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Published by sergeantshawnzombieexecutioner, 2023-08-26 15:26:31

Mortality

Mortality

Mortality Find Traps 2nd-level divination Casting Time: Range: Components: Duration: Finger of Death 7th-level necromancy Casting Time: Range: Components: Duration: Fire Bolt Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Fire Shield 4th-level evocation Casting Time: Range: Components: Duration: Fire Storm 7th-level evocation Casting Time: Range: Components: Duration: Fireball 3rd-level evocation Casting Time: 1 action Range: Components: Duration: Instantaneous Flame Arrows 3rd-level transmutation Casting Time: Range: Components: Duration: Flame Blade 2nd-level evocation Casting Time: Range: Components: Duration: Flame Strike 5th-level evocation Casting Time: Range: Components: Duration: Flaming Sphere 2nd-level conjuration Casting Time: Range: Components: Duration: Flesh to Stone 6th-level transmutation Casting Time: Pg 301 Part 16: Spell Lists


Mortality Range: Components: Duration: Floating Disk 1st-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. Fly 3rd-level transmutation Casting Time: 1 action Range: Components: Duration: Fog Cloud 1st-level conjuration Casting Time: Range: Components: Duration: Forbiddance 6th-level abjuration Casting Time: Range: Components: Duration: Force Cage 7th-level evocation Casting Time: Range: Components: Duration: Foresight 9th-level divination Casting Time: Range: Components: Duration: Freedom of Movement 4th-level abjuration Casting Time: Range: Components: Duration: Friends Enchantment cantrip Casting Time: 1 minute Range: Pg 302 Part 16: Spell Lists


Mortality Components: V, S, M (a small amount of makeup which you apply during the casting of the spell) Duration: Frost Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot range) Components: V, S, M (a melee weapon worth at least 1sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and is covered in ice until the start of your next turn. The next time the creature takes bludgeoning damage before the start of your next turn, it takes an additional 1d8 cold damage. Frost Fingers 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous Frostbite Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Gaseous Form 3rd-level transmutation Casting Time: Range: Components: Duration: Gate 9th-level conjuration Casting Time: Range: Components: Duration: Geas 5th-level enchantment Casting Time: Range: Components: Duration: Gentle Repose 2nd-level necromancy Casting Time: Range: Components: Duration: Giant Insect 4th-level transmutation Casting Time: Range: Components: Duration: Glibness 8th-level transmutation Casting Time: Range: Components: Duration: Globe of Invulnerability 6th-level abjuration Casting Time: Range: Pg 303 Part 16: Spell Lists


Mortality Components: Duration: Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Components: Duration: Grasping Vine 4th-level conjuration Casting Time: Range: Components: Duration: Grease 1st-level conjuration Casting Time: Range: Components: Duration: Greater Invisibility 4th-level illusion Casting Time: Range: Components: Duration: Greater Ironguard 5th-level transmutation Casting Time: Range: Components: Duration: Greater Restoration 5th-level abjuration Casting Time: Range: Components: Duration: Guardian of Faith 4th-level conjuration Casting Time: Range: Components: Duration: Guardian of Nature 4th-level transmutation Casting Time: Range: Components: Duration: Guards and Wards 6th-level abjuration Casting Time: Range: Components: Duration: Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: Duration: Guiding Bolt 1st-level evocation Casting Time: 1 action Range: Components: Duration: Gust Transmutation cantrip Casting Time: 1 action Range: Pg 304 Part 16: Spell Lists


Mortality Components: V, S, M (a small hand fan) Duration: Gust of Wind 2nd-level evocation Casting Time: Range: Components: Duration: Hail of Thorns 1st-level conjuration Casting Time: Range: Components: Duration: Hallow 5th-level evocation Casting Time: 24 hours Range: Components: Duration: Hallucinatory Terrain 4th-level illusion Casting Time: 10 minutes Range: Components: Duration: Harm 6th-level necromancy Casting Time: 1 action Range: Components: Duration: Haste 3rd-level transmutation Casting Time: Range: Components: Duration: Heal 6th-level evocation Casting Time: 1 action Range: Components: Duration: Healing Spirit 2nd-level conjuration Casting Time: Range: Components: Duration: Healing Word 1st-level evocation Casting Time: Range: Components: Duration: Heat Metal 2nd-level transmutation Casting Time: Range: Components: Duration: Hellish Rebuke 1st-level evocation Casting Time: Range: Components: Duration: Heroism 1st-level enchantment Casting Time: Pg 305 Part 16: Spell Lists


