Change the damage dealt to the
revisions to some spells to alleviate some of this issue. target from 4d8 to 6d8, and change the damage dealt to
Most of these revisions are intended to strengthen the nearby creatures from 2d8 to 3d8.
spells that are unfortunately weak, but some reduce the Lightning Bolt. Change the damage for this spell
strength of very strong spells or grant spells to a class from 8d6 to 7d6. If the spell's line is centered on a
that doesn't normally have them instead creature and no other creatures are targeted by the
spelL increase the damage by ld6.
These revisions are meant for use by players, but not Toxic Breath (new) Change the damage for this spell
for spellcasting monsters. Monsters that cast combat from 8d6 to 7d6. If the spell targets only one creature
spells usually have their challenge rating based upon and that creature is within 5 feet of the caster, increase
the power of those spells, and so changing the spells a the damage by ld6.
monster casts can easily alter the power of the entire
monster. Don't apply these revisions to any spellcasting 4TH- LEVEL SPELLS
monsters unless you're sure of what you're changing
and know how to adjust the monster's challenge rating. Grasping Vine. Increase the spell's range from 30
feet to 60 feet, and when a creature fails a saving throw
If a spell's name is followed by an asterisk(*), it can against this spelL the spell also knocks it prone.
be found in Xanathar's Guide to Everything or in the
Elemental Evil Player's Companion. Stoneskin. The material components for this spell
aren't consumed
1 ST-LEVEL SPELLS 6TH- LEVEL SPELLS
Burning Hands. Casting this spell with a spell slot of Wall ofIce. Add this spell to the sorcerer spell list.
2nd level or higher also increases the range of the cone
by 5 feet for each slot level above 1st. 7TH- LEVEL SPELLS
Ice Knife.* Casting this spell with a spell slot of 2nd Fire Storm. If the caster is a sorcerer, it gains a bonus
level or higher also increases the piercing damage dealt to the spell's damage roll equal to half its sorcerer level
by ldlO for each slot level above 1st.
8TH-LEVEL SPELLS
Witchbolt. Change the damage for this spell from
ld12 to 2d6. Casting at higher levels no longer increases Abi-Dalzim'.s Horrid Wilting.* Change the damage
the initial damage by ldl2, but instead increases the dice for this spell from d8s to dlOs.
initial damage by 2d6 and the repeating damage by ld6
for each spell level above 1st. -----------9TH-LEVEL SPELLS
Storm of Vengeance. This spell doesn't require
2ND-LEVEL SPELLS concentration, but the caster can still choose to end the
spell at any time on its turn. Each round the spell is
Aganazzar'.s Scorcher.* Change the damage dice for active, the caster can also choose to negate the effects
this spell from d8s to dl0s. of the spell within a 15-foot radius circle centered on
the spellcaster for that round: the eye of the storm.
Cordon ofArrows. Change the damage for this spell
from ld6 to ldlO. NOTE: TOXIC BREATH REVISION
Earthbind* When this spell affects a target on the The optional revision for toxic breath is included in
ground or when a descending target affected by this this compendium alongside its normal version.
spell first reaches the ground, it falls prone and it is This revision reduces its power in the same way
unable to stand up until the end of its next turn. The that the revisions for fireball and lightning bolt do
target also has disadvantage on saving throws made to at the same spell level, because toxic breath is
avoid falling prone for the duration. intended to be roughly as powerful as those two
spells. Only use this revision for toxic breath if you
Levitate. Change the saving throw for this spell to are also using the revisions for fireball and
Charisma, to match with other spells that forcibly move lightning bolt. Otherwise, use toxic breath as
an unwilling target using magic. printed in the New Spells section (page l 04).
Melf'.s Acid Arrow. Change the initial damage for this
spell from 4d4 to 6d4.
Snilloc'.s Snowball Swarm.* Change the damage for
this spell from 3d6 to 4d6, and increase the spell's range
from 90 feet to 150 feet.
108 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
SPELL VARIANTS NEW MATERIAL COMPONENTS
agic is found in a myriad variety of The spell variants in this section mostly don't describe
forms and flavors. Despite the list changes in material components, but your DM is free to
of available spells, some groups change the material components of any of these spell
want more options to help casters variants from the original spell's materials to something
specialize more thoroughly in a that they find to be more fitting of the variant, so long as
damage type or theme. To enable the minimum cost of the materials remains unchanged
this without bloating the normal
spell list, a group can use these spell variants. For example, a DM might change the components for
Spell variants are optional new spells that can be a variant of circle ofdeath to something other than "the
used in a game of D&D to augment and expand the powder of a crushed black pearL" but they should keep
existing spell lists. Each spell variant is based on a the requirement that the components are worth at least
normal spell but with some minor changes that diffe- S00gp, regardless of the new components.
rentiate it from the original For example, a spell variant
may use a different damage type, change a condition, COMBINING WITH SPELL REVISIONS
swap a saving throw, be a different school of magic, etc.
Spell variants can even include changes to the classes If you're using the optional spell revisions shown on the
whose spell list it appears on. previous page, it is recommended that you also apply
Spell variants are treated the same as any normal those revisions to any of that spell's variants that you
spell Knowing or preparing a spell or spell variant does use. For example, if you use the revisions for fireball,
not give you access to any other variants of that spell; then you should also use those revisions for the spell
each variant is a separate spell Whether you're a player variants of fireball, such as electric blast. If the two
or a DM, you can use spell variants in every way you happen to conflict, use the spell variant's changes over
could use a normal spell You can use them to fill out the the revision's changes.
spell list for a PC or monster, include them in scrolls
and magic items, use them as story elements, etc. How TO READ A SPELL VARIANT
Not every group or DM may want to use these spell
variants. Consult with your group and your DM about Each spell variant is listed under the original spell along
whether these additions would fit well in your game or with the other variants of the original Like any spelL a
whether it would feel like too many options. Your DM is spell variant has a unique name, and it has both a spell
free to allow the use some of the spell variants, all of level and a school of magic. This compendium also lists
them, or none at all the classes whose spell lists these spell variants appear
on (if the DM allows that variant) in parentheses next to
CLASSES AND DAMAGE TYPES the spell's school
Not every class that has access to the original version of Beneath the school and class list you'll find the spell
a spell always has access to every variant of that spell variant's list of changes compared to the original spell
Sometimes a spell variant uses a damage type that one Mechanical changes are listed first, followed by a flavor
or more of the classes with access to the original spell description of the new spell If you use notes for your
never normally use, such as bards and acid spells. As spells or copy the descriptions somewhere, it is advised
such, those classes don't have access to those variants that you do so for this new spell based on the original
in most cases. Some exceptions have been made, esp- spell's description and the listed changes together, to
ecially when the original spell is one that grants the save time when referencing it later.
class access to a damage type they don't normally use,
such as the cleric's flame strike spell Next to the name of each original spell is a tag indica-
ting where the spell has been published You can find
As a DM, if the rules are updated to include some of the original spell by checking each tag and the location
these spells on spell lists that they were not originally it corresponds with in the table below.
on, such as through erratas, you should generally give
that class access to each spell variant of that spell as Tag Location of the Original Spell
welL barring strange damage types.
PHB The Player's Handbook
For example, if sorcerers are updated to have access
to the flame blade spelL you should probably also give XGE Xanathar's Guide to Everything
them access to the variants for flame blade as well It is
not recommended to grant access to a variant if the TCE Tasha's Cauldron ofEverything
class normally doesn't cast spells of that variant's
damage type, such as a cleric casting a cold spelL but NEW The Elements and Beyond (here)
some exceptions can be made.
This fanmade compendium avoids reprinting any
official D&D spell descriptions so that fans are still
encouraged to support the official content publications.
CHAPTER TWO ISPELLS 109
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
SPELL VARIANT LIST FIRE BOLT
The spells variants are presented in alphabetical order RAY OF LIGHT
under each of the original spells, which are in order of
ascending spell levels, and then in alphabetical order. Evocation cantrip (Sorcerer, Wizard)
Changes: The spell deals radiant damage, the dlOs are
ACID SPLASH replaced by d8s, and the spell can't ignite flammable
objects. The caster attacks with a beam of light.
BURNING WAVE
SPARK JAVELIN
Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard)
Changes: The spell deals fire damage. The caster Evocation cantrip (Sorcerer, Wizard)
evokes a wave of billowing flame in the air.
Changes: The spell deals lightning damage and it can't
STORM WHIP ignite flammable objects. The caster hurls a thin spear
made of yellow-blue lightning at the target.
Evocation cantrip (Sorcerer, Warlock, Wizard)
Changes: The spell deals lightning damage. The caster FORCE STRIKE (NEW)
briefly evokes a floating whip of lightning.
WIND STRIKE
VINE LASH
Transmutation cantrip (Artificer, Sorcerer, Warlock,
Conjuration cantrip (Druid, Sorcerer, Warlock, Wizard) Wizard)
Changes: The spell deals piercing damage. It conjures a Changes: The spell deals the same damage type as the
floating thorny vine which vanishes after striking. weapon normally deals. The attacker swings its weapon
through the air and a blast, slash, or spike of wind flies
at the target to injure it as the weapon would
CREATE BONFIRE (XGE) (TCE)
ACID MIST GREEN-FLAME BLADE
Conjuration cantrip (Artificer, Druid, Sorcerer, Warlock, SPAR Kl NG BLADE
Wizard)
Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard)
Changes: The spell deals acid damage, and the d8s are
replaced by d6s. The spell conjures a misty puff of acid Changes: The spell deals lightning damage. Sparks of
green-blue lightning leap from the weapon.
CHURN EARTH SPRAYING BLADE
Transmutation cantrip (Artificer, Druid, Sorcerer, Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard)
Warlock, Wizard)
Changes: The spell deals acid damage, and the d8s are
Changes: The spell deals nonmagical bludgeoning replaced by d6s. The weapon sprays emerald acid
damage. Creatures that are prone or burrowing have
disadvantage on the save. Instead of flames, the spell
causes the earth to churn and roil like a rock grinder.
GLOWBURN
Evocation cantrip (Druid, Sorcerer, Warlock, Wizard)
Changes: The spell deals radiant damage, and the d8s
are replaced by d6s. The caster conjures a glowing orb
of color that sears those it touches.
LASHING LEAVES
Conjuration cantrip (Druid, Sorcerer, Wizard)
Changes: The spell deals slashing damage, and the d8s
are replaced by d6s. The caster conjures a spectral
plant with waving, slicing leaves.
SNOWFALL
Conjuration cantrip (Druid, Sorcerer, Warlock, Wizard)
Changes: The spell deals cold damage, the Dexterity
saving throw is replaced by a Constitution saving throw,
and any creatures that are naturally adapted to cold
environments are also immune to the spell The caster
conjures a flurry of icy snow.
110 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O)
LIGHTNING LURE (TCE) HOT FLASH
WIND TUNNEL Evocation cantrip (Artificer, Druid, Sorcerer, Warlock,
Wizard)
Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard)
Changes: The spell deals fire damage, but the target is
Changes: The spell deals thunder damage. The target is immune if there is no air surrounding it (such as when it
surrounded by a tugging vortex of howling wind is beneath the ground} The spell heats the air around
the target to sweltering temperatures.
MAGIC ORB
(NEW)
AIR SLASH THUNDEROUS VIBRATION
Transmutation cantrip (Artificer, Sorcerer, Wizard) Evocation cantrip (Artificer, Druid, Sorcerer, Warlock,
Wizard)
Changes: The spell deals slashing damage. The caster
attacks with a spinning blade of air pressure. Changes: The spell deals thunder damage, and the
dl2s are replaced by dlOs. It also creates a loud ringing
FROST BOLT sound that can be heard up to 100 feet away. The spell
attempts to violently shake the target using this sound
Conjuration cantrip (Artificer, Sorcerer, Wizard)
PRIMAL SAVAGERY (XGE)
Changes: The spell deals cold damage and the range is
increased to 60 feet. The caster attacks with a snowball EMBER CLAWS
made of magically cold ice.
Evocation cantrip (Druid only)
POISON SPRAY
Changes: The spell deals fire damage. The caster's
CHILL WIND teeth or fingernails are wreathed in fire for the attack.
Evocation cantrip (Artificer, Druid, Sorcerer, Warlock, SNOW FANG
Wizard)
Evocation cantrip (Druid only)
Changes: The spell deals cold damage, but the target is
immune if there is no air surrounding it (such as when it Changes: The spell deals cold damage. The caster's
is underwater} Instead of conjuring poison, the spell teeth or fingernails are freezing cold for the attack.
chills the air itself around the target.
STORM TALONS
•
Evocation cantrip (Druid only)
Changes: The spell deals lightning damage. The
caster's teeth or fingernails are electrified for the attack.
RAYOFF'ROST
RAY OF STONE
Transmutation cantrip (Artificer, Sorcerer, Wizard)
Changes: The spell deals necrotic damage, but the
target is immune to the spell if it cannot be petrified
The ray is amber and formed of petrifying magic.
SACRED FLAME
BURNING SACRIFICE
Evocation cantrip (Cleric only)
Changes: The spell deals fire damage. A column of
golden flame descends to strike the target.
COLD JUDGMENT
Evocation cantrip (Cleric only)
Changes: The spell deals cold damage. A column of
silver light shines down to freeze the target.
DIVINE BOLT
Evocation cantrip (Cleric only)
Changes: The spell deals lightning damage, the spell's
range is reduced to 30 feet, and the d8s are replaced by
d6s. A thin bolt of golden lightning streaks down from
the sky toward the target.
FANMADE HOMEBREW CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O)
SWORD BURST (TCE) ARMOR OF AGATHYS
ARC RING ARMOR OF ASHES
Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) 1st-level abjuration (Warlock only)
Changes: The spell deals fire damage. The caster and
Changes: The spell deals lightning damage. It evokes a its gear are covered in spectral ashes.
ring of lightning around the caster instead of swords.
VORACIOUS ARMOR
CAUSTIC FLOURISH
1st-level abjuration (Warlock only)
Conjuration cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage. The caster and
its gear are covered in salivating spectral mouths.
Changes: The spell deals acid damage. It conjures a
circular wave of acid around the caster. BURNING HANDS
CINDER SWIRL FORKED LIGHTNING
Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) 1st-level evocation (Sorcerer, Wizard)
Changes: The spell deals fire damage. It creates a cloud Changes: The spell deals lightning damage and it can't
of hot cinders that swirls around the caster. ignite flammable objects. The caster releases arcs of
sea-green lightning that branch, fork, and fan outward
NEEDLE SURGE
ICY HANDS
Transmutation cantrip (Druid, Sorcerer, Warlock,
Wizard) 1st-level evocation (Sorcerer, Wizard)
Changes: The spell deals piercing damage. It causes Changes: The spell deals cold damage and it can't
the caster's body to sprout with plantlike needles that ignite flammable objects. The caster evokes blue-white
burst outward before vanishing. tendrils of icy cold energy like fingers.
THUNDERCLAP (XGE) GUIDING ---BOLT -------------
DRAIN HEAT GU IDING THUNDERBOLT
Evocation cantrip (Artificer, Druid, Sorcerer, Warlock, 1st-level evocation (Cleric, Druid)
Wizard) Changes: The spell deals lightning damage, and the
range is reduced to 60 feet. The caster strikes with a
Changes: The spell deals cold damage and does not thunderbolt of golden-yellow lightning.
create any sound The caster drains heat from creatures
in the area around itself to chill them.
TOLLTHEDEAD (XGE)
BANISH THE WEAK
Evocation cantrip (Cleric only)
Changes: The spell deals radiant damage, but the range
is reduced to Touch. The sound of the spell is a harsh
and judgmental choir.
TOPPLE (NEW)
TRIP
Transmutation cantrip (Artificer, Druid, Sorcerer,
Warlock, Wizard)
Changes: The spell deals nonmagical bludgeoning
damage, the Strength saving throw is replaced by a
Dexterity saving throw, and the spell doesn't require
verbal components. The spell twists the target's legs or
the ground out from under them, instead of using force.
WATERSPOUT (NEW)
WIND BLAST
Transmutation cantrip (Artificer, Druid, Sorcerer,
Warlock, Wizard)
Changes: The spell deals thunder damage and does not
conjure any water. Rather than striking with water, this
spell strikes with a blast of roaring, thunderous wind
112 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O)
HELLISH REBUKE THUNDEROUS SMITE
ELECTRIC REBUKE SOLAR SMITE
1st-level evocation (Warlock only) 1st-level evocation (Paladin only)
Changes: The spell deals lightning damage. The target Changes: The spell deals radiant damage, the Strength
is surrounded by primordial storms. saving throw is replaced by a Constitution saving throw,
and the spell illuminates the caster with bright light
HOWLING REBUKE until the start of its next turn rather than creating sound
The weapon flashes with light instead of ringing.
1st-level evocation (Warlock only)
THUNDERWAVE
Changes: The spell deals thunder damage. The target is
surrounded by the caster's thunderous voice, which HYDROWAVE
manifests as a spectral wave of greenish energy.
1st-level conjuration (Druid, Sorcerer, Wizard)
ICE KNIFE (XGE)
Changes: The spell deals bludgeoning damage, the
Ac1DTALON Constitution saving throw is replaced by a Strength
saving throw, and the spell extinguishes unprotected
1st-level conjuration (Druid, Sorcerer, Wizard) flames in the area instead of pushing objects or
producing sound You conjure a small but powerful wave
Changes: The spell deals acid damage instead of cold of water that blasts through the area before vanishing. It
damage. The caster conjures a curved spike made of counts as five gallons of water while it lasts.
solid acid that explodes into a burst of liquid acid
FLAME SLING WATER WHIP (NEW)
1st-level conjuration (Druid, Sorcerer, Wizard) BRANCH TALONS
Changes: The spell deals bludgeoning damage instead 1st-level transmutation (Druid, Sorcerer)
of piercing damage and fire damage instead of cold
damage. It conjures a fiery stone that bursts into flame. Changes: The spell deals piercing damage. It
transforms the caster's hand into a flexible collection of
STORM RAZOR sharpened tree branches.