Mortality Range: Components: Duration: Hex 1st-level enchantment Casting Time: 1 bonus action Range: Components: Duration: Hideous Laughter 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. Hold Monster 5th-level enchantment Casting Time: Range: Components: Duration: Hold Person 2nd-level enchantment Casting Time: 1 action Range: Components: Duration: Holy Aura 8th-level abjuration Casting Time: Range: Components: Duration: Holy Weapon 5th-level evocation Casting Time: Range: Components: Duration: Horrid Wilting 8th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30-foot cube centred on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Non-magical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly. Pg 306 Part 16: Spell Lists


Mortality Hunger of Hadar 3rd-level conjuration Casting Time: Range: Components: Duration: Hypnotic Pattern 3rd-level illusion Casting Time: Range: Components: Duration: Ice Knife 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: S, M (a drop of water or piece of ice) Duration: Instantaneous Ice Storm 4th-level evocation Casting Time: Range: Components: Duration: Identify 1st-level divination Casting Time: Range: Components: Duration: Illusory Dragon 8th-level illusion Casting Time: Range: Components: Duration: Illusory Script 1st-level illusion Casting Time: Range: Components: Duration: Immolation 5th-level evocation Casting Time: Range: Components: Duration: Immovable Object 2nd-level transmutation Casting Time: Range: Components: Duration: Imprisonment 9th-level abjuration Casting Time: Range: Components: Duration: Incendiary Cloud 8th-level conjuration Casting Time: Range: Components: Duration: Infernal Calling 5th-level conjuration Casting Time: Range: Components: Pg 307 Part 16: Spell Lists


Mortality Duration: Infestation Conjuration cantrip Casting Time: 1 action Range: Components: Duration: Inflict Wounds 1st-level necromancy Casting Time: 1 action Range: Touch Components: Duration: Instantaneous Insect Plague 5th-level conjuration Casting Time: Range: Components: Duration: Intellect Fortress 3rd-level abjuration Casting Time: Range: Components: Duration: Investiture of Acid 6th-level transmutation Casting Time: Range: Components: Duration: Investiture of Earth 6th-level transmutation Casting Time: Range: Components: Duration: Investiture of Flame 6th-level transmutation Casting Time: Range: Components: Duration: Investiture of Ice 6th-level transmutation Casting Time: Range: Components: Duration: Investiture of Steam 6th-level transmutation Casting Time: Range: Components: Duration: Investiture of Earth 6th-level transmutation Casting Time: Range: Components: Duration: Investiture of Vacuum 6th-level transmutation Casting Time: Range: Components: Duration: Investiture of Water 6th-level transmutation Casting Time: Range: Components: Pg 308 Part 16: Spell Lists


Mortality Duration: Investiture of Wind 6th-level transmutation Casting Time: Range: Components: Duration: Invisibility 2nd-level illusion Casting Time: Range: Components: Duration: Invulnerability 9th-level abjuration Casting Time: Range: Components: Duration: Jump 1st-level transmutation Casting Time: Range: Components: Duration: Kinetic Jaunt 2nd-level transmutation Casting Time: Range: Components: Duration: Knock 2nd-level transmutation Casting Time: Range: Components: Duration: Legend Lore 5th-level divination Casting Time: Range: Components: Duration: Leomund’s Secret Chest 4th-level conjuration Casting Time: Range: Components: Duration: Lesser Ironguard 3rd-level transmutation Casting Time: 1 action Range: Components: Duration: Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Components: Duration: Levitate 2nd-level transmutation Casting Time: 1 action Range: Components: Duration: Life Transference 3rd-level necromancy Casting Time: 1 action Range: Components: Pg 309 Part 16: Spell Lists