1st-level evocation (Druid, Sorcerer, Wizard) AGANAZZAR'S SCORCHER (XGE)
Changes: The spell deals slashing damage instead of LESSER LIGHTNING BOLT
piercing damage and fire damage instead of cold
damage. The caster strikes with a spinning spectral 2nd-level evocation (Sorcerer, Wizard)
blade made out of storm-blue lightning.
Changes: The spell deals lightning damage. A stroke of
INFLICT WOUNDS lightning blasts out from the caster's extended hand It
is smaller than a normal lightning bolt spell
INFLICT BURNS
ACID HELIX
1st-level evocation (Cleric, Sorcerer)
Changes: The spell deals fire damage. The caster's 2nd-level conjuration (Sorcerer, Wizard)
burning touch wreathes the target in flames. Changes: The spell deals acid damage, and both the
range and the length of the line are reduced from 30
INFLICT DIN feet to 20 feet. The spell conjures a blast of spiraling
acid instead of flame.
1st-level evocation (Cleric, Sorcerer)
Changes: The spell deals thunder damage. The caster's BELUUD1S BRUTAL AUNT (NEW)
touch causes the target to hear an incredibly loud JOLTING JAUNT
ringing sound within its body for a few moments.
2nd-level transmutation (Sorcerer, Warlock, Wizard)
INFLICT RIME
Changes: The spell deals lightning damage instead of
1st-level evocation (Cleric, Sorcerer) force damage. The caster transforms into lightning for a
Changes: The spell deals cold damage. The caster's icy moment to surge through enemies.
touch chills the target to its bones.
SEARING SMITE CANNON BLAST (NEW)
DISSOLVING SMITE TAILWIND
1st-level conjuration (Paladin only) 2nd-level evocation (Artificer, Sorcerer, Wizard)
Changes: The spell deals acid damage, and it does not Changes: The spell deals thunder damage instead of
light the target on fire, but instead covers the target in fire damage. The caster is propelled by a strong surge of
corrosive acid Removing the acid is no more difficult roaring wind instead of flame.
than dousing the fire.
THEELEMENTSANDBEYOND FANMADE HOMEBREW CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O)
CLOUD OF DAGGERS MELF's ACID ARRow
AzURE BLAZE ELECTRIC BEAM
2nd-level evocation (Sorcerer, Warlock, Wizard) 2nd-level evocation (Wizard only)
Changes: The spell deals fire damage, and flammable Changes: The spell deals lightning damage. The caster
objects in the area that aren't being worn or carried are attacks with a thin beam of lightning that leaves the
ignited The caster conjures a patch of magical blue target briefly electrified
flame that sheds no light and can't be doused
FREEZING BEAM
DEVOURING HAZE
2nd-level evocation (Wizard only)
2nd-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals cold damage. The spell attack
Changes: The spell deals acid damage and the area is is a thin beam of blue-white energy that chills the target
lightly obscured for the duration. The caster conjures a and leaves bits of frost and ice upon it.
cloud of misty acid
LAVA BEAM
FLAME BLADE
2nd-level conjuration (Wizard only)
STORM BLADE Changes: The spell deals fire damage. The spell attack
is a red-hot beam of searing lava, leaving traces of
2nd-level evocation (Druid only) burning lava on the target.
Changes: The spell deals lightning damage. The blade
is made of crackling electricity instead of fire. SONIC ARROW
SUNLIGHT BLADE 2nd-level evocation (Wizard only)
Changes: The spell deals thunder damage. The arrow
2nd-level evocation (Druid only) is gray, and it bursts into a wave of sonic vibrations.
Changes: The spell deals radiant damage, but the
duration is reduced to Concentration, up to 1 minute. SCORCHING RAY
The blade is made of golden light instead of fire, and the
spell's light is sunlight. ICE SHARDS
FLAMING SPHERE 2nd-level conjuration (Sorcerer, Wizard)
Changes: The spell deals cold damage. It attacks with
BALL LIGHTNING tiny shards of ice that dissolve into freezing energy.
2nd-level evocation (Druid, Wizard) LIGHTNING DARTS
Changes: The spell deals lightning damage. The sphere
is made of crackling, sparking lightning. 2nd-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage. The caster
GIANT SNOWBALL attacks with energy darts that transform into bolts of
lightning when hurled
2nd-level conjuration (Druid, Wizard)
Changes: The spell deals cold damage, it can't ignite
flammable objects, and it doesn't shed any light. The
sphere is made from soft but frigid snow.
HEAT METAL
ElECTRI FY METAL
2nd-level transmutation (Artificer, Druid)
Changes: The spell deals lightning damage. The metal
is filled with an electric current instead of being heated
FREEZE METAL
2nd-level transmutation (Artificer, Druid)
Changes: The spell deals cold damage. The metal is
frozen and covered with ice instead of being heated
OLTOFPAIN (NEW)
RINGING RAY
2nd-level evocation (Sorcerer, Warlock, Wizard)
Changes: The spell deals thunder damage. The caster
attacks with a translucent beam of sonic vibrations that
are so high-pitched they can't be heard
114 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O)
PRISMATIC BEAMS RAIN OF FIRE
2nd-level evocation (Sorcerer, Wizard) 3rd-level evocation (Druid only)
Changes: The spell deals radiant damage, and its range Changes: The spell deals fire damage, it ignites
is reduced from 120 feet to 60 feet. The caster attacks flammable objects in the area that aren't being worn or
with beams of colorful light focused into deadly rays. carried, and it gains extra strength when the caster is
outdoors in extreme heat or underneath volcanic
SPIKE GROWTH plumes, rather than in stormy conditions. The spell
conjures an ash cloud that rains down streams of fire.
CAUSTIC BLOSSOMS
FIREBALL
2nd-level conjuration (Druid, Ranger)
Changes: The spell deals acid damage. The caster CAUSTIC BURST
causes small flowers coated with caustic acid to bloom.
3rd-level conjuration (Sorcerer, Wizard)
SEARING CHARCOAL
Changes: The spell deals acid damage and can't ignite
2nd-level conjuration (Druid, Ranger) flammable objects, the explosion doesn't spread around
corners, the spell's range is reduced to 90 feet, and the
Changes: The spell deals fire damage. The caster radius is reduced to 15 feet. The bead blossoms into a
conjures searing charcoals hidden among dusty ground spray of acidic slime.
ACID CLOUD (NEW)
STORM CLOUD ELECTRIC BLAST
3rd-level evocation (Druid, Sorcerer, Wizard) 3rd-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage, it also Changes: The spell deals lightning damage. The bead
causes the target's space to be lightly obscured for the blossoms into arcs of blue lightning in all directions.
duration, and the spell's range is increased to 90 feet.
The gloomy cloud rains water that quickly returns to the FLAME ARROWS (XGE)
cloud as mist, and it releases small bolts of lightning
down upon the target at random intervals. CHILLED ARROWS
3rd-level transmutation (Artificer, Ranger)
Changes: The spell deals cold damage.
BLINDING SMITE CORROSIVE ARROWS
SMOKING SMITE 3rd-level transmutation (Artificer, Ranger)
Changes: The spell deals acid damage.
3rd-level conjuration (Paladin only)
Changes: The spell deals fire damage, and if the target LIGHTNING ARR.ow
of the attack is a flammable object, it ignites. The attack
is infused with scorching fire and blinding smoke. BLAZING ARROW
TRAITOROUS SMITE 3rd-level transmutation (Ranger only)
Changes: The spell deals fire damage and ignites
3rd-level conjuration (Paladin only) flammable objects in the area that aren't being worn or
Changes: The spell deals acid damage. The attack carried The spell transforms the ammunition or
flares with a blinding acid spray. weapon into a stream of explosive flame.
CALL LIGHTNING
ACID SHOWER
3rd-level conjuration (Druid only)
Changes: The spell deals acid damage and gains extra
strength when the caster is outdoors in conditions of
heavy pollution, rather than stormy conditions. The
cloud conjured by the spell isn't a storm cloud, and it
rains acid down instead of loosing bolts of lightning.
HAIL BLIZZARD
3rd-level evocation (Druid only)
Changes: The spell deals cold damage and gains extra
strength when the caster is outdoors in extreme cold,
rather than stormy conditions. The spell conjures or
takes control of a snowing cloud, and instead of bolts of
lightning, shards of frigid ice fall from it.
THE ELEMENTS AND BEYOND
DISSOLVING ARROW still reduces a creature's speed for the duration. The
caster exhales a gust of freezing wind instead of poison.
3rd-level transmutation (Ranger only)
VOICE OF POWER
Changes: The spell deals acid damage. The weapon or
ammunition becomes a bolt of splashing green acid 3rd-level evocation (Sorcerer, Wizard)
Changes: The spell deals thunder damage and it does
LIGHTNING BOLT not poison creatures or reduce their speed, but it only
requires verbal components. The caster roars with a
FLAME TONGUE thunderous, deadly voice instead of exhaling poison.
3rd-level evocation (Sorcerer, Wizard) BLIGHT
Changes: The spell deals fire damage. The caster
evokes a swirling stream of licking flames. ELECTROCUTE
RADIANT BEAM 4th-level evocation (Druid, Sorcerer, Warlock, Wizard)
Changes: The spell deals lightning damage, it can affect
3rd-level evocation (Sorcerer, Wizard) constructs and undead, and the spell is more effective
Changes: The spell deals radiant damage and doesn't against creatures that are swimming in water instead of
ignite flammable objects, and the length of the line is against plants, but the spell's range is reduced to Touch.
reduced to 60 feet. The caster evokes a bright white
beam of light that frays prismatically at its end HEAT STROKE
RAY OF RIME 4th-level evocation (Druid, Sorcerer, Warlock, Wizard)
3rd-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage, and it is more
Changes: The spell deals cold damage and doesn't effective against creatures that have resistance or
ignite flammable objects, and the length of the line is immunity to cold damage instead of against plants.
reduced to 80 feet. The caster evokes a howling blue-
white beam of freezing energy. (NEW)
ENVENOMED WEAPON
MELF1S MINUTE METEORS (XGE) ICY WEAPON
COMET SWARM 4th-level evocation (Artificer, Druid, Wizard)
3rd-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage, and the damage
Changes: The spell deals cold damage. The caster is reduced to 2d8.
conjures frosty comets that burst into shards of ice.
JOLTING WEAPON
CRACKLING ORBS
4th-level evocation (Artificer, Druid, Wizard)
3rd-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage, and the
Changes: The spell deals lightning damage. The spell damage is reduced to 2d8.
attacks with orbs of crackling lightning.
TERRA STEED (NEW)
STORM NIMBUS
3rd-level evocation (Druid, Ranger, Sorcerer, Wizard)
Changes: The spell deals lightning damage. It conjures
a small storm cloud made solid by magic, not a boulder.
TIDAL WAVE (XGE)
SONIC PULSE
3rd-level evocation (Druid, Sorcerer, Wizard)
Changes: The spell deals thunder damage, it doesn't
extinguish flames, and the Dexterity saving throw is
replaced by a Constitution saving throw. The wave is a
wave of sound instead of water.
TOXIC BREATH
FROST BREATH
3rd-level evocation (Sorcerer, Wizard)
Changes: The spell deals cold damage and it doesn't
cause creatures to be poisoned, but on a failed save it
116 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O)
RINGING WEAPON VIBRATION WAVE
4th-level evocation (Artificer, Wizard) 4th-level evocation (Bard, Sorcerer, Wizard)
Changes: The spell deals thunder damage. It creates a
Changes: The spell deals thunder damage, and the faintly visible line that undulates and spikes at the same
damage is reduced to 2d8. frequency as the screeching sound it attacks with.
GLISTENING ACID SLICK (NEW) VITRIOLIC TWISTER
GRAVELSLIDE 4th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals acid damage. The caster
4th-level transmutation (Druid, Sorcerer, Wizard) conjures a small cyclone of acid spinning horizontally
that floats and sprays as they command
Changes: The spell deals bludgeoning damage. The
ground is broken into gravel and the spell causes it to
roll and tumble like a vicious rock grinder.
MOLTEN WAVE STAGGERING SMITE
4th-level transmutation (Druid, Sorcerer, Wizard) DAZING SMITE
Changes: The spell deals fire damage, it ignites any 4th-level evocation (Paladin only)
flammable objects on the ground in the area that aren't
being worn or carried, and it does not knock creatures Changes: The spell deals lightning damage and the
prone; instead, a creature moving on ground in the area Wisdom saving throw is replaced by a Constitution
must spend 4 feet of movement for every 1 foot it moves. saving throw. The weapon does not pierce the mind, but
The ground is covered in a thin wave of molten metal is instead electrified with dazing lightning.
(NEW) STEAM STRIKE (NEW)
HEATWAVE SAND JET
WINTER WIND 4th-level conjuration (Druid, Sorcerer, Wizard)
4th-level evocation (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals bludgeoning damage. The
spell attack is a pressurized jet of sand that becomes a
Changes: The spell deals cold damage, and the effects thick cloud of dust.
for resistance or immunity to fire damage are switched
with the effects for resistance or immunity to cold SUN STRIKE
damage. The caster evokes a wave of bone-chilling cold
4th-level evocation (Druid, Sorcerer, Wizard)
ICE -STORM ---------------
Changes: The spell deals radiant damage, and the
NEEDLE SHOWER target's space is filled with dim light instead of being
lightly obscured The spell attack is a blast of focused
4th-level conjuration (Druid, Sorcerer, Wizard) sunlight that becomes a cloud of sparkles.
Changes: The spell deals piercing damage instead of VITRIOLIC SPRAY
bludgeoning damage and poison damage instead of cold
damage, and the cylinder's height is increased to 50 4th-level conjuration (Druid, Sorcerer, Wizard)
feet. The spell conjures a rain of poisonous plant thorns.
Changes: The spell deals acid damage. The spell attack
RAIN OF BRIMSTONE is a thin spray of acid directed at the target's eyes that
becomes a cloud of vile mist.
4th-level conjuration (Druid, Sorcerer, Wizard)
STOCKADE SPROUTS (NEW)
Changes: The spell deals fire damage instead of cold
damage, and it ignites flammable objects in the area RADIANT PRISONS
that aren't being worn or carried The spell conjures
flaming chunks of sulfur to rain down instead of ice. 4th-level evocation (Cleric, Paladin, Wizard)
MARCH OF BLADES (NEW) Changes: The spell deals radiant damage instead of
poison damage, the prisons shed bright light in a 10-foot
SCORCHING ROLLER radius and dim light for an additional IO feet, and they
float in the air with no pillars or trunks, so the spell
4th-level evocation (Sorcerer, Wizard) generates no cover and occupies no space. Instead of
trees, the spell creates transparent floating prisons
Changes: The spell deals fire damage and ignites formed out of angular light.
flammable objects in the area that aren't being worn or
carried The magic creates a horizontal column of VITRIOLIC SPHERE (XGE)
rolling flame that flares at the caster's command
STORM COIL CINDER STORM
4th-level evocation (Sorcerer, Wizard) 4th-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage. The magic Changes: The spell deals fire damage and ignites
creates a spiral of twisting storm-blue electricity that flammable objects in the area that aren't being worn or
undulates and sparks at the caster's command carried The spell evokes a ball of searing hot cinders.
CHAPTER TWO ISPELLS
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
WALL OF FIRE BRAIN FUNGUS
WALL OF ACID 5th-level conjuration (Druid, Wizard)
4th-level conjuration (Druid, Sorcerer, Wizard) Changes: The Wisdom saving throw is replaced by a
Changes: The spell deals acid damage. Instead of fire, Constitution saving throw and the casting time is
the wall is made of shimmering emerald-green acid reduced to only 1 action, but it takes 12 hours after a
failed saving throw before the target must obey the spell
WALL OF LIGHTNING The spell's effect also counts as a disease and can be
cured, ending the spell This spell has no effect on
4th-level evocation (Druid, Sorcerer, Wizard) creatures that are immune to disease.
Changes: The spell deals lightning damage, and the
wall sheds dim light in a 10-foot radius all around it.
The wall is made out of storm-blue electricity.
CONE OF COLD _H_E_A:_V_EN_ L_Y_ P_ I_L_LAR_ _ _ _ _ _(N_EW)
Howu NG TORNADO LIGHTNING STRIKE
5th-level transmutation (Sorcerer, Wizard) 5th-level evocation (Cleric, Druid, Sorcerer)
Changes: The spell deals thunder damage, the range is Changes: The spell deals lightning damage. The caster
reduced to 50 feet, and any creature killed by this spell calls down a dazing bolt of lightning.
is liquefied by the pressure. The spell creates a swirling
tunnel of crushing air pressure and roaring sound SNOW FLURRY
FINGERS OF LIGHTNING (NEW) 5th-level evocation (Cleric, Druid, Sorcerer)
Changes: The spell deals cold damage. The caster calls
down a pillar of whirling ice and snow.
FLAME DRAGON CLAWS IMMOLATION (XGE)
5th-level evocation (Sorcerer, Wizard) ACID BATH
Changes: The spell deals fire damage. It evokes long 5th-level conjuration (Sorcerer, Wizard)
talons of pointed flame spread out like claws.
Changes: The spell deals acid damage, it doesn't shed
GASTRIC SPRAY light, and it doesn't reduce targets it kills to ash. The
caster wreathes the target in a coating of green acid
5th-level conjuration (Sorcerer, Wizard)
SHINING ARMOR (NEW)
Changes: The spell deals acid damage and can't ignite
flammable objects. The caster conjures one pressurized REVERBERATING ARMOR
spray of digestive acid that splits into smaller jets.
5th-level evocation (Cleric, Paladin, Wizard)
HAND OF WINTER
Changes: Thunder damage replaces radiant damage in
5th-level evocation (Sorcerer, Wizard) the spell's description, and instead of causing creatures
to be blinded, the spell causes them to be deafened for 1
Changes: The spell deals cold damage and can't ignite minute. A creature repeats the saving throw at the end
flammable objects. It evokes tendrils of icy blue cold of each of its turns. On a successful save, it is no longer
that stretch out like fingers on a hand deafened by the spell Instead of light, the spell creates
plates made of amber-colored sound waves.
MASS LIGHT BEAM
TEMPESTUOUS ARMOR
5th-level evocation (Sorcerer, Wizard)
5th-level evocation (Wizard only)
Changes: The spell deals radiant damage and doesn't
ignite flammable objects. The caster evokes bright rays Changes: Lightning damage replaces radiant damage in
of golden-white light that lance outward the spell's description, and instead of causing creatures
to be blinded, the spell pushes creatures 10 feet away
FLAME STRIKE and knocks them prone. Rather than light, it conjures
plates of dark stormcloud that crackle with lightning.
ARCTIC AURORA
SONIC BOOM (NEW)
5th-level evocation (Cleric, Druid)
Changes: The spell deals cold damage instead of fire KINETIC FIREBALL
damage. The caster calls down icy starlight.
5th-level evocation (Sorcerer, Wizard)
GREATER THUNDERBOLT
Changes: The spell deals fire damage and ignites any
5th-level evocation (Cleric, Druid, Sorcerer) flammable objects in the area that aren't being worn or
Changes: The spell deals lightning damage instead of carried The bead is fiery and explodes in a wave of fire,
fire damage and thunder damage instead of radiant force, and air pressure.
damage. The caster calls down a column of roaring
lightning and rumbling storm clouds.
118 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
WATER TO ACID (NEW)
WATER TO STEAM
5th-level evocation (Artificer, Druid, Warlock, Wizard)
Changes: The spell deals fire damage. The caster heats
the targeted water until it is boiling.
ANNIHILATION DISK (NEW)
BLAZING EAGLE
6th-level evocation (Sorcerer, Wizard)
Changes: The spell deals fire damage. The caster hurls
fire in the shape of an eagle that soars and chases after
its foes to rip and tear with flame talons.
RAVENOUS Acl D WYRM
6th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals acid damage. The caster
conjures acid in the shape of a dragon, which races after
its target to slash at it with caustic claws and teeth.
SUN FLOWER (NEW) STORM SERPENT
BELCHING APERTURE 6th-level evocation (Sorcerer, Wizard)
5th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals lightning damage. The caster
evokes lightning in the shape of a flying snake seeking
Changes: The spell deals acid damage, and it is coil around its target and constrict like a slicing garrote.
especially effective against constructs and earth
elementals rather than oozes and undead The caster BLADE BARRIER
conjures a belching portal to a minor plane of acid
INFERNAL COLUMN
GHOSTFIRE DRAGON
6th-level evocation (Cleric, Sorcerer, Wizard)
5th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals fire damage and ignites any
Changes: The spell deals fire damage, and it is flammable objects in the area that aren't being worn or
especially effective against creatures that are ablaze carried The wall is a horizontal pillar of whirling flame.
rather than oozes and undead The caster conjures a The fire is made solid by interplanar magic.
spectral dragon's head made of blue flame.
CHAIN LIGHTNING
STORM CONDUIT
FLAME HELIX
5th-level conjuration (Druid, Sorcerer, Wizard)
6th-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage, and it is Changes: The spell deals fire damage and ignites any
especially effective against creatures wearing metal flammable objects that are targeted The caster evokes
armor instead of oozes and undead The caster creates branching helix coils of burning flame.
a spinning coil of sparking blue lightning in the air.
REFRACTION BEAM
THUNDER BELL
6th-level evocation (Sorcerer, Wizard)
5th-level conjuration (Sorcerer, Wizard) Changes: The spell deals radiant damage, the damage
is reduced to 9d8, and the space of each target is filled
Changes: The spell deals thunder damage, and it is with dim light until the end of the caster's next tum. The
especially strong against targets made of inorganic caster evokes a beam of white light that splits into a
material such as stone, crystaL or metaL rather than rainbow of colorful beams upon striking the first target.
oozes and undead The caster creates a spectral bell to
ring instead of a sunflower.
WINTER SPIRIT CIRCLE OF DEATH
5th-level conjuration (Druid, Sorcerer, Wizard) ASTRAL RECKONING
Changes: The spell deals cold damage, and it is 6th-level evocation (Sorcerer, Warlock, Wizard)
especially effective against plants and water elementals Changes: The spell deals radiant damage. Creatures in
instead of oozes and undead The spell conjures an the area see a vision of searing light, as the spell
elemental spirit of winter that exhales frosty mist. releases a wave of dimensional energy that subjects
their bodies to the astral light of the space between the
Outer Planes.
CHAPTER TWO ISPELLS
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
DISINTEGRATE
EXCORIATE
6th-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage. The ray is
blue and made of blasting, eradicating electricity.
INCINERATE
6th-level evocation (Sorcerer, Wizard)
Changes: The spell deals fire damage and targets are
turned into black ashes instead of being disintegrated
The ray is made of bright red-orange flame.
LIQUEFY
6th-level transmutation (Sorcerer, Wizard)
Changes: The spell deals acid damage and targets are
turned into green slime rather than being disintegrated
The ray is a sickly yellow color and made of potent acid
0TILUKE'S FREEZING SPHERE SOLAR APPROACH
BELUUD'S VIBRATION BOMB 6th-level evocation (Druid, Sorcerer, Wizard)
Changes: The spell deals radiant damage, the Dexterity
6th-level evocation (Wizard only) saving throw is replaced by a Constitution saving throw,
the d8s are replaced by d6s, and the area is not lightly
Changes: The spell deals thunder damage and does not obscured but instead filled with bright light which is
freeze water, but it deals half damage to any nonmagical sunlight. The area pulses with an intensely bright light.
objects in the area that aren't being worn or carried The
globe is made of amber sound energy, and it vibrates SPREADING CINDERS
and hums softly instead of being cold When it shatters,
the explosion can be heard from up to 1 mile away. 6th-level evocation (Druid, Sorcerer, Wizard)
Changes: The spell deals fire damage and ignites any
STAR STE-P-----------------(N-E-W--) flammable objects in the area that aren't being worn or
carried The area swirls with ashes and pulses of flame.
SEE LIE STEP
SPROUTI NC PETAL SWARM
6th-level conjuration (Sorcerer, Warlock, Wizard)
Changes: The spell deals psychic damage instead of 6th-level conjuration (Druid only)
force damage, the Constitution saving throw is replaced Changes: The spell deals slashing damage, the d8s are
by a Wisdom saving throw, and instead of being blinded replaced by d6s, and if the caster chooses, plants and
and knocked prone, creatures are charmed by the caster beasts in the area are unaffected The area is filled with
and poisoned until the start of the caster's next turn. The swirling wind and forest dust, with razor-sharp leaves,
caster magically steps through the Feywild, and sparkling grass, and petals flying about.
fairy dust accompanies its arrival
SURGING ACID STORM
TEMPEST STEP
6th-level conjuration (Druid, Sorcerer, Wizard)
6th-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage, the d8s are
Changes: The spell deals lightning damage instead of replaced by d6s, and the spell also damages objects that
force damage and thunder damage instead of radiant aren't being worn or carried The mist and rain are both
damage, and instead of being blinded, creatures are acidic, and the area pulses with swells of caustic wind
pushed 20 feet away, deafened, and unable to take
reactions until the start of the caster's next turn. The THUNDEROUS CHORDS
caster teleports in a flash of rumbling lightning.
6th-level evocation (Bard, Sorcerer, Wizard)
SWELLING STORM (NEW) Changes: The spell deals thunder damage, the Dexterity
saving throw is replaced by a Constitution saving throw,
ENCROACHING BLIZZARD the d8s are replaced by d6s, creatures are also deafened
while within the area, and the area is not obscured The
6th-level conjuration (Druid, Sorcerer, Wizard) spell can be clearly heard as a rumbling, thumping bass
from up to 1 mile away.
Changes: The spell deals cold damage and the Dexterity
saving throw is replaced by a Constitution saving throw.
The rain and mist are freezing cold, and the area pulses
with icy winds instead of lightning.
120 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
TRAILBLAZER (NEW) CROWN OF STARS (XGE)
TWINKLE TOES FREEZING GAZE
6th-level evocation (Sorcerer, Wizard) 7th-level evocation (Sorcerer, Warlock, Wizard)
Changes: The spell deals radiant damage, the d6s are Changes: The spell deals cold damage and doesn't shed
replaced by d4s, and the caster sheds bright light in a any light. The caster's eyes begin to glow with blue light,
20-foot radius and dim light for an additional 20 feet for and the spell attack is a ray of blue-white energy that
the duration. The caster's legs glow brightly and begin streaks from the caster's eyes.
to move at a blinding speed, and it leaves footsteps that
shine with searing light. GREATER SCORCHING RAY
WAVEGLIDER 7th-level evocation (Sorcerer, Warlock, Wizard)
6th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage. The motes are
composed of scorching flame instead of light.
Changes: The spell deals acid damage, the d6s are
replaced by d4s, and the path left by the caster is difficult SHARDS OF STONE
terrain but it only affects and damages creatures that are
on the ground The caster skates along a wave of green 7th-level conjuration (Sorcerer, Warlock, Wizard)
acid that doesn't harm it or its equipment and leaves
puddles of sticky, evaporating acid in its wake. Changes: The spell deals bludgeoning damage and
doesn't shed any light. It creates shards of stone that
turn to dust after being thrown instead of motes of light.
WINDRUNNER DELAYED BLAST FIREBALL
6th-level transmutation (Druid, Sorcerer, Wizard) CRYSTAL SHARD BOMB
Changes: The spell deals thunder damage, the d6s are 7th-level conjuration (Sorcerer, Warlock, Wizard)
replaced by d4s, the spell disperses gas or vapor and Changes: The spell deals piercing damage, doesn't
extinguishes candles, torches, and similar unprotected spread around corners, and doesn't ignite flammable
flames in the area, and when the caster moves on its objects. The spell conjures a bead of highly compressed
turn, it creates the spell's area in its wake even if it isn't crystal which explodes into a blast ofjagged shards.
on the ground The caster is propelled by howling wind The shards vanish to dust a moment after the explosion.
BELUUD'S BILE BLOSSOM (NEW) STAR FLASH
FROZEN FLAME BOMB 7th-level evocation (Sorcerer, Warlock, Wizard)
Changes: The spell deals radiant damage, doesn't
7th-level evocation (Sorcerer, Wizard) spread around corners, and doesn't damage objects or
ignite flammable objects. The beam and bead glow
Changes: The spell attack deals cold damage and the white, and they explode into a flash of intense light.
spell's area deals fire damage. The spell attack is an orb
of freezing ice filled with scorching flame.
LIGHT TO SHADOW UNSTABLE REACTION
7th-level transmutation (Sorcerer, Wizard) 7th-level conjuration (Sorcerer, Warlock, Wizard)
Changes: The spell attack deals radiant damage and Changes: The spell deals acid damage, doesn't spread
the spell's area deals necrotic damage. The beam is around corners, and doesn't ignite flammable objects.
made of bright golden light, and the area is filled with The spell conjures a green bead of acid that explodes
choking magical darkness for a brief moment. into a wave of acid which vanishes after a few seconds.
RIZZAK'S BLAZING LIGHTNING EXPLOSIVE RIFT (NEW)
7th-level evocation (Sorcerer, Wizard) HOWLING RIFT
Changes: The spell attack deals lightning damage, the 7th-level evocation (Sorcerer, Wizard)
spell's area deals fire damage, and the spell ignites any
flammable objects in the area that aren't being worn or Changes: The spell deals thunder damage and doesn't
carried The beam is a bolt of lightning, and the area is ignite flammable objects, and the area is not lightly
filled with spraying flame. obscured The wall is formed from a wave of sound
THUNDERCRASH CANNON FIRE STORM
7th-level evocation (Sorcerer, Wizard) ACID STORM
Changes: The spell attack deals lightning damage, the 7th-level conjuration (Cleric, Druid, Sorcerer)
Dexterity saving throw is replaced by a Constitution Changes: The spell deals acid damage and doesn't
saving throw, and the spell's area deals thunder damage. ignite flammable objects. The storm is made of sheets
The beam is a bolt of lightning, and the area is filled of green acid instead of flame.
with a wave of sound instead of an acidic spray.
THEELEMENTSANDBEYOND FANMADE HOMEBREW CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O)
ELECTRIC STORM LIGHTNING RIPPER
7th-level evocation (Cleric, Druid, Sorcerer) 7th-level evocation (Wizard only)
Changes: The spell deals lightning damage and doesn't Changes: The spell deals lightning damage. The sword
ignite flammable objects. The storm is made of sea- is made out of crackling lightning.
green lightning instead of flame.
LIVING FLAME
FROST STORM
7th-level evocation (Wizard only)
7th-level evocation (Cleric, Druid, Sorcerer) Changes: The spell deals fire damage. It creates a
Changes: The spell deals cold damage and can't ignite melon-sized ball of fire with a devilish face and sharp
flammable objects. The storm is made of swirls of icy fangs formed into the flames instead of a sword
mist instead of flame.
----STORM-G-on-'-s ----HASTE ------"(NEW)
TOXIC POLLEN STORM
LIGHTSPEED HASTE
7th-level conjuration (Druid only)
Changes: The spell deals poison damage, it doesn't 7th-level transmutation (Sorcerer, Wizard)
ignite flammable objects, and the spell's area is heavily Changes: The spell deals and grants resistance to
obscured until the start of the caster's next tum. The radiant damage rather than lightning damage. The
storm is made of poisonous clouds of pollen. caster invests the target with the magical speed of light.
MORDENKAINEN'S SWORD WHITE FLAME HASTE
HYPERDENSE ORB 7th-level transmutation (Sorcerer, Wizard)
Changes: The spell deals and grants resistance to fire
7th-level conjuration (Bard, Wizard) damage rather than lightning damage. The caster
Changes: The spell deals bludgeoning damage. It invests the target with the essence of a rapid flash fire.
creates a sphere made of incredibly dense stone which
turns to dust when the spell ends. STORM SPEAR (NEW)
JAWS OF BILE FREEZING lclCLE
7th-level conjuration (Wizard only) 7th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals acid damage. It creates a pair
of gnashing jaws made of yellow acid Changes: The spell deals cold damage. The spear is
made of ice that dissolves into freezing energy when it
LANCE OF LIGHT hits or misses the target.
7th-level evocation (Wizard only) ELEMENTAL METEOR (NEW)
Changes: The spell deals radiant damage, and the sword
sheds bright light in a 10-foot radius and dim light for an ELEMENTAL COMET
additional IO feet. The sword is made out of arcane light.
8th-level conjuration (Wizard only)
Changes: The spell deals 1d10 cold damage instead of
3d10 fire damage and summons a comet that separates
into an ice elemental and a fog elementa~ instead of an
earth elemental and a fire elemental These are new CR
6 monsters found in this compendium (pages 162-163}
FIST OF FLAME (NEW)
ASTRAL FLARE
8th-level evocation (Sorcerer, Wizard)
Changes: The spell deals radiant damage and force
damage, it doesn't ignite flammable objects, the distance
pushed is reduced to 30 feet, and the force damage dealt
is reduced by 5. The spell attack is a beam of starlight.
FULMINATION
8th-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage and thunder
damage, it doesn't ignite flammable objects, and on a
failed Constitution save the target is also deafened for 1
minute. It repeats the saving throw at the end of each of
its turns. On a success, the deafened effect ends. The
spell attack is a bolt of roaring, thunderous lightning.
122 EHOMEBREW THE ELEMENTS AND BEYOND
f)
GEODE GAUNTLET INCENDIARY CLOUD
8th-level conjuration (Sorcerer, Wizard) FETID SWAMP (LOUD
Changes: The spell deals nonmagical piercing damage 8th-level conjuration (Sorcerer, Wizard)
instead of fire damage, it doesn't ignite objects, and it Changes: The spell deals acid damage, and the spell's
deals maximum damage to objects and structures. The range is reduced to 60 feet. The cloud is made of
spell attack is a huge spiked fist made from solid rock gaseous green acid that smells foul and diseased
and crystal which turns to dust when it hits or misses.
FRIGID Foe
LANCING ICICLE
8th-level conjuration (Sorcerer, Wizard)
8th-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage, and the
Dexterity saving throw is replaced by a Constitution
Changes: The spell deals cold damage and piercing saving throw. The cloud is made of icy white mist.
damage, and it doesn't ignite objects. The spell attack is a
jagged icicle that melts into water when it hits or misses. THUNDERHEAD
FLARINGWEMON (NEW) 8th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals lightning damage. The cloud
GLACIAL WEAPON is a storm-cloud, and lightning rumbles within it.
8th-level evocation (Wizard only) SCOURING SANDS
Changes: The spell deals cold damage, it doesn't cause 8th-level conjuration (Sorcerer, Wizard)
the weapon to shed light, and instead of lighting a target Changes: The spell deals Sd8 piercing and Sd8 slashing
ablaze on a critical hit or opportunity attack, the weapon damage, and the spell's range is reduced to 60 feet. The
reduces the target's speed by 10 feet until the end of the cloud is made of abrasive sand that erodes those within.
target's next turn and gives it disadvantage on the next
weapon attack roll it makes while slowed The weapon SoLARWIND
becomes encrusted with misty rime when drawn.
8th-level evocation (Sorcerer, Wizard)
REVERBERATING WEAPON Changes: The spell deals radiant damage, the Dexterity
saving throw is replaced by a Constitution saving throw,
8th-level evocation (Wizard only) the cloud sheds dim light in a 40-foot radius, and the
spell's range is reduced to 60 feet. The smoke cloud is
Changes: The spell deals thunder damage, it doesn't filled with pulses of golden eldritch starlight.
cause the weapon to shed light, and instead of lighting a
target ablaze on a critical hit or opportunity attack, the SUNBURST
weapon causes the target to be deafened for 1 minute. It
makes a Constitution saving throw at the end of each of DISSOLVING SPRAY
its turns. On a success, it is no longer deafened by the
spell The weapon rumbles and vibrates with loud bass. 8th-level conjuration (Druid, Sorcerer, Wizard)
Changes: The spell deals acid damage, doesn't dispel
SCINTILLATING WEAPON darkness, and deals damage to objects in the area that
aren't being worn or carried The Constitution saving
8th-level evocation (Cleric, Wizard) throw is replaced by a Dexterity saving throw, and
constructs and elementals have disadvantage on the
Changes: The spell deals radiant damage, and instead saving throw instead of undead and oozes. The spell
of lighting a target ablaze on a critical hit or opportunity sprays a massive foamy wave of
attack, the target must succeed on a Constitution saving transparent acid
throw or be blinded until the start of its next turn. The
weapon erupts with prismatic flashes of light.