Mortality Duration: Light Evocation cantrip Casting Time: 1 action Range: Components: Duration: Concentration, up to 1 hour Lightning Arrow 3rd-level transmutation Casting Time: Range: Components: Duration: Lightning Bolt 3rd-level evocation Casting Time: 1 action Range: Components: Duration: Lightning Lure Evocation cantrip Casting Time: 1 action Range: Components: Duration: Locate Animals or Plants 2nd-level divination Casting Time: Range: Components: Duration: Locate Creature 4th-level divination Casting Time: Range: Components: Duration: Locate Object 2nd-level divination Casting Time: Range: Components: Duration: Longstrider 1st-level transmutation Casting Time: Range: Components: Duration: Maddening Darkness 8th-level evocation Casting Time: Range: Components: Duration: Maelstrom 5th-level evocation Casting Time: Range: Components: Duration: Mage Armour 1st-level abjuration Casting Time: 1 action Range: Components: Duration: 8 hours Mage Hand Conjuration cantrip Casting Time: 1 action Range: Components: Pg 310 Part 16: Spell Lists


Mortality Duration: Magic Circle 3rd-level abjuration Casting Time: Range: Components: Duration: Magic Jar 6th-level necromancy Casting Time: Range: Components: Duration: Magic Missile 1st-level evocation Casting Time: 1 action Range: Components: Duration: Instantaneous Magic Mouth 2nd-level illusion Casting Time: Range: Components: Duration: Magic Stone Transmutation cantrip Casting Time: 1 bonus action Range: Components: Duration: Magic Weapon 2nd-level transmutation Casting Time: Range: Components: Duration: Major Image 3rd-level illusion Casting Time: Range: Components: Duration: Mass Cure Wounds 5th-level evocation Casting Time: Range: Components: Duration: Mass Heal 9th-level evocation Casting Time: Range: Components: Duration: Mass Healing Word 3rd-level evocation Casting Time: Range: Components: Duration: Mass Polymorph 9th-level transmutation Casting Time: Range: Components: Duration: Mass Suggestion 6th-level enchantment Casting Time: Range: Components: Pg 311 Part 16: Spell Lists


Mortality Duration: Maximilian’s Earthen Grasp 2nd-level transmutation Casting Time: Range: Components: Duration: Maze 8th-level conjuration Casting Time: Range: Components: Duration: Meld into Stone 3rd-level transmutation Casting Time: Range: Components: Duration: Melf’s Minute Meteors 3rd-level evocation Casting Time: Range: Components: Duration: Mending Transmutation cantrip Casting Time: Range: Components: Duration: Mental Prison 6th-level illusion Casting Time: Range: Components: Duration: Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round Meteor Storm 9th-level evocation Casting Time: Range: Components: Duration: Mighty Fortress 8th-level conjuration Casting Time: Range: Components: Duration: Mind Blank 8th-level abjuration Casting Time: Range: Components: Duration: Mind Sliver Enchantment cantrip Casting Time: 1 action Range: Components: Duration: Mind Spike 2nd-level divination Casting Time: 1 action Range: Pg 312 Part 16: Spell Lists


Mortality Components: Duration: Mind Whip 2nd-level enchantment Casting Time: 1 action Range: 90 feet Components: V Duration: 1 round You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Minor Illusion Illusion cantrip Casting Time: 1 action Range: Components: Duration: Mirage Arcane 7th-level illusion Casting Time: Range: Components: Duration: Mirror Image 2nd-level illusion Casting Time: Range: Components: Duration: Mislead 5th-level illusion Casting Time: Range: Components: Duration: Misty Step 2nd-level conjuration Casting Time: Range: Components: Duration: Modify Memory 5th-level enchantment Casting Time: Range: Components: Duration: Mould Earth Transmutation cantrip Casting Time: 1 action Range: Components: Duration: Moonbeam 2nd-level evocation Casting Time: Range: Components: Duration: Pg 313 Part 16: Spell Lists