VOLTAIC WEAPON
8th-level evocation (Wizard only)
Changes: The spell deals lightning damage, and instead
of lighting a target ablaze on a critical hit or opportunity
attack, the weapon gives the target disadvantage on
saving throws to maintain concentration resulting from
the attack's damage and the target can't take reactions
or bonus actions until the end of its next turn. The
weapon erupts with bright crackling lightning.
THE ELEMENTS AND BEYOND
METEOR SWARM
AVALANCHE
9th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals piercing damage instead of
fire damage, and it doesn't ignite flammable objects.
Instead of blazing orbs of fire, the spell strikes with a
cascade of sand, boulders, graveL and jagged shards that
vanish into dust only moments after impacting the area.
ACID WARD . RIZZAK'S Fl RESTO RM
(NEW) 9th-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage instead of
LAvASHIELD bludgeoning damage. The orbs are made of pure flame,
but they spark with golden lightning.
9th-level conjuration (Sorcerer, Wizard)
STORM Goo's DECREE
Changes: The spell deals fire damage, incinerates tar-
gets instead of dissolving them, and grants resistance to 9th-level evocation (Sorcerer, Wizard)
cold damage instead of acid damage. The shield is made Changes: The spell deals lightning damage instead of
of boiling lava that incinerates any consumed objects. fire damage and thunder damage instead of bludgeoning
damage, and it doesn't ignite flammable objects. The
CALDERA (NEW) spell evokes a primordial storm of powerful lightning
bolts and thundering sound in the area.
DEVOURING SLIME
VORACITY
9th-level transmutation (Wizard only)
9th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals acid damage, it doesn't ignite Changes: The spell deals acid damage instead of fire
objects, the d8s are replaced by d6s, and the Magma damage and slashing damage instead of bludgeoning
option cannot be cast. The ground is transformed into damage, and it doesn't ignite objects. The caster conjures
incredibly caustic and sticky acidic slime. swirling clouds of monstrous, aberrant teeth that splash
with eldritch digestive acid before disappearing back into
DEEP -FREEZE -----------(N-E-W-) the magical realm they came from.
STORM SEIZURE VORPAL ICICLES
9th-level evocation (Sorcerer, Wizard) 9th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals cold damage instead of fire
Changes: Cold damage is replaced with lightning damage and piercing damage instead of bludgeoning
damage in the spell's description, it can affect undead damage, and it doesn't ignite objects. The caster conjures
but can't affect plants, and targets killed by the spell are and hurls massive jagged spikes of ice with magic. The
turned to ashes rather than ice. The spell electrifies the ice melts and then vanishes after impacting the area.
target's body and causes a kind of magical seizure.
OBLITERATION BEAM (NEW)
MEGALITH (NEW) GLACIAL TIDE
TITANIC FLAMING SPHERE 9th-level conjuration (Sorcerer, Wizard)
9th-level evocation (Sorcerer, Wizard) Changes: The spell deals cold damage instead of
radiant damage and doesn't shed light, but the area is
Changes: The spell deals fire damage, the orb isn't an difficult terrain for the duration. The spell conjures a
object, doesn't occupy its space, or grant cover, and it wave of ice, snow, and glacial water propelled by
sheds bright light in a 100-foot radius and dim light for magical force that lasts for the duration.
an additional 100 feet. It ignites flammable objects in the
area that aren't being worn or carried as well as those LANDSLIDE
that touch the orb. The rolling orb is made of golden fire,
and though things can move through it, it is opaque. 9th-level conjuration (Sorcerer, Wizard)
Changes: The spell deals piercing damage instead of
radiant damage and bludgeoning damage instead of
force damage, and it doesn't shed light. The spell
creates a grinding wave of sand, dust, and earth that
vanishes as it reaches the end of its linear path.
124 CHAPTER TWO ISPELLS
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
RADIANT SUN BLAST
9th-level evocation (Sorcerer, Wizard)
Changes: The spell deals radiant damage instead of
force damage, it blinds targets for the duration instead
of pushing them and knocking them prone, and the light
is sunlight. The beam is not forceful at ali but the light
is intense enough to sear anything in its path.
RIZZAK'S INFERNAL ROAR
9th-level evocation (Sorcerer, Wizard)
Changes: The spell deals fire damage instead of radiant
damage and thunder damage instead of force damage,
only requires verbal components, and ignites flammable
objects in the area that aren't being worn or carried The
beam is made of roaring, turbulent flame, and it blasts
from the caster's throat like a dragon's breath attack.
THUNDERSTORM TORNADO
9th-level evocation (Sorcerer, Wizard)
Changes: The spell deals lightning damage instead of
radiant damage and thunder damage instead of force
damage, it doesn't shed light, and creatures are deafened
while in the area. The beam is a roaring cyclone filled
with rumbling thunder and arcing lightning.
PLASMA COIL (NEW)
LIGHT OF SABER
9th-level evocation (Sorcerer, Wizard)
Changes: The spell deals radiant damage instead of
lightning damage. The whip is made of searing arcane
light and magical force.
RIZZAK'S HELL LASH
9th-level evocation (Sorcerer, Wizard)
Changes: The spell deals fire damage instead of force
damage. The whip is made of lightning that burns with
hellish flame.
PSYCHIC SCREAM (XGE)
INDUCTION
9th-level evocation (Druid, Sorcerer, Wizard)
Changes: The spell deals lightning damage, the
Intelligence saving throw is replaced by a Constitution
saving throw, and creatures killed by the spell are fried
to charred bits instead of having their heads exploded
Also, creatures that are immune to lightning damage
and constructs are unaffected, rather than creatures
with low Intelligence. The spell doesn't blast the mind,
but rather fills targets with intense electricity.
STARLIGHT JUDGMENT
9th-level evocation (Cleric, Sorcerer, Warlock, Wizard)
Changes: The spell deals radiant damage and only
requires verbal components, the Intelligence saving
throw is replaced by a Wisdom saving throw, and
creatures killed by the spell vanish in a flash of light
instead of having their heads exploded The caster
invokes an astral or celestial judgment upon targets.
SPECIALIZATION SPELL LISTS
ome thematic focuses cut across damage COMBINING THE ELEMENTS
types and schools of magic. To better allow
spellcasters to specialize in those themes, Some spells don't fit well onto the specialization
this section provides spell lists for the magic lists because they seem to require more than one
specializations described in this document. element and would overfill the spell list relative to
The following spell lists show which spells the other lists. For example, the new caldera spell
count as aeromancy, geomancy, hydromancy, creates lava, which requires both earth and fire,
pyromancy, and elemancy spells. Most of these spells keeping it off of both the Geomancy and Pyro-
are from the Player's Handbook. If a spell is followed by mancy lists. And combining elements can create
acid, lightning, poison, and other manifestations of
a symboi such as an asterisk or a dagger (n it is found energy or magic found in the many existing spells
that aren't on any elemental spell lists.
elsewhere. See the table below for more information.
If a spell name is italicized, it is an optional spell If your DM allows, you have spell prowess with
these spells if you have spell prowess with the spell
variant that can be found previously in this chapter. Any list of each element required for that spell. For
other symbols it has describe the location of the original example, if you have spell prowess with geomancy
spell If it has no symbols, the original spell can be found and pyromancy spells, you'd also have spell prowess
in the Player's Handbook. The original spell's name is with spells like caldera and molten upheaval.
listed in parentheses after the spell variant's name. See
page 109 for information on spell variants. As a DM, be aware of the impact of allowing
these additional spells to spell prowess. The effects
SPELL LOCATIONS BY SYMBOL of spell prowess are not likely to severely break the
game, but spells that aren't on these lists have not
Symbol Location been fully balanced for it. However, a PC that takes
multiple specialization feats to gain spell prowess
* This compendium (The Elements & Beyond) with more and more lists could be considered to
have paid the cost for such power. As always, the
t Xanathar's Guide to Everything, and possibly the decision is yours. You are free to allow some spells
Elemental Evil Player's Companion and not others, even when both groups of spells
are made of the same combined elements. You
tt Tasha's Cauldron ofEverything could allow these rules for molten upheaval but
t The lmpermissicon, another D&D Unleashed deny them for caldera, as an example.
compendium. Spell variants of these spells are See page 164 for more information on how the
also only found in The lmpermissicon. elements can be combined.
SPELL LISTS BY SPECIALIZATION
AEROMANCY SPELLS 2ND LEVEL Strangulate t
CANTRI PS (0 LEVEL} Cyclone Strike* Summon Elemental tt (only air)
Air Slash (Magic Orb*) Dust Devil t Wind Funnel*
Booming Blade tt Gale Weapons* 5TH LEVEL
Gust t Gust of Wind
Levitate Conjure Elemental (only air)
Magic Orb* (only as wind) Shatter
Control Winds t
Thunderclap t Skywrite t
Greater Thunderbolt (Heavenly Pillar*)
Thunderous Vibration (Poison Spray) Silence Howling Tornado (Cone of Cold)
Topple* Tailwind (Cannon Blast*) Soar*
Wind Spout (Water Spout*) Sonic Boom*
Wind Strike (Force Strike*) Warding Wind t Thunder Bell (Sun Flower*)
Wind Tunnel (Lightning Lure tt) 3RD LEVEL 6TH LEVEL
1ST LEVEL Fly Beluud's Vibration Bomb (Otiluke's
Gaseous Form Freezing Sphere)
Catapult t
Thunder Step t Howling Void*
Feather Fall
Glide* Veiled Blade t Investiture of Wind t
Howling Rebuke (Hellish Rebuke)
Inflict Din (Inflict Wounds) Voice ofPower (Toxic Breath*) Tempest Step (Star Step*)
Jump Wind Wall Windrunner (Trailblazer*)
Swoop* Wind Walk
Thunderwave 4TH LEVEL
7TH LEVEL
Zephyr Strike t Conjure Minor Elementals (only air)
Cyclone* Forcecage
CHAPT~R TWO I SPELLS
Storm Sphere t
126 FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
Storm Rift (Explosive Rift*) Sand Cloak* Magic Orb* (only as ice, snow, or water)
Thundercrash Cannon (Beluud's Bile Swift Ward* Ray of Frost
Terra Steed* Shape Water t
Blossom*) Wall of Sandt Snowfall (Create Bonfire t)
Whirlwind t Snow Fang (Primal Savagery t)
4TH LEVEL Water Spout*
8TH LEVEL
Boulder Shot* 1ST LEVEL
Control Weather Conjure Minor Elementals (only earth)
Fulmination (Fist of Flame*) Grave/slide (Glistening Acid Slick*) Armor of Agathys
Great Voice* SandJet (Steam Strike*) Chromatic Orb (only as cold)
Windcage* Stone Shape Create or Destroy Water
Stoneskin Fog Cloud
9TH LEVEL Summon Construct tt (only stone/clay) Grease
Hydrowave (Thunderwave)
Blood to Wind t (Blood to Flame t) Summon Elemental tt (only earth) Ice Knife t
Inflict Rime (Inflict Wounds)
Resonance* 5TH LEVEL Water Whip*
Storm God's Decree (Meteor Swarm)
Storm of Vengeance Burrow* 2ND LEVEL
Thunderstorm Tornado (Obliteration Conjure Elemental (only earth)
Dive*
Beam*) Grave Soil t Drown*
Wind Wake* Giant Snowball (Flaming Sphere)
Sinking Maw* Ice Sculpture*
GEOMANCY SPELLS Transmute Rock t Ice Shards (Scorching Ray)
(ANTRI PS (0 LEVEL} Wall of Stone Sanctify Water*
Churn Earth (Create Bonfire t) Snilloc's Snowball Swarm t
Earth Stomp* 6TH LEVEL
Guard* 3RD LEVEL
Magic Stone Bones of the Earth t
Magic Orb* (only as sand or stone) Flesh to Stone Cold Snap*
Mold Earth t Investiture of Stone t Comet Swarm (Melfs Minute Meteorst)
Ray ofStone (Ray ofFrost) Move Earth Hail Blizzard (Call Lightning)
Thorn Whip Seismic Jaws* Sleet Storm
Trip (Topple*) Tidal Wave t
7TH LEVEL Wall of Water t
1ST LEVEL Water Breathing
Crystal Shard Bomb (Delayed Blast Water Walk
Barrier* Fireball)
Catapult t (only for clay, stone, crystal, 4TH LEVEL
Hyperdense Orb (Mordenkainen's
or metal objects) Sword) Blight
Earth Tremor t Conjure Minor Elementals (only water)
Entangle Living Burial* Control Water
Mage Armor Sandstorm* Frost Armor*
Shield of Faith Shards ofStone (Crown of Stars t) Ice Storm
Stone Blast* Steam Strike*
Tenser's Floating Disk 8TH LEVEL Summon Elemental tt (only water)
Watery Sphere t
2ND LEVEL Earthquake
Geode Gauntlet (Fist of Flame*) 5TH LEVEL
Barkskin Golem Armor* (only as stone)
Earthbind t Scouring Sands (Incendiary Cloud) Befoul Water t
Maximilian's Earthen Grasp t
Shatter 9TH LEVEL Cone of Cold
Spider Climb Conjure Elemental (only water)
Spike Growth Avalanche (Meteor Swarm) Maelstrom t
Terra Spike>'< Snow Flurry (Heavenly Pillar*)
Blood to Sandt (Blood to Flame t) Water to Acid*
3RD LEVEL Water to Steam (Water to Acid*)
Earth Whelm* Winter Spirit (Sun Flower*)
Erupting Earth t Landslide (Obliteration Beam*)
Meld Into Stone Megalith* CHAPTER TWO ISPELLS
Petrify* Ordainment of Metal*
Quake Walk*
HYDROMANCY SPELLS
CAN TRI PS (0 LEVEL}
Frostbite t
Frost Bolt (Magic Orb*)
127
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
6TH LEVEL Flaming Sphere Rizzak's Infernal Roar (Obliteration
Beluud's Boiling Bubble* Heat Metal
Dark Lagoon* Beam*)
Encroaching Blizzard (Swelling Storm'') Living Bomb t (Carnage Blast t) Meteor Swarm
Otiluke's Freezing Sphere
Pyrotechnics t Pyroclasm t (Desolation t)
Scorching Ray
Titanic Flaming Sphere (Megalith*)
Wall of Ice 3RD LEVEL ELEMANCY SPELLS
Blazing Arrow (Lightning Arrow)
7TH LEVEL Fireball CANTRI PS (0 LEVEL}
Freezing Icicle (Storm Spear*) Flame Arrows t
Frost Storm (Fire Storm) Flame Tongue (Lightning Bolt) Magic Orb*
Globe of Winter* Melfs Minute Meteors t
Rain ofFire (Call Lightning) 1ST LEVEL
8TH LEVEL Smoking Smite (Blinding Smite) Absorb Elements t
Stinking Cloud Chromatic Orb
tAbi-Dalzim's Horrid Wilting
4TH LEVEL 2ND LEVEL
Encasing Ice* Cinder Storm (Vitriolic Sphere t) Dragon's Breath t
Frigid Fog (Incendiary Cloud) Conjure Minor Elementals (only fire)
Golem Armor* (only as ice) Fire Shield (only as warm shield) 3RD LEVEL
Lancing Icicle (Fist of Flame*) Heat Stroke (Blight) Elemental Weapon
Tsunami Heat Wave* Protection from Energy
Scorching Roller (March of Blades*)
9TH LEVEL Summon Elemental tt (only fire) 4TH LEVEL
Wall of Fire Conjure Minor Elementals
Blood to Ice t (Blood to Flame t) Elemental Bane t
5TH LEVEL Summon Construct tt (only metalj
Deep Freeze* Conjure Elemental (only fire) Summon Elemental tt
Glacial Tide (Obliteration Beam*) Flame Dragon Claws (Fingers of
Grand Flood>< 5TH LEVEL
Vorpal Icicles (Meteor Swarm) Lightning*) Blazing Thunderbolt Strike*
Flame Strike Conjure Elemental
PYROMANCY SPELLS Rainbow*
CANTRI PS (0 LEVEL}
Burning Sacrifice (Sacred Flame)
Burning Wave (Acid Splash)
Cinder Swirl (Sword Burst tt) Ghostfire Dragon (Sun Flower*) 6TH LEVEL
Control Flames t Immolation t
Create Bonfire t Kinetic Fireball (Sonic Boom*) Infernal Step t (Star Step*)
Ember Claws (Primal Savagery t)
Fire Bolt 6TH LEVEL Primordial Ward t
Blazing Eagle (Annihilation Disk*) Shelter from Energy*
tGreen-Flame Blade Incinerate (Disintegrate)
Infernal Column (Blade Barrier) 7TH LEVEL
Hot Flash (Poison Spray) Investiture of Flame t Elemental Chains*
Produce Flame Spreading Cinders (Swelling Storm*) Frozen Flame Bomb (Beluud's Bile
Trailblazer*
1ST LEVEL Blossom*)
Burning Hands 7TH LEVEL Primordial Tides*
Chromatic Orb (only as fire) Delayed Blast Fireball Prismatic Spray
Conflagration'' Explosive Rift* Rizzak's Blazing Lightning (Beluud's
Flame Sling (Ice Knife t) Fire Storm
Fog Cloud Greater Scorching Ray (Crown of Starst) Bile Blossom*)
Hellish Rebuke
Inflict Burns (Inflict Wounds) 8TH LEVEL 8TH LEVEL
Pyrokinesis1< Fist of Flame* Elemental Comet (Elemental Meteor*)
Searing Smite Flaring Weapon* Elemental Meteor*
Incendiary Cloud Golem Armor*
2ND LEVEL
Aganazzar's Scorcher t 9TH LEVEL 9TH LEVEL
Azure Blaze (Cloud of Daggers) Elemental Step*
Cannon Blast>< Blood to Flame t Prismatic Wall
Dragon's Breath t (only as fire) Rizzak's Firestorm (Meteor Swarm)
Flame Blade Combustion* Rizzak's Hell Lash (Plasma Coil*)
Summon Primal Spirit*
CHAPT~R TWO I SPELLS
128 FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
CHAPTER THREE -
DUNGEON MASTER'S CHEST
ou may find, as the Dungeon Master, that
you'd like more options as a DM, too. This
chapter presents an assortment of content
and tools connected to the themes of this
compendium, for you to use in your game
to supplement the tools that are available
to you in the Dungeon Master's Guide, the
Monster Manual, and other sources.
The material in this chapter is meant to make your
life easier. Ignore anything you find here that doesn't
help you, and don't hesitate to customize the things that
you do use. The game's rules exist to serve you and the
games you run, and that includes homebrew content. As
always, make them your own.
This chapter has the following sections. They're listed
in the same order as they appear in the chapter.
Monsters. This section contains new monsters from
across the planes, especially new elementals and those
who wield the power of the elements. This includes new
monsters for the spells summon primal spirit, conjure
elemental, awaken, and more, as well as the statistics
for the golems used in the golem armor spell Some of
these monsters can cast spells from Chapter Two.
Monster Customization. This section provides a new
mechanic called weakness along with a variety of other
traits which can be added to any monster to customize
it. These traits provide resistances, weaknesses, fun
interactions, and environmental adaptations. Use these
rules if you are looking for new ways to surprise your
players with the same classic monsters or for ideas to
use in a brand new monster of your own.
Magic Items. This section presents a selection of
new magic items that channel or ward against the
elements or the primordial forces of creation. Some of
these items reference new spells from Chapter Two.
MONSTERS
,,--llllllllllaiiiil' he following pages include descriptions
and stat blocks for a variety of elemental
creatures and other inhabitants of the
many planes and realms. The majority
are presented in alphabetical order.
STAT BLOCKS BY TYPE
The following list categorizes the creatures in this
chapter by creature type and lists their challenge
ratings. Some creatures have multiple types.
BEAST Slime Elemental (CR 6) Wildfire Boar (CR 12)
Sandtrap Spider (CR 2) Wolf of the Forest (CR 12)
Sludge Spirit (CR l /2)
CELESTIAL GIANT
Glowshard (CR l /2) Smoke Elemental (CR 6) Fire Giant Incinerator (CR 17)
Snowman Servant (CR 1/4) Frost Giant Winter Herald (CR 16)
Living Miracle (CR l 3) Snowman Soldier (CR 2) Green Giant (CR 6)
Spirit of Light (CR 5) Snow Spirit (CR 1/2) Green Giant Warden (CR 11)
Unity Elemental (CR 22) Spark Spirit (CR l /2)
Steam Elemental (CR 6) HUMANOID
CONSTRUCT Storm Elemental (CR 12) Gnoll Beastmage (CR 3)
Ice Golem Armor (CR 12+) Summit Elemental (CR 12)
Lava Golem Armor (CR 12+) Unity Elemental (CR 22) Goblin Wind Rouser (CR l)
Metal Golem Armor (CR 12+) Walking Mountain (CR 12) Kobold Dirtclaw (CR 2)
Stone Golem Armor (CR 12+) Wildfire Treant (CR l 5) Ore Wartorch (CR 4)
ELEMENTAL FIEND MONSTROSITY
Ash Elemental (CR 6) Chaos Elemental (CR 22) Cloudweb Tarantula (CR 12)
Lava Worm (CR 20)
Bathing Spirit (CR l) FEY
Blowing Spirit (CR l) Astral Panther (CR 12) OOZE
Burning Spirit (CR l) Bat of the Below (CR 12) Molten Ooze (CR 7)
Burying Spirit (CR l) Bear of the Tundra (CR 12) Slime Elemental (CR 6)
Chaos Elemental (CR 22) Coyote of the Mirage (CR 12) Sludge Spirit (CR l /2)
Drought Elemental (CR 12) Crab of the Coast (CR 12)
Drowning Elemental (CR 9) Crimson Hag (CR 4) PLANT
Fog Elemental (CR 6) Desert Hag (CR 2)
Gem Hurler (CR 8) Dragon of the Swamp (CR 12) Awakened Cactus (CR l)
Geyser Elemental (CR 12) Eagle of the Sun (CR 12) Awakened Flower (CR 0)
Ice Elemental (CR 6) Evergreen Treant (CR 13) Awakened Grass (CR 1/4)
Lava Elemental (CR 6) Frostbite Spider (CR 5) Awakened Moss (CR l /8)
Lightning Elemental (CR 6) Greatmother Oak (CR 12) Awakened Snaptrap (CR l /2)
Magma Elemental (CR 13) Howling Hag (CR 6) Awakened Thorn bush (CR l /4)
Magmin Tunneler (CR 3) Ram of the Mountain (CR 12) Awakened Vine (CR 1/8)
Mud Elemental (CR 6) Serpent of the Deep (CR 12) Elder Treant (CR 17)
Primordial Salamander (CR l 0) Squad of Sprites (CR 4) Evergreen Treant (CR 13)
Quicksand Elemental (CR 12) Stallion of the Plains (CR 12) Giant Pitcher Plant (CR 3)
Salamander Inquisitor (CR 8) Green Giant (CR 6)
Sand Assassin (CR 9) Storm Hag (CR l 0) Green Giant Warden (CR 11)
Sand Elemental (CR 6) Swarm of Pixies (CR 2) Thornfoul (CR 7)
Scorch Spider (CR 4) Thornfoul (CR 7) Wildfire Treant (CR l 5)
Slag Spirit (CR l /2) Volcanic Bull (CR 12)
Web Weaver (CR 12) THE ELEMENTS AND BEYOND
130 CHAPTER THREE IDUNGEON 'MASTER'S CHEST
D&D UNLEASHED (vl.O) FANMADE HOMEBREW
AWAKENED PLANTS AWAKENED CACTUS
An awakened plant is an ordinary plant given sentience Large plant, unaligned
and mobility by the awaken spell or similar magic. Their
form and abilities vary depending on the type of plant ArmorClass 12 (natural armor)
that is awakened Sometimes a specific plant is chosen Hit Points 52 (6dl 0 + 18)
because there are no better options available, but often Speed 20 ft.
they are chosen for a specific purpose.
SlR DEX CON INT WIS CHA
Yet at times plants are awakened by magic controlled
without a purpose, such as an elder treant that simply 16(+3) 8(-1) 16(+3) 10(+0) 11 (+0) 6(-2)
wishes to bring intelligence to plants at random. Other
times the magic is uncontrolled, such as when a primal Senses passive Perception l 0
spring of life magic causes nearby plants of all kinds to Languages one language known by its creator
spontaneously awaken, as happens in some jungles. Challenge l (200 XP)
These awakened plants are to be used in addition to False Appearance. While the cactus remains motionless,
the awakened tree and awakened shrub that can already it is indistinguishable from a normal cactus.
be found in the base rules.
Spines. At the start of each of the cactus's turns, it deals
AWAKENED CACTUS 3 (1 d6) piercing damage to any creature grappling it. A
creature that touches the cactus also takes this damage
A cactus is often awakened for its relative size among unless it uses its action to do so carefully.
plants (only some trees are larger1 its lack of weakness
to fire, and of course, its famous spines. Actions
AWAKENED FLOWER Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: l O (2d6 + 3) bludgeoning damage plus 3
Flowers are often awakened in massive groups, where (1 d6) piercing damage.
they gossip among themselves. When they are chosen, it
is almost always because they make good companions.
AWAKENED GRASS
This plant acts as a swarm, but it is created from a
single patch of grass. Grass is usually awakened by
accident, but sometimes it is awakened for its ability to
fly on the wind, and for its swarm nature.
AWAKENED Moss
Moss, when it is awakened for a purpose, is chosen for
its ability to sneak into almost anywhere and hide on a
variety of convincing surfaces.
AWAKENED SNAPTRAP
Some jungles, forests, and swamps contain rare carniv-
orous plants with jaws that snap closed around hapless
prey. When awakened, these plants can serve as capable
sentinels or as a convenient place to dispose of flesh.
AWAKENED THORNBUSH
Though more threatening than the common shrub, the
thornbush is rarely awoken intentionally. Its thorns are
a challenge for anyone seeking to touch it, but it lacks
offensive or defensive power beyond that.
AWAKENED VINE
Vines come in many lengths and sizes. Awakening one
transforms its creeping behavior into one reminiscent of
a binding constrictor snake.
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AWAKENED FLOWER AWAKENED Moss
Tiny plant, unaligned Small plant, unaligned
Armor Class l 0 Armor Class 8
Hit Points l (1 d4 - l) Hit Points 34 (4d8 + 16)
Speed l Oft. Speed l Oft., climb l Oft.
SlR DEX CON INT WIS CHA SlR DEX CON INT WIS CHA
2(-4) 11(+0) 9(-1) 10(+0) 9(-1) 13(+1) 13(+1) 6(-2) 18(+4) 10(+0) 8(-1) 3(-4)
Damage Vulnerabilities fire Damage Resistances piercing
Senses passive Perception 9 Senses blindsight 30 ft. (blind beyond this radius),
Languages one language known by its creator
Challenge O (0 XP) passive Perception 9
Languages one language known by its creator
False Appearance. While the flower remains motionless, Challenge l /8 (2 5 XP)
it is indistinguishable from a normal flower.
Amorphous. The moss can move through a space as
Actions narrow as l inch wide without squeezing.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one False Appearance. While the moss remains motionless,
target. Hit: l bludgeoning damage. it is indistinguishable from normal moss.
AWAKENED GRASS Actions
Medium plant, unaligned Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1 d6 + l} bludgeoning damage.
Armor Class l 2
Hit Points 39 (6d8 + 12)
Speed l Oft., fly 20 ft., swim 20 ft.
SlR DEX CON INT WIS CHA
4 (-3) l 5 (+2) l 5 (+2) l 0 (+0) l 0 (+0) 7 (-2)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities grappled, paralyzed, petrified,
prone, restrained, stunned
Senses passive Perception l 0
Languages one language known by its creator
Challenge 1/4 (50 XP)
False Appearance. While the grass remains motionless, it
is indistinguishable from normal grass.
Swarm Form. The grass can occupy another creature's
space and vice versa, and the grass can move through a
space as narrow as l inch wide. The grass can't gain
temporary hit points.
Actions
Slice. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target in the grass's space. Hit: 7 (2d6) slashing
damage, or 3 (1 d6) slashing damage if the grass has
half of its hit points or fewer.
CHAPTER THREE IDUNGEON MASTER'S CHEST
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AWAKENED SNAPTRAP AWAKENED THORNBUSH
Medium plant, unaligned Small plant, unaligned
ArmorClass 12 (natural armor) ArmorClass 12 (natural armor)
Hit Points 3 3 (6d8 + 6) Hit Points 2 7 (5d6 + 5)
Speed l Oft. Speed 20 ft.
SlR DEX CON INT WIS CHA S1R DEX CON INT WIS CHA
6 (-2) l 0 (+0) 14 (+2) l 0 (+0) l 0 (+0) 6 (-2)
13 (+l) 12 (+l) 12 (+l) 10(+0) 13 (+l) 5 (-3)
Damage Vulnerabilities fire
Senses passive Perception 11 Damage Resistances piercing
Languages one language known by its creator Senses passive Perception l 0
Challenge l /2 (100 XP) Languages one language known by its creator
Challenge 1/4 (50 XP)
False Appearance. While the plant remains motionless, it
is indistinguishable from an ordinary tropical plant. False Appearance. While the bush remains motionless, it
is indistinguishable from a normal thornbush.
Actions
Spines. At the start of each of the bush's turns, it deals
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 3 (1 d6) piercing damage to any creature grappling it. A
target. Hit: 4 (1 d6 + l) piercing damage. creature that touches the bush also takes this damage
unless it uses its action to do so carefully.
Engulf. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Small or Tiny creature. Hit: The target is trapped inside Actions
the snaptrap's leafy jaws. While trapped in this way, the
target is blinded and restrained, has total cover from Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one
attacks and other effects outside the snaptrap, and target. Hit: 3 (1 d6) bludgeoning damage plus 3 (1 d6)
takes 5 (2d4) acid damage at the start of each of the piercing damage.
target's turns. If the snaptrap dies, the creature inside it
is no longer restrained by it. While it is engulfed, the AWAKENED VINE
snaptrap can't engulf or bite another target.
Medium plant, unaligned
VARIANT: POISONOUS PLANTS
ArmorClass 12 (natural armor)
Some plants are so poisonous that even touching Hit Points 11 (2d8 + 2)
them can be toxic for living things. When these
plants are awakened, they have the following Toxic Speed 20 ft., climb 20 ft., swim 20 ft.
trait and resistance to poison damage. Otherwise,
they have the same statistics as a normal awakened S1R DEX CON INT WIS CHA
plant of that variety. 13 (+l) 12 (+l) 13 (+l) 10(+0) 10(+0) 5 (-3)
Toxic. At the start of each of the plant's turns, Damage Vulnerabilities fire, slashing
any creature grappling it must make a DC 13 Damage Resistances bludgeoning, piercing
Constitution saving throw. A creature that touches Senses passive Perception l 0
the plant must also make this saving throw. On a Languages one language known by its creator
failed saving throw, the creature is poisoned for l Challenge l /8 (2 5 XP)
minute. It repeats the saving throw at the end of
each of its turns, ending the effect on a success. False Appearance. While the vine remains motionless, it
Undead and constructs are immune to this effect. is indistinguishable from a normal vine.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1 d6 + l) bludgeoning damage.
Constrict Melee Weapon Attack:+ 3 to hit, reach 5 ft.,
one target. Hit: 5 (1 d8 + l) bludgeoning damage, and
the target is grappled (escape DC l 2). Until this grapple
ends, the creature is restrained, and the vine can't
constrict another target.
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CELESTIALS
The Upper Planes are home to a variety of celestials
that so embody the attributes of celestial light itself that
their form resembles that of a primordial elementaL one
composed of light instead of fire, earth, air, or water.
Immortal Nature. These celestials don't require air,
food, drink, or sleep.
SPIRIT OF LIGHT SPIRIT OF LIGHT
Sometimes the positive energy that suffuses the Upper Large celestial, neutral good
Planes coalesces into a sentient, benevolent spirit of
positive energy itself. At other times, when an enigmatic Armor Class l 5
portal opens into the Positive Plane, the inhabitants - Hit Points 90 (l 2dl 0 + 24)
these spirits - emerge from the rift. Spirits of light are Speed O ft., fly 40 ft. (hover)
living entities of celestial magic, driven to the pursuit of
good by the innate benevolence that animates them. S1R DEX CON INT WIS CHA
They appear as faceless collections of light, like a group
of brilliant sunbeams dancing in a cloud of dust. 9(-1) 20(+5) 14(+2) 6(-2) 13(+1) 11(+0)
Blessings Incarnate. Spirits of light are composed of Saving Throws Wis +4
a golden celestial light that restores the injuries of those Damage Resistances bludgeoning, piercing, and
it touches and is even said to purify the unholy taint left
upon desecrated ground Some believe that any prayers slashing from nonmagical attacks
heard by one of these spirits are given special priority by Damage Immunities radiant, poison
the gods of the Upper Planes, and others claim that the Condition Immunities blinded, exhaustion, grappled,
mere touch of this celestial light can cleanse the heart
of a wicked soul For these reasons and others, these paralyzed, petrified, poisoned, prone, restrained,
spirits are commonly sought out by the great clerics to unconscious
inhabit and bless the holy places of the world, such as Senses passive Perception 11
great churches or the locations of miracles. The spirits
are happy to aid the faithfuL even if they lack the ability Languages Celestial, Primordial, telepathy 60 ft.
to properly understand how they are helping.
Challenge 5 (2,300 XP)
Servants ofAngels. When they are not called to the
Material Plane for blessings, spirits of light typically act Light Form. The spirit can enter a hostile creature's
as servants and agents for the angels of good deities. A space and stop there. It can move through a space as
spirit of light can be taught to seek out and locate items narrow as l inch wide without squeezing. If a creature
of holy power, to inspire good in people, or to secretly that is missing hit points starts its turn in the spirit's
guard those noble souls with heroic destinies from the space, it regains l hit point. Undead, constructs, and
unfortunate twists of fate that might befall them. Most fiends are immune to this healing.
commonly, spirits of light are kept by angels as faithful
hounds of good, following them into battle and aiding Illumination. The spirit sheds bright light in a 40-foot
the angels in their eternal conflicts. radius and dim light for an additional 40 feet.
Searching for Evil When they aren't given tasks by Darkness Susceptibility. For every 5 feet the spirit moves
others, spirits that find their way into the Material Plane in darkness, it takes 2 necrotic damage. When the spirit
will often wander across the land, searching for sources ends its turn within darkness, it takes l O necrotic
of evil and desecrated places, seeking instinctually to damage.
brighten the darkness and banish the wickedness.
Actions
GLOWSHARD
Multiattack The spirit makes two burn attacks.
When a spirit of light dies, its celestial essence scatters
to the horizons. Over time, small fragments of this holy Bum. Melee Spell Attack: +8 to hit, reach 5 ft., one
essence may drift to the sacred ground of holy sites, or target. Hit: 14 (2d8 + 5) radiant damage.
even back to the Upper Planes. These fragments of cel-
estial power are rejuvenated by such places, returning Flash (Recharge 4-6). Each creature in the spirit's space
them to life as glowshards: floating motes of living cel-
estial light no larger than a fist. must make a DC 14 Constitution saving throw. On a
failed save, a creature takes 14 (2d8 + 5) radiant
Awaiting Purpose. Glowshards retain no memory of damage and is blinded until the end of its next turn. On
their former existence as a spirit of light. They lurk at a success, a creature takes half as much damage and
isn't blinded.
134 CHAPTER THREE IDUNGEON MASTER'S CHEST
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GLOWSHARD
Tiny celestial, neutral good
Armor Class l 3
Hit Points l 0 (4d4)
Speed O ft., fly l 5 ft. (hover)
STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 11 (+0) 3 (-4) 11 (+0) 6 (-2)
the location where they formed or wander to a place of Damage Resistances bludgeoning, piercing, and
stillness and repose nearby, especially those with spirit- slashing from nonmagical attacks
ual connections, such as a graveyard or a shrine. There
they await someone or something to provide them with Damage Immunities radiant, poison
a small but righteous purpose, which the glowshard will Condition Immunities blinded, exhaustion, grappled,
pursue with a relentless determination that far eclipses
the glowshard's tiny size and minor power. paralyzed, petrified, poisoned, prone, restrained,
unconscious
Miraculous Rebirth. When many glowshards gather Senses passive Perception l 0
together in one place, there is a chance that the celestial Languages understands Celestial and Primordial but
essences will combine, transforming the group of glow- can't speak
shards into a new spirit of light. Challenge l /2 (l 00 XP)
LIVING MIRACLE Light Form. The spirit can enter a hostile creature's
space and stop there. It can move through a space as
When glowshards gather on their own, they can reform narrow as l inch wide without squeezing.
into a spirit of light. But if their reformation is blessed
or ordained by a powerful cleric, angeL or deity, the new Illumination. The spirit sheds bright light in a 5-foot
spirit is reborn as a more powerful entity devoted to the radius and dim light for an additional 5 feet.
pursuit of the greater good: a living miracle.
Darkness Susceptibility. For every 5 feet the spirit moves
Living miracles resemble spirits of light, as both are in darkness, it takes 2 necrotic damage. When the spirit
composed of pure golden light. But compared to spirits ends its turn within darkness, it takes l O necrotic
of light, they are much larger and often take a humanoid damage.
shape or even the shape of an angeL though a few rare
miracles are shaped like a floating crystal Avoidance. If the spirit is subjected to an effect that
allows it to make a saving throw to take only half
Much like angels, living miracles are innately driven damage, it instead takes no damage if it succeeds on
to protect the forces of good and battle the forces of evil the saving throw, and only half damage if it fails.
Though they are not bound by the same codes as the
lawful angels, both living miracles and angels usually Actions
seek to fulfill the same goals and often work together to
achieve them. Bum. Melee Spell Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (l d6 + 3) radiant damage.
Independent Allies. Though intelligent enough to
have their own moral ideals, living miracles rarely ally Restore. One creature whose space the glowshard is in
permanently with any particular deity. These celestials regains l hit point. This can't affect undead, constructs,
seek to maintain balance between all the forces of good, or fiends.
forming only temporary alliances when they are needed
Because of this lack of loyalty to any one deity or angeL Sacrificial Flash. The glowshard bursts with golden light
living miracles are rarely created for a specific purpose. and dies. Each enemy of the glows hard within 5 feet of
Any cleric or deity that strives to create one knows that it must make a DC 14 Constitution saving throw. On a
the living miracle will not act as their servant or minion. failed save, a creature takes l O (2d6 + 3) radiant
Instead, living miracles are usually created as an act of damage and is blinded until the end of its next turn. On
general charity to the whole cosmos. a success, a creature takes half as much damage and
isn't blinded. Each allied creature in the area regains l 0
Patient Sentinels. Unlike the angels who act upon hit points.
orders from their deities, living miracles choose their
own battles. These creatures are keenly aware of not
only their power, but their rarity within the cosmos. So
as to not waste their incredible potentiaL most living
miracles avoid unnecessary conflicts whenever possible,
fearing that the forces of evil could surprise them and
end their existence once and for all Miracles wait for
the mighty conflicts that threaten entire planes or even
creation itself before finally entering the fray to help
secure a decisive victory against iniquity.
CHAPTER THREE DUNGEON MASTER'S CHEST
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LIVING MIRACLE Magic Reflection. The miracle has advantage on saving
throws against spells and other magical effects. If the
Huge celestial, neutral good miracle's saving throw succeeds and the spell is of 5th level
or lower and only targets the miracle (not an area), the spell
ArmorClass 18 (natural armor) has no effect on the miracle and instead targets the caster.
Hit Points 189 (l 8dl 2 + 72)
Speed Oft., fly 60 ft. (hover) Miraculous Rejuvenation. A miracle that dies comes back to
life with all its hit points in 3 days unless it is killed by an
STR DEX CON INT WIS CHA evil-aligned creature while a bane spell is cast on the
miracle, or if it is killed on desecrated ground.
18 (+4) 18 (+4) 18 (+4) 15 (+2) 19 (+4) 23 (+6)
Radiant Form. The miracle can enter a hostile creature's
Saving Throws Con +9, Wis +9, Cha+ 11 space and stop there. It can move through a space as
Damage Resistances bludgeoning, piercing, and narrow as l inch wide without squeezing. If a creature that
is missing hit points starts its turn in the miracle's space, it
slashing from nonmagical attacks regains 2 hit points. Undead, constructs, and fiends are
Damage Immunities radiant, poison immune to this healing. A creature that touches the miracle
Condition Immunities blinded, charmed, exhaustion, or hits it with a melee attack while within 5 feet of it takes
7 (2d6) radiant damage.
grappled, frightened, paralyzed, petrified, poisoned,
prone, restrained, unconscious Darkness Susceptibility. For every 5 feet the miracle moves
Senses passive Perception 14 in darkness, it takes 2 necrotic damage. When the miracle
Languages Celestial, Primordial, telepathy 60 ft. ends its turn within darkness, it takes l O necrotic damage.
Challenge l 3 (8,400 XP)
Actions
Illumination. The miracle sheds bright light in a 60-foot
radius and dim light for an additional 60 feet. This light is Multiattack The miracle makes two burn attacks or three ray
sunlight, and it dispels any magical darkness created by a attacks.
spell of 2nd-level or lower.
Bum. Melee Spell Attack:+ l l to hit, reach 5 ft., one target.
Innate Spellcasting. The miracle's innate spellcasting ability Hit: 26 (5d8 + 4) radiant damage.
is Charisma (spell save DC l 8). The miracle can innately
cast the following spells, requiring no components: Ray. Ranged Spell Attack:+ l l to hit, range l 20 ft., one
target. Hit: l 7 (3d8 + 4) radiant damage.
At will: lesser restoration, revivify
1/day each: greater restoration, hallow Light Beam (Recharge 4-6). The miracle blasts a beam of
light in a 15-foot wide, 120-foot long line. Each creature in
Inspiration Aura. Each allied creature within 60 feet of the the line or within 5 feet of the miracle must make a DC 18
miracle has advantage on saving throws against being Constitution saving throw. On a failed save, a creature takes
charmed or frightened. Creatures that cannot see or that 26 (5d8 + 4) radiant damage and is blinded until the end of
are in darkness do not benefit from this aura. its next turn. On a success, a creature takes half as much
damage and isn't blinded. Undead and fiends have
disadvantage on the saving throw.
136 CHAPTER THREE IDUNGEON MASTER'S CHEST
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DROWNING ELEMENTAL DROWNING ELEMENTAL
Medium elemental (water), chaotic evil A drowning elemental is a variant of malevolent water
elemental that lurks in bodies of water, waiting to kill
ArmorClass 17 (natural armor) any hapless wanderers that it can get its watery tendrils
Hit Points l 04 (l 6d8 + 3 2) on. These elementals do not simply hold their victims
Speed 30ft, swim 90 ft. underwater, but actually force their watery bodies into
the lungs of those they attack, suffocating them and
SlR DEX CON INT WIS CHA crushing their organs from within. Even creatures that
can breathe underwater are not safe from the horrific
13 (+ 1) 19 (+4) 14 (+2) 8 (-1) 13 (+ 1) 11 (+0) assault inside their lungs.
Saving Throws Dex +8, Con +6 Corrupted Elementals. Drowning elementals are
Skills Stealth +8 born when a water elemental is corrupted by negative
Damage Resistances acid; bludgeoning, piercing, energy or evil magic. Water elementals that become
trapped in befouled waters, as well as water weirds that
and slashing from nonmagical attacks are bound to guard such places, often become drowning
Damage Immunities poison elementals over time. Sometimes an elemental is sum-
Condition Immunities exhaustion, grappled, moned by a nefarious mage for the express purpose of
transforming it into a drowning elementaL with the goal
paralyzed, petrified, poisoned, prone, restrained, of commanding the creature to assassinate the mage's
unconscious enemies. But those who create a drowning elementaL
Senses darkvision 60 ft., passive Perception l 0 whether intentionally or by accident, are often the first
Languages Aquan of the elemental's victims. These evil elementals can be
Challenge 9 (5,000 XP) difficult to controL especially compared to other options
such as water weirds or invisible stalkers.
Water Form. The elemental can enter a hostile creature's
space and stop there. It can move through a space as Elemental Nature. A drowning elemental doesn't
narrow as l inch wide without squeezing. require air, food, drink, or sleep.
Freeze. If the elemental takes cold damage, it partially
freezes; its speed is reduced by 20 feet until the end of
its next turn.
Invisible in Water. The elemental is invisible while fully
immersed in water.
Body Shield While inside a creature's body, the
elemental cannot be seen, and cannot be targeted by
attacks without the creature it's inside being damaged
by the attack as well.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: l l (2d6 + 4) bludgeoning damage.
Drown. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: The elemental holds open its target's
mouth and slithers head-first down through its throat
into its body. While the elemental is inside a creature,
that creature is poisoned, cannot speak, has its speed
reduced to 0, and cannot breathe unless it can breathe
water. At the start of each of its turns the elemental is
inside it, a creature takes 2 l (6d6) bludgeoning
damage. This damage ignores resistance. While inside a
creature, the elemental can use an action to leave the
creature's body, but can't take any other actions.
On each of the target's turns, it can use its action to
make a DC l 7 Constitution saving throw. On a success,
the target coughs up the elemental, which enters a
space of its choice within 5 feet of the target.
ELEMENTAL SPIRITS Elemental Nature. Elemental spirits don't require
air, food, drink, or sleep.
Smaller than the usual elementaL these spirits can be
found not only wandering the Elemental Planes that BATHING SPIRIT
they spawn from, but also the Feywild, Shadowfen and
Material Planes. While they are plentiful in their native Bathing spirits can often be found frolicking and playing
planes, any encounter with these spirits outside of the with each other in small streams, ponds, and other sec-
Elemental Planes is rare and often cherished Though luded bodies of water. They adore splashing each other
not made of flesh, most have arms, torsos, faces, and with water and dunking their heads below the surface.
sometimes even legs, though their forms are usually Unfortunately, while these spirits are eager to make new
malleable and can be changed if needed friends and play with nearly anyone they meet, they are
usually unaware that other creatures can't breathe
Not Quite Genie. Elemental spirits are usually born water, leading to many accidental drownings.
when the soul of a sentient living creature melds with
the primordial matter of an elemental plane and fails to Bathing spirits also enjoy stealing objects that they
manifest as a genie. The soul loses all characteristics in consider to be dirty or unclean and washing them in
this magical rebirth. Since such manifestations are very water to clean them. They don't understand that water
rare, some say that there are as many as a thousand can cause harm, and will just as quickly submerge a
elemental spirits born for every genie that manifests. soiled tunic as they will a fragile spellbook. To the spirit,
Spirits can even be born outside the Elemental Planes the ink on the pages are stains to be washed out.
in places that resemble those planes, where a genie
would never be able to manifest. They may appear in BLOWING SPIRIT
quarries, rivers, campfires, etc.
Often mistaken for sylphs, the elemental spirits of air
Capricious and Playful Elemental spirits adore fun known as blowing spirits live to hurL toss, and scatter
and whimsy. Since they don't need to eat or rest, they things. They relish any chance to "lose" an item. They
spend nearly all their time playing with each other when are dismayed by large collections of similar objects and
they aren't hiding from the world around them. These feel a constant urge to disrupt such groups, whether
spirits flit from activity to activity, rarely staying stilL and that means blowing away piles of dust or scattering the
they are fascinated by anything they haven't seen before. potions, ammunition, and other items of an adventuring
They often make off with objects from humanoid settle- group at camp.
ments to entertain themselves. Many an adventuring
group have awoken from a rest to find their campsite These spirits have the ability to become as invisible as
soaked in water, filled with recently dug holes, on fire, air itself, allowing them to abscond with the items they
or scattered to the winds by these mischievous spirits. steal nearly undetected Because of this, they are often
mistaken for errant gusts of wind until they are spotted
Unreliable Servants. While they are much easier to carrying a seemingly-floating object away.
summon than normal elementals and especially genies,
these spirits are notoriously difficult to control Their When they aren't scattering objects, blowing spirits
ability to hide and infiltrate small spaces makes them race each other through the sky on lofty winds. They
potentially excellent servants for many mages, but these enjoy games of speed and agility, often chasing each
benefits must be balanced against the certainty that other through the forests or grasslands.
some orders will be misunderstood or even willfully
ignored StilL making friends with these spirits can be BURNING SPIRIT
worthwhile. They are difficult to understand and so they
can be a challenge to please, but they form very strong Burning spirits are by far the most dangerous of any of
bonds and always remember their friends. the elemental spirits, though they rarely cause harm on
purpose. They are the most friendly and warm of these
minor spirits, and they are usually the smallest, too. Yet
simply by following their urges to explore, investigate,
learn, and make friends, these hapless creatures set the
world ablaze with spreading flames. Few burning spirits
understand that fire is dangerous to others.
Because of the light, heat, and energy that a burning
spirit constantly produces, some people endeavor to
capture these tiny spirits inside glass jars or other non-
flammable containers. This can backfire, as burning
spirits are intelligent enough to remember a grudge,
and should one ever escape your imprisonment, you
may return to find all you own consumed in a blaze. The
spirit might not understand the danger of its own
flames, but its tiny rampage will ignite them anyways.
138
THE ELEMENTS AND BEYOND
BURYING SPIRIT BATHING SPIRIT
Burying spirits emerge from the earth, flying on trails of Tiny elemental (water), chaotic neutral
dust and sand When they burrow, they leave mounds of
dirt in their wake that conceal devious pit traps formed Armor Class l 5 (natural armor)
from the unstable tunnels they dig. Everywhere they go, Hit Points 22 (4d4 + 12)
they leave dust, dirt, grime, and other residues behind, Speed 20 ft., swim 40 ft., fly 40 ft.
soiling clean surfaces and ruining food and drink.
SlR DEX CON INT WIS CHA
True to their name, burying spirits love to steal things
from humanoids and bury them underground The more l 0 (+0) 18 (+4) 16 (+3) 6 (-2) 8 (-1) 13 (+ l)
strange, unfamiliar, or rare the object is, the more fun it
is for the spirit to bury. These spirits rarely have much Skills Performance +3, Stealth +5
interest in digging things back up, of course. Some Damage Resistances acid; bludgeoning, piercing,
burying spirits have even tried to bury sleeping people!
and slashing from nonmagical attacks
SLAG SPIRIT Damage Immunities poison
Condition Immunities exhaustion, grappled,
Slag spirits are thusly named because they are usually
found in among the forges of smiths and glassblowers, paralyzed, petrified, poisoned, prone, restrained,
though they are exceedingly rare. These spirits can also unconscious
be native to volcanoes and to the border realm between Senses darkvision 60 ft., passive Perception 9
the Elemental Planes of Earth and Fire. Languages Aquan
Challenge l (200 XP)
These molten spirits, which slide along the ground or
float like a bubble, are made of heated metal that never Water Form. The spirit can enter a hostile creature's
cools while they live. Some believe, however, that a slag space and stop there. It can move through a space as
spirit can be shaped into a tool or weapon made of narrow as l inch wide without squeezing.
metal using the same smithing techniques as would be
used for any piece of molten metal This horrific act is Avoidance. If the spirit is subjected to an effect that
completed by slaying the spirit with icy water, forever allows it to make a saving throw to take only half
cooling it and creating a metal stronger than steel But damage, it instead takes no damage if it succeeds on
what kind of person would commit such torture upon an the saving throw, and only half damage if it fails.
innocent creature just to see if the tales are true...?
Engulfing Water. The spirit counts as one size larger for
SLUDGE SPIRIT the purposes of its grapples.
Sludge spirits lurk in sewers, fetid bogs, and polluted Freeze. If the spirit takes cold damage, it partially
waterways, but they are also native to the border realm freezes; its speed is reduced by 20 feet until the end of
between the Elemental Planes of Earth and Water, the its next turn, and it falls if it is flying.
Plane of Ooze. These spirits are so sticky, heavy, cold,
and slow, that they are incapable of flying like other Invisible in Water. The spirit is invisible while fully
elemental spirits can. Their bodies are masses of toxic immersed in water.
reagents and wretched slime, and they slouch along the
ground leaving trails like slugs, their odd grasping arms Actions
poisoning anything they touch.
Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Some adventurers seek out sludge spirits to procure target. Hit: The target is grappled (escape DC 14) and
the rare and expensive alchemical reagents that can surrounded by abrasive, forceful water bubbles. At the
sometimes be brewed in their toxic, slimy bodies. They start of each of the spirit's turns, it can deal 2 (1 d4)
might also be employed to clear out the spirits because piercing damage plus 2 (1 d4) bludgeoning damage to
of legends that claim slaying sludge spirits will reduce any creature it has grappled. While a grappled creature
pollution across the land Whether the legend is true is is in water, it has disadvantage on ability checks made
unknown, but many also claim that these spirits often to escape the spirit's grapple.
carry strange and rare diseases, and that slaying them
can subject the killer to a mystery malady. Splash. Ranged Spel/Attack:+5 to hit, range 20 ft., one
target. Hit: 6 (ld6 + 3) bludgeoning damage, and the
SNOW SPIRIT target must succeed on a DC l 2 Strength saving throw
or be pushed 5 feet away. Saving throws made to
Drifting among tranquil snowfields or through frenzied maintain concentration caused by this damage have
blizzards, snow spirits appear as floating clods of snow disadvantage.
that radiate a dim cold light. While many are native to
the FrostfelL the icy border realm between the Elemental other planes with enough ice and cold to spawn them.
Planes of Air and Water, there are many places in the Some legends claim that when a snow spirit is slain, the
length of the next winter is shortened by one day.
Scholars assert that this should result in vanishingly
short winters whenever an adventuring group faces
many of these creatures, but others claim that without
these battles, the season of winter would overtake all
other seasons for the entire year!
CHAPTER THREE DUNGEON MASTER'S CHEST
139
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BURNING SPIRIT
Tiny elemental (fire), chaotic neutral
Armor Class l 4
Hit Points 18 (4d4 + 8)
Speed 2 0 ft., fly 40 ft.
BLOWING SPIRIT SlR DEX CON INT WIS CHA
Tiny elemental (air), chaotic neutral 3 (-4) 18 (+4) l 5 (+2) 7 (-2) 8 (-1) 11 (+0)
Armor Class l 5 Skills Stealth +6
Hit Points 18 (4d4 + 8) Damage Resistances bludgeoning, piercing, and
Speed 2 5 ft., fly 50 ft. (hover)
slashing from nonmagical attacks
SlR DEX CON INT WIS CHA • Damage Immunities fire, poison
Condition Immunities exhaustion, grappled,
5(-3) 20(+5) 14(+2) 7(-2) 8(-1) 10(+0) ,f
paralyzed, petrified, poisoned, prone, restrained,
Skills Deception +2, Stealth +7 unconscious
Damage Resistances lightning, thunder; Senses darkvision 60 ft., passive Perception 9
Languageslgnan
bludgeoning, piercing, and slashing from Challenge l (200 XP)
nonmagical attacks
Damage Immunities poison Fire Form. The spirit can enter a hostile creature's space
Condition Immunities exhaustion, grappled, and stop there. It can move through a space as narrow
paralyzed, petrified, poisoned, prone, restrained, as l inch wide without squeezing. A creature that
unconscious touches the spirit or hits it with a melee attack while
Senses darkvision 60 ft., passive Perception 9 within 5 feet of it takes 5 (1 dl 0) fire damage. Any
Languages Au ran flammable object the spirit touches (including those it
Challenge l (200 XP) walks on) ignites instantly if it isn't being worn or
carried.
Air Form. The spirit can enter a hostile creature's space
and stop there. It can move through a space as narrow Avoidance. If the spirit is subjected to an effect that
as l inch wide without squeezing.
allows it to make a saving throw to take only half
Avoidance. If the spirit is subjected to an effect that damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
allows it to make a saving throw to take only half
damage, it instead takes no damage if it succeeds on Illumination. The spirit sheds bright light in a 5-foot
the saving throw, and only half damage if it fails. radius and dim light for an additional 5 feet.
Superior Invisibility. As a bonus action, the spirit can Water Susceptibility. For every 5 feet the spirit moves in
magically turn invisible until its concentration ends (as water, or for every gallon of water splashed on it, it
if concentrating on a spell). takes l cold damage.
Actions Actions
Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: If the target is Medium or smaller, it must target. Hit: 6 (1 d4 + 4) fire damage. If the target is a
make a DC l 3 Strength saving throw. On a failed save, the creature or a flammable object, it ignites. Until a creature
spirit chooses to either knock the target prone and deal takes an action to douse the fire, the target takes 5
it 7 {2d6) bludgeoning damage or push it l 0 feet away. (1 d l 0) fire damage at the start of each of its turns.
Blow. The spirit touches one object weighing less than
l 0 lbs that isn't being worn or carried by another
creature. The object flies in a straight line up to 30 feet
in a direction the spirit chooses before falling to the
ground, stopping early if it impacts against a solid
surface. If the object would strike a creature, that
creature must make a DC l 3 Dexterity saving throw.
On a failed save, the object strikes the target and stops
moving. When the object strikes something, the object
and what it strikes each take 9 {2d8) bludgeoning
damage.
140 CHAPTER THREE IDUNGEON MASTER'S CHEST
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BURYING SPIRIT Pit Traps. Once per turn when it burrows into or out of
ground made from loose earth or stone, the spirit can
Tiny elemental (earth), chaotic neutral create a mound of soft, mushy dirt: a pit trap. It can use its
action on any of its turns to hide a pit trap that it touches. A
Armor Class 14 (natural armor) creature must succeed on a DC 14 Wisdom (Perception)
Hit Points 26 (4d4 + 16) check to notice a hidden pit trap before walking upon it.
Speed 20 ft., burrow 40 ft., fly 40 ft. When a creature walks on a pit trap, the creature is affected
by the spirit's bury action as if the spirit had used its action
SlR DEX CON INT WIS CHA and touched the creature, and the pit trap becomes normal
ground again.
13 (+ l) l 5 (+2) 19 (+4) 6 (-2) 8 (-1) 9 (-1)
When it is encountered, the spirit happens to be
Skills Stealth +4, Survival + l surrounded by l d4 pit traps already hidden in random
Damage Resistances bludgeoning, piercing, and locations on the ground within 30 feet ofit.
slashing from nonmagical attacks Actions
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (l d4 + l) bludgeoning damage.
poisoned, unconscious
Senses darkvision 60 ft., tremorsense l 5 ft., passive Bury. The ground churns beneath one creature or object
that the spirit touches which is in or on the ground. If the
Perception 9 target is a creature, it must succeed on a DC l 2 Dexterity
Languages Terran saving throw to prevent the effect. If the target fails or it is
Challenge l (200 XP) an object, it magically sinks 2 feet into the ground.
Powerful Build The spirit counts as one size larger when A creature that sinks in this way is restrained; if its head is
determining its carrying capacity and the weight it can still above the ground, it can attempt to escape as if it were
push, drag, or lift. grappled against a DC equal to l O + l for every foot
beneath the ground it has sunk. A creature that sinks
Avoidance. If the spirit is subjected to an effect that allows beneath its arms can't make weapon attacks or use somatic
components, and if it sinks entirely beneath the ground, it
it to make a saving throw to take only half damage, it is buried until it escapes and it has disadvantage on any
instead takes no damage if it succeeds on the saving throw, ability checks it makes to escape.
and only half damage if it fails.
(See the new Buried condition in Appendix A, page 22 5)
NOTE: SUMMONING A BURYING SPIRIT
The l d4 pit traps that a burying spirit is typically
encountered with are assumed to have been
created before the encounter. When a burying
spirit is summoned or conjured (such as by the
conjure minor elementals spell), it does not create
l d4 pit traps around it when it appears.
SPARK SPIRIT
Dancing among the arcs of lightning in a thunderstorm,
spark spirits race each other and howl like thunder. The
inside of any electrical storm is bound to contain multi-
tudes of spark spirits in a large, whirring group. Their
bodies are made of pure lightning, and they live only to
race through the sky and bring their storm to new lands.
They also spawn at the border realm between the Elem-
ental Planes of Air and Fire, though they are rare and
greatly outnumbered by the smoke mephits.
Some believe that slaying spark spirits inside a storm
causes the storm to subside faster, but others claim that
killing spark spirits only angers the storm and invites its
full wrath upon the killer and their community.
THE ELEMENTS AND BEYOND
SLAG SPIRIT SLUDGE SPIRIT
Tiny elemental (earth/fire), chaotic neutral Tiny elemental (water/earth), chaotic neutral
ArmorClass 15 (natural armor) Armor Class l 2 (natural armor)
Hit Points 26 (4d4 + 16) Hit Points 26 (4d4 + 16)
Speed 20 ft., fly lo ft. Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 18 (+4) 5 (-3) 8 (-1) 9 (-1) 7 (-2) 9 (-1) 19 (+4) 6 (-2) 8 (-1) 7 (-2)
Skills Stealth + l Skills Stealth + l
Damage Resistances bludgeoning, piercing, and Damage Resistances necrotic; bludgeoning,
slashing from nonmagical attacks piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison Damage Immunities acid, poison
Condition Immunities exhaustion, paralyzed, Condition Immunities exhaustion, grappled,
petrified, poisoned, unconscious paralyzed, petrified, poisoned, prone, restrained,
Senses darkvision 60 ft., passive Perception 9 unconscious
Languages lgnan, Terran Senses darkvision 60 ft., passive Perception 9
Languages Aquan, Terran
Challenge l /2 (100 XP)
Challenge l /2 (100 XP)
Avoidance. If the spirit is subjected to an effect that
allows it to make a saving throw to take only half Sludge Form. The spirit can enter a hostile creature's
damage, it instead takes no damage if it succeeds on space and stop there. It can move through a space as
the saving throw, and only half damage if it fails. narrow as l inch wide without squeezing. The first time
it enters a creature's space on a turn, that creature must
Cooling. If the spirit takes cold damage, it partially cools make a DC l 2 Constitution saving throw. A creature
and stiffens; its speed is reduced by l 0 feet and the fire that touches the spirit or hits it with a melee attack
damage it deals is reduced by half until the end of its while within 5 feet of it or that ends its turn inside the
next turn. spirit's space must also make the saving throw. On a
failed saving throw, a creature is poisoned for l minute.
Heated Body. A creature that touches the spirit or hits it It repeats the saving throw at the end of each of its
with a melee attack while within 5 feet of it takes 7 turns, ending the effect on a success.
(2d6) fire damage. At the start of each of the spirit's
turns, it deals 7 (2d6) fire damage to each creature that Avoidance. If the spirit is subjected to an effect that
is grappling it. allows it to make a saving throw to take only half
damage, it instead takes no damage if it succeeds on
Illumination. The spirit sheds dim light in a 5-foot the saving throw, and only half damage if it fails.
radius.
Freeze. If the spirit takes cold damage, it partially
Water Susceptibility. For every 5 feet the spirit moves in freezes; its speed is reduced by l 0 feet until the end of
water, or for every gallon of water splashed on it, it its next turn.
takes l cold damage.
Ooze Hybrid The spirit is also considered an ooze.
Actions
Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d6) fire damage. Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1 d8) poison damage plus 2 (1 d4) acid
damage, and the target must succeed on a DC l 2
Constitution saving throw or be poisoned for l minute.
It repeats the saving throw at the end of each of its
turns, ending the effect on a success.
142 CHAPTER THREE IDUNGEON 'MASTER'S CHEST
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SNOW SPIRIT SPARK SPIRIT
Tiny elemental (water/air), chaotic neutral Tiny elemental (airjfire), chaotic neutral
ArmorClass 13 (natural armor) Armor Class l 4
Hit Points 22 (4d4 + 12)
Speed 0 ft., fly 2 0 ft. Hit Points l 0 (4d4)
Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
3 (-4) 12 (+l) 16 (+3) 5 (-3) 8 (-1) 12 (+l)
3 (-4) 19 (+4) 11 (+0) 7 (-2) 8 (-1) 11 (+0)
Skills Stealth +3
Damage Vulnerabilities fire, radiant Skills Stealth +6
Damage Resistances necrotic; bludgeoning, Damage Resistances acid, cold, fire; bludgeoning,
piercing, and slashing from nonmagical attacks piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison Damage Immunities lightning, poison, thunder
Condition Immunities exhaustion, paralyzed, Condition Immunities exhaustion, grappled,
petrified, poisoned, prone, unconscious paralyzed, petrified, poisoned, prone, restrained,
Senses darkvision 60 ft., passive Perception 9 unconscious
Languages Aquan, Au ran Senses darkvision 60 ft., passive Perception 9
Languages Auran, lgnan
Challenge l /2 (100 XP) Challenge l /2 (100 XP)
Avoidance. If the spirit is subjected to an effect that Electric Form. The spirit can move through a space as
allows it to make a saving throw to take only half narrow as l inch wide without squeezing. A creature
damage, it instead takes no damage if it succeeds on that touches the spirit or hits it with a melee attack
the saving throw, and only half damage if it fails. using a metal weapon takes 4 (1 d8) lightning damage.
In addition, the spirit can enter a hostile creature's
Frost Aura. A creature that touches the spirit or hits it space and stop there. The first time it enters a
with a melee attack while within 5 feet of it takes 3 creature's space on a turn, that creature takes 4 (1 d8)
(1 d6) cold damage, and if the creature doesn't have lightning damage.
resistance or immunity to cold damage, it has
disadvantage on the next weapon attack roll it makes Avoidance. If the spirit is subjected to an effect that
before the end of its next turn. At the start of each of
the spirit's turns, each creature within 5 feet of the allows it to make a saving throw to take only half
spirit is affected by this trait as if it had touched the damage, it instead takes no damage if it succeeds on
spirit. the saving throw, and only half damage if it fails.
Illumination. The spirit sheds dim light in a 5-foot Metallic Conduction. The spirit has advantage on attack
radius. rolls it makes against creatures wearing metal armor.
Actions Diffusion/Grounding. While it is submerged in water, the
spirit can't make attacks. Lightning damage the spirit
Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one deals to earth elementals or to creatures that are buried
target. Hit: 4 (1 d6 + l) cold damage, and the target's or burrowing in earth is halved.
speed is reduced by l O feet until the end of its next
turn. Illumination. The spirit sheds bright light in a 5-foot
radius and dim light for an additional 5 feet.
Actions
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1 d6 + 4) lightning damage, and the
target can't take reactions until the start of its next turn.
CHAPTER THREE DUNGEON MASTER'S CHEST 143
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THEELEMENTSANDBEYOND FANMADE HOMEBREW
FAIRY SWARMS
The most dangerous mistake one can make when inter-
acting with a pixie, sprite, or scamp is not to underesti-
mate the fairy - but to underestimate their friends.
When fairies group together for battle or other pur-
poses, they can be represented in a quick and engaging
way by managing their statistics as a swarm.
SQ,UAD OF SPRITES
Sprites are devoted to the defense of their homes and
communities, and they often train and patrol as an org-
anized squad A squad numbers from twenty to thirty
sprites on average, armed with shortbows, longswords,
and poisoned arrows. The squad is trained to use their
invisibility together when needed, but any encounter
with a squad of sprites almost certainly includes lone
sprites maintaining their own invisibility for a surprise
strike from an unguarded flank. Each squad's training
as a cohesive unit makes them surprisingly dangerous
in large numbers, even when wielding tiny-sized blades.
Each swing of a sprite's blade presents an opening for
another sprite to make an attack.
SQUAD OF SPRITES Swarm. The squad can occupy another creature's space and
Medium swarm of Tiny fey, neutral good vice versa, and the squad can move through any opening
large enough for a Tiny sprite. The squad can't regain hit
Armor Class l 5 (leather armor) points or gain temporary hit points except by reforming.
Hit Points 54 (l 2d8) When it dodges, its size becomes Huge until the dodge
Speed l O ft., fly 40 ft. ends. The squad has advantage on Wisdom (Perception)
checks unless it has half its hit points or fewer.
S1R DEX CON INT WIS CHA
Break Formation. At the start of each of the squad's turns, it
14 (+2) 18 (+4) l O (+O) 14 (+2) l 3 (+ l) 9 (-1)
can choose to split off any number of sprites to act as indi-
Skills Perception +3, Stealth +8 vidual creatures and loses 2 (1 d4) hit points for each sprite
Damage Resistances bludgeoning, piercing, slashing that splits off. It can't split off sprites unless it has enough
Condition Immunities grappled, paralyzed, petrified, hit points to lose. The sprites are uninjured and appear in
the squad's space. They roll initiative and act as individuals.
prone, restrained, stunned If the squad is invisible, so are the sprites upon appearing.
Sprites can reform into the squad over l minute while not
Senses passive Perception l 3 in combat to add their hit points back to the squad.
Languages Common, Elvish, Sylvan
Challenge 4 (1, l 00 XP) Actions
Heart Sight The squad can choose to touch any creature Longsword Melee Weapon Attack: +4 to hit, reach Oft.,
one creature in the squad's space. Hit: l 3 (3d8) slashing
that starts its turn in the squad's space. If it does, the squad
learns the creature's current emotional state. If the target damage, or 4 (1 d8) slashing damage if the squad has half of
fails a DC l O Charisma saving throw, the squad also knows its hit points or fewer.
the creature's alignment. Celestials, fiends, and undead
automatically fail the saving throw. Because the squad must Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160
loudly whisper this information to share it with each other, ft., one target. Hit: 7 (2d6) piercing damage, or 3 (1 d6)
any creature within 30 feet of the squad also knows this
information if they can understand the language. piercing damage if the squad has half of its hit points or
fewer.
PoisonedAllows. When a creature takes damage from the
Baffage. The squad launches a barrage of arrows in a 30-
squad's shortbow or barrage actions, it must also succeed
on a DC l 2 Constitution saving throw or become poisoned foot cone. Each creature in that area must make a DC l 5
for l minute, with disadvantage unless the squad has half Dexterity saving throw, taking 3 (1 d6) piercing damage on
its hit points or fewer. If its saving throw result is 5 or a failed save, or half as much damage on a successful one.
lower, the poisoned target falls unconscious for the same The bonus to AC provided by a shield also applies to the
duration, or until it takes damage or a creature takes an saving throw. This action can't be used if the squad has half
action to shake it awake. of its hit points or fewer.
Invisibility. The squad magically turns invisible until it
attacks, casts a spell, or uses its barrage action, or until its
concentration ends (as if concentrating on a spell). Any
equipment they wear or carry is invisible with it.
144 CHAPTER THREE IDUNGEON 'MASTER'S CHEST
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SWARM OF PIXIES SWARM OF PIXIES
Medium swarm of Tiny fey, neutral good Pixie swarms are capable of weaving their innate pixie
magic together into more potent forms. Some can even
Armor Class l 5 pass control of a spell from one pixie to another, or use
Hit Points 28 (8d8 - 8) their minds together to concentrate on the same spells
Speed l 0 ft., fly 30 ft. for extra magical fortitude.
SlR DEX CON INT WIS CHA Because most pixies are pacifists, they don't usually
swarm for battle. A swarm of pixies usually means the
9 (-1) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 14 (+2) pixies are dancing, carousing, or any other group activity
they find fun and exciting. Of course, that can be nearly
Skills Perception +4, Stealth +7 just as dangerous as battle, as excited pixies are more
Damage Resistances bludgeoning, piercing, slashing likely to try fun tricks with their magic, so getting caught
Condition Immunities grappled, paralyzed, petrified, up in a pixie swarm can be marvelous - or maddening!
prone, restrained, stunned Pixies can swarm for battle in a life-or-death situation
Senses passive Perception 14 where there is clearly no escape - but circumstances
Languages Sylvan so dire almost never befall the hidden pixie
Challenge 2 (450 XP) communities.
Innate Spellcasting. The swarm's innate spellcasting SCAM PS AS MONSTERS
ability is Charisma (spell save DC 12, +4 to hit with Scamps, a new player character subrace for the
spell attacks). It can innately cast the following spells, Fairy race introduced in Chapter One, are extremely
requiring only its pixie dust as a component: similar to pixies. They use pixie statistics except
that they have proficiency in the Deception skill
At will: confusion, dancing lights, detect evil and good, and they have the following Innate Spellcasting
detect thoughts, dispel magic, druidcraft, entangle, spells instead of the normal pixie spells:
fly, phantasmal force, polymorph, sleep
At Will: minor illusion
Magic Resistance. The swarm has advantage on saving l /day each: charm person, confusion, dispel
throws against spells and other magical effects. magic, enthrall, message, phantasmal force,
polymorph, silent image, sleep, telekinesis
Swarm. The swarm can occupy another creature's space (sleeping creatures only)
and vice versa, and the swarm can move through any
opening large enough for a Tiny pixie. The swarm can't Scamps swarm for similar reasons as pixies, but
regain hit points or gain temporary hit points except by they are more likely to all agree to cruelly prank
reforming. When it dodges, its size becomes Huge until unsuspecting victims with their more potent
the dodge ends. While the swarm has more than half of magic. For a swarm of scamps, use the statistics
its hit points, it has advantage on Wisdom (Perception) for a swarm of pixies, but replace the pixie spells
checks and disadvantage on Dexterity (Stealth) checks. with the scamp spells, and give them proficiency in
the Deception skill.
Swarm Casting. When the swarm casts a spell, it can
choose an additional target within range for the spell,
and it can't be counterspelled. Saving throws made to
resist such a spell have disadvantage. The swarm can
concentrate on up to three spells at once, and it rolls
saving throws to maintain concentration for each spell
separately, with advantage on the saving throws if it has
more than half of its hit points.
Split Off. At the start of each of the swarm's turns, it can
choose to split off any number of pixies to act as indi-
vidual creatures and loses l (1 d4 - l) hit point for each
pixie that splits off. It can't split off pixies unless it has
enough hit points to lose. The pixies are uninjured and
appear in the swarm's space. They roll initiative and act
as individuals. If the swarm is invisible, so are the pixies
upon appearing. Pixies can reform into the swarm over
l minute while not in combat to add their hit points
back to the swarm.
Actions
Superior Invisibility. The swarm magically turns invisible
until its concentration ends (as if concentrating on a
spell). While concentrating on this, it can't concentrate
on anything else. Any equipment the swarm wears or
carries is invisible with it.
THE ELEMENTS AND BEYOND
GEM HURLER GEM HURLER
One rare form of earth elemental commonly sought by Large elemental (earth), lawful neutral
adventurers is the crystalline gem hurler. These hulking
brutes are living, moving amalgams of stone and jagged ArmorClass 18 (natural armor)
crystal They produce massive crystal boulders inside Hit Points 161 (l 4dl O + 84)
their elemental gullets, and when threatened, they often Speed 30 ft., burrow 30 ft.
regurgitate these boulders out of their yawning maws
into their huge, mitten-like hands. Gem hurlers throw SlR DEX CON INT WIS CHA
these rocks at their foes, and were named thusly.
23 (+6) 9 (-1) 23 (+6) 8 (-1) 13 (+ 1) 8 (-1)
Territorial Sentinels. Gem hurlers in their native
home of the Elemental Plane of Earth patrol wide areas Damage Vulnerabilities thunder
that they try to claim for their own, devouring the most Damage Resistances radiant; bludgeoning, piercing,
mineral-rich soil they can find In battle, their territorial
nature shows through in their insistence on keeping and slashing from nonmagical attacks
foes enemies away with an onslaught of tossed rocks Damage Immunities poison
and slammed arms. Gem hurlers mark their territories Condition Immunities exhaustion, paralyzed,
by digging tunnels, both marking the boundaries and
weaving throughout the area. They have a primitive idea petrified, poisoned, unconscious
of property as it relates to earth, stone, and crystaL and Senses darkvision 60 ft., tremorsense 60 ft., passive
they observe it and each others' borders with strict
rigidity that matches the inflexible crystal structure that Perception 11
both constrains and defines their bodies and minds. Languages Terran
Challenge 8 (3,900 XP)
Filled With Riches. Most of a gem hurler's body is
made of relatively cheap and abundant crystals like salt Tunneler. By chewing through earth, the gem hurler can
or quartz, and the boulders they regurgitate to attack burrow through solid rock or crystal at half its burrow
with crumble to dust not long after they are created, but speed and leaves a 5-foot-diameter tunnel in its wake.
the insides of a gem hurler's gullet are usually lined with
rare and expensive jewels and minerals that remain Siege Monster. The gem hurler deals double damage to
even after the gem hurler dies. Adventurers often hunt objects and structures.
down these rare elementals specifically for the bounty
of wealth they surely contain. Wild Refraction. Whenever the gem hurler takes radiant
damage, one random other creature within 30 feet of
Soldiers of the Dao. The elemental genies of earth, the gem hurler takes the same radiant damage.
the dao, commonly make use of gem hurlers as elite
slave warriors. They are easy for the lawful evil dao to Actions
controL and they make excellent eternal guardians for
the daos' riches. When they are no longer usefuL the Multiattack The gem hurler makes two Slam attacks.
dao break them open to feast on their gems.
Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one
Elemental Nature. A gem hurler doesn't require air, target. Hit: l 5 (2d8 + 6) bludgeoning damage plus 3
food, drink, or sleep to survive, but it can eat substances (1 d6) piercing damage, and if the target is Medium or
made of earth to restore its body through digestion, and smaller, it must succeed on a DC 16 Strength saving
it loves to eat mineral-rich soil throw or be pushed 5 feet away and knocked prone.
VARIANT: SALT ELEMENTAL Crystal Boulder. Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28 (4d l O + 6) bludgeoning
Some elementals are made entirely of salt, and are damage plus l O (1 d8 + 6) piercing damage, and if the
usually called salt elementals. There are areas in the target is Medium or smaller, it must succeed on a DC
Plane of Elemental Earth where salt elementals are 16 Strength saving throw or be knocked prone.
especially abundant, but they outnumber the true
gem hurlers all across the plane. Salt elementals
use the same statistics as a gem hurler, except that
they lack the Wild Refraction trait and instead have
the Water Susceptibility trait:
Water Susceptibility. For every 5 feet the
elemental moves in water, or for every gallon of
water splashed on it, it takes l acid damage.
146 CHAPTER THREE IDUNGEON MASTER'S CHEST
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GIANT PITCHER PLANT GIANT PITCHER PLANT
The giant pitcher plant is a rare but dangerous plant Large plant, unaligned
that can be found in some forests, jungles, and swamps.
It is a carnivorous plant known for its ability to suddenly ArmorClass 13 (natural armor)
devour large animals and even hapless humanoids who Hit Points 60 (8d l O + l 6)
wander within its reach when it is hungry. Speed Oft.
The giant pitcher plant has long tentacle-like vines SlR DEX CON INT WIS CHA
that it uses to pull its prey toward its mouth, which is
filled with what appear to be sharp teeth but are actually 18(+3) 15(+2) 14(+2) l (-5) 10(+0) 2(-4)
modified leaves. Its internal sac is sticky and filled with
powerful acid that can dissolve an ore in mere seconds, Skills Perception +4, Stealth +6
and the plant's walls are tougher than they appear from Damage Resistances acid
the outside. Once trapped within, there is no easy way Condition Immunities blinded, deafened,
to escape. You must destroy the plant and tear your way
out, or be quickly dissolved in the pungent acid exhaustion, prone
Senses tremorsense 30 ft., passive Perception 14
These plants are prone to overeating, but any excess Languages-
nutrients that the plant can't store or use are pumped Challenge 3 (7 00 XP)
back into the ground around it to nourish other plants.
The surrounding plants help to conceal the pitcher, and False Appearance. While the pitcher remains motionless,
lusher plants not only conceal better, but attract more it can only be distinguished from an ordinary plant with
large beasts that the pitcher can consume. There are a successful DC 16 Intelligence (Nature) or Wisdom
even tales of hags cultivating these plants by feeding (Survival) check.
their victims to the pitchers, helping them grow other
noxious plants and herbs in their twisted gardens. Actions
Multiattack The pitcher makes one attack with its vine
and one attack with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage plus 5 (2d4)
acid damage.
Vine. Melee Weapon Attack: +6 to hit, reach 30 ft., one
target. Hit: 3 (1 d6) piercing damage, and the target
must succeed on a DC l 5 Strength saving throw or be
pulled up to l 5 feet straight toward the pitcher. The
target has advantage on the saving throw if it is
Medium or larger.
Engulf Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium or smaller creature. Hit: The target is trapped
inside the pitcher's leafy jaws. While trapped in this
way, the target is blinded and restrained, has total cover
from attacks and other effects outside the pitcher, and
takes 17 (Sd6) acid damage at the start of each of the
target's turns. If the pitcher dies, the creature inside it
is no longer restrained by it. The pitcher can engulf only
one creature at a time.
GIANTS
Giants are naturally distinguished by psuedo-elemental
traits and categories. These massive beings sometimes
display elemental magic in kind with their nature.
FIRE GIANT INCINERATOR
An incinerator is wreathed in a layer of permanent
living flames that surrounds it and distinguishes it from
other fire giants. These rare giants are born with these
flames already burning upon their skin, along with a
special talent for wielding the latent pyromancy that
lurks inside each fire giant. With proper training they
develop into not only potent magical masters of any
forge or smithy, but also into powerful sorcerers of
flame, smoke, and magma. They command attention in
fire giant society and earn respect and admiration upon NOTE: SPELLS WITH AN ASTERISK
the scorched battlefield
Some monsters have spells marked with an asterisk
Despite their talent for spellcasting, incinerators are in their blocks. These spells are in Xanathar's Guide
no less martial than any other fire giant. They learn to to Everything rather than in the Player's Handbook
weave their fiery magic between crushing strikes from a
,-----------------------.burningforge hammer orflail
--~■-------~-------"-,
FIRE GIANT INCINERATOR Gigantic Pyromancy. When the giant casts a spell, it treats
the spell's range and each length, range, and radius within
Huge giant (fire giant), lawful evil the spell's description as if it were doubled in length, and it
adds its Charisma modifier (+4) to all the fire damage rolls
ArmorClass 18 (plate) of that spell.
Hit Points 200 (l 6dl 2 + 96)
Speed 30ft. Sorcery Points. The giant has l 5 sorcery points. It can spend
sorcery points when it casts a spell to gain one of the
S1R DEX CON INT WIS CHA following benefits:
23(+7) 9(-1) 22(+6) 13(+1) 15(+2) 18(+4) Heightened Spell: The giant spends 3 sorcery points to
give one target of the spell disadvantage on its first saving
Saving Throws Dex + 5, Con + 12, Cha+ l 0, throw made against the spell.
Skills Arcana +6, Athletics+ 13, Perception +8
Damage Resistances cold Quickened Spell: The giant spends 2 sorcery points to
Damage Immunities fire change the casting time of the spell to l bonus action for
Senses passive Perception l 8 this casting.
Languages Giant, lgnan
Challenge l 7 (1 8,000 XP) Twinned Spell: The giant can spend a number of sorcery
points equal to the spell's level to target a second creature
Fire Aegis. A creature that touches the giant or hits it with a in range with the same spell (1 sorcery point if the spell is a
melee attack while within l 0 feet of it takes l l (2dl 0) fire cantrip). To be eligible for Twinned Spell, a spell must be
damage. incapable of targeting more than one creature at the spell's
current level.
Spellcasting. The giant is a l 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC l 8, + l Oto War Caster. The giant has advantage on Constitution saving
hit with spell attacks). It knows the following sorcerer throws that it makes to maintain its concentration on a
spells: spell when it takes damage. It also can perform the somatic
components of spells even when it has weapons or a shield
Cantrips (at-will): control flames,* create bonfire,* fire in one or both hands.
bolt, light, mage hand (made of smoke), prestidigitation
Actions
l st level (4 slots): burning hands, fog cloud
2nd level (3 slots): cannon blast (new), pyrotechnics* Multiattack The giant makes two forge maul attacks.
3rd level (3 slots): fireball, stinking cloud
4th level (3 slots): heat wave (new), wall of fire Forge Maul Melee Weapon Attack:+ l 3 to hit, reach l Oft.,
5th level (2 slots): immolation,* molten upheaval (new) one target. Hit: 28 (6d6 + 7) bludgeoning damage plus l 0
6th level (1 slot): investiture offlame* (3d6) fire damage.
7th level (1 slot): delayed blast fireball
8th level (1 slot): incendiary cloud, wall oflava (new) Molten Rock Ranged Weapon Attack:+ l 3 to hit, range
60/240 ft., one target. Hit: 2 9 (4dl 0 + 7) bludgeoning
damage plus 2 l (6d6) fire damage.
148 CHAPTER THREE IDUNGEON 'MASTER'S CHEST
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FROST GIANT WINTER HERALD
Some frost giants are mysteriously drawn to the frozen
wilderness surrounding their settlements. Whether by
the frost giant's icy gods, errant fey of winter, or simply
the allure of mystery hiding in the frozen darkness, each
giant with this proclivity will one day venture out into icy
water or a dark blizzard, entirely alone and unarmed, as
if in a trance. Most are never heard from again.
But some of these frost giants, after years thought lost
to the spirits of winter, return to their people. When they
do, they are utterly changed These returned giants are
known as winter heralds. Imbued with not only powers
over water, ice, and wind, but also the druidic ability to
transform into massive arctic beasts, winter heralds are
both feared and respected by their clans. Some are so
strong when transformed that they become leaders
among their people. Others act as shamans or hunters,
adding the might of winter to their clan's warbands.
FROST GIANT WINTER HERALD 2nd level (3 slots): gust ofwind, hold person, ice
sculpture (new)
Huge giant (frost giant), neutral evil
3rd level (3 slots): cold snap (new), sleet storm, slow
Armor Class 18 (armor of ice, shield) 4th level (3 slots): control water, frost armor (new), ice
Hit Points 25 3 (22dl 2 + 110)
Speed 40ft. storm
5th level (2 slots): cone ofcold, control winds,* hold
STR DEX CON INT WIS CHA
monster
23(+6) 9(-1) 20(+5) 13(+1) 18(+4) 15(+2) 6th level (1 slot): wall ofice
7th level (1 slot): globe ofwinter (new)
Saving Throws Con+ l 0, Int +6, Wis +9, Cha +7 8th level (1 slot): control weather, encasing ice (new)
Skills Athletics+ 11, Nature +6, Perception +9, Survival +9
Damage Resistances fire War Caster. The giant has advantage on Constitution saving
Damage Immunities cold
Senses darkvision 120 ft., passive Perception 19 throws that it makes to maintain its concentration on a
Languages Giant, Giant Owl, Sylvan, Winter Wolf spell when it takes damage. It also can perform the somatic
Challenge 16 (15,000 XP) components of spells even when it has weapons or a shield
in one or both hands.
Amphibious. The giant can breathe air and water.
Wintry Cryomancy. When the giant casts a spell of l st-level
Armoroflce. When a creature within 5 feet of the giant hits or higher, ground in the spell's area is covered with ice until
it with a me lee weapon attack, if the attacker doesn't have the end of the giant's next turn, making it difficult terrain.
resistance or immunity to cold damage, its speed is Whenever a creature enters the area for the first time on a
reduced by 20 feet and it has disadvantage on weapon turn or starts its turn there, it must succeed on a DC l 7
attack rolls until the end of its next turn. Dexterity saving throw, or else it falls prone. Also, whenever
the giant deals cold damage to a creature, that creature's
Shapechanger. The giant can use its action to polymorph speed is reduced by l 0 feet until the end of its next turn.
into a giant owl, killer whale, mammoth, or winter wolf, or Actions
back into its true form. Its statistics, other than its size and
speed, are the same in each form. Any equipment it is Multiattack The giant makes two melee attacks.
wearing or carrying is transformed along with it. It reverts to
its true form if it dies. Ice Flail (Talons in Owl Form, Bite in Whale or WolfForm, Gore
in Mammoth Form). Melee Weapon Attack:+ 11 to hit, reach
Snow Camouflage. The giant has advantage on Dexterity l Oft. (5 ft. in owl, whale, or wolf form), one target. Hit: 28
(Stealth) checks made to hide in snowy terrain. (5d8 + 6) bludgeoning damage (piercing in beast form)
plus 9 (2d8) cold damage.
Spellcasting. The giant is a l 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 17, +9 to hit Frozen Rock (Giant Form Only). Ranged Weapon Attack:+ 11
with spell attacks). It has the following druid spells to hit, range 60/240 ft., one target. Hit: 2 9 (4d l 0 + 6)
prepared: bludgeoning damage plus 18 (4d8) cold damage.
Cantrips (at-will): druidcraft, frostbite,* ray of frost, shape Cold Breath (Recharge 5-6). The giant exhales a blast of
watefl< freezing wind in a 60-foot cone. Each creature in that area
must make a DC 18 Constitution saving throw, taking 3 6
l st level (4 slots): cure wounds, fog cloud, ice knife* (8d8) cold damage on a failed save, or half as much damage
on a successful one. The ground in the area is affected by
the giant's Wintry Cryomancy trait as if this was a spell.
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