Mortality Mordenkainen’s Sword 7th-level evocation Casting Time: Range: Components: Duration: Move Earth 6th-level transmutation Casting Time: Range: Components: Duration: Nathair’s Mischief 2nd-level illusion Casting Time: Range: Components: Duration: Negative Energy Flood 5th-level necromancy Casting Time: Range: Components: Duration: Nondetection 3rd-level abjuration Casting Time: Range: Components: Duration: Nystul’s Magic Aura 2nd-level illusion Casting Time: Range: Components: Duration: Tasha’s Otherworldly Guise 6th-level transmutation Casting Time: 1 bonus action Range: Self Components:V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500gp) Duration: Concentration, up to 1 minute Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: ● You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). ● You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). ● Spectral wings appear on your back, giving you a flying speed of 40 feet. ● You have a +2 bonus to your AC. ● All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. ● You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn. Pg 314 Part 16: Spell Lists


Mortality Otiluke’s Freezing Sphere 6th-level evocation Casting Time: Range: Components: Duration: Otiluke’s Resilient Sphere 4th-level evocation Casting Time: Range: Components: Duration: Otto’s Irresistible Dance 6th-level enchantment Casting Time: Range: Components: Duration: Pass Without Trace 2nd-level abjuration Casting Time: Range: Components: Duration: Passwall 5th-level transmutation Casting Time: Range: Components: Duration: Phantasmal Force 2nd-level illusion Casting Time: Range: Components: Duration: Phantasmal Killer 4th-level illusion Casting Time: Range: Components: Duration: Phantom Steed 3rd-level illusion Casting Time: 1 minute Range: Components: Duration: Planar Ally 6th-level conjuration Casting Time: Range: Components: Duration: Planar Binding 5th-level abjuration Casting Time: Range: Components: Duration: Plane Shift 7th-level conjuration Casting Time: Range: Components: Duration: Plant Growth 3rd-level transmutation Casting Time: Range: Components: Duration: Pg 315 Part 16: Spell Lists


Mortality Poison Spray Evocation cantrip Casting Time: 1 action Range: Components: Duration: Polymorph 4th-level transmutation Casting Time: Range: Components: Duration: Power Word Heal 9th-level evocation Casting Time: Range: Components: Duration: Power Word Kill 9th-level enchantment Casting Time: Range: Components: Duration: Power Word Pain 7th-level enchantment Casting Time: Range: Components: Duration: Power Word Stun 8th-level enchantment Casting Time: Range: Components: Duration: Prayer of Healing 2nd-level evocation Casting Time: Range: Components: Duration: Prestidigitation Transmutation cantrip Casting Time: 1 action Range: Components: Duration: Instantaneous or 1 hour (see below) Primal Savagery Transmutation cantrip Casting Time: Range: Components: Duration: Primordial Ward 6th-level abjuration Casting Time: Range: Components: Duration: Prismatic Spray 7th-level evocation Casting Time: Range: Components: Duration: Prismatic Wall 9th-level abjuration Casting Time: Range: Components: Pg 316 Part 16: Spell Lists


Mortality Duration: Produce Flame Evocation cantrip Casting Time: 1 action Range: Components: Duration: Programmed Illusion 6th-level illusion Casting Time: Range: Components: Duration: Project Image 7th-level illusion Casting Time: Range: Components: Duration: Protection from Elements 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a small bit of fur from an animal) Duration: 24 hours You weave an incantation of energy around you that shelters you from the weather. You are considered to have 2 cold and hot insulation for the duration of the spell. Protection from Energy 3rd-level abjuration Casting Time: Range: Components: Duration: Protection from Evil and Good 1st-level abjuration Casting Time: Range: Components: Duration: Protection from Poison 2nd-level abjuration Casting Time: Range: Components: Duration: Psychic Scream 9th-level enchantment Casting Time: Range: Components: Duration: Purify Food and Drink 1st-level transmutation Casting Time: Range: Components: Duration: Pyrotechnics 2nd-level transmutation Casting Time: Range: Components: Duration: Raise Dead 5th-level necromancy Casting Time: Range: Components: Pg 317 Part 16: Spell Lists


Mortality Duration: Rary’s Telepathic Bond 5th-level divination Casting Time: Range: Components: Duration: Raulithim’s Psychic Lance 4th-level enchantment Casting Time: Range: Components: Duration: Ray of Enfeeblement 2nd-level necromancy Casting Time: 1 action Range: Components: Duration: Ray of Frost Evocation cantrip Casting Time: 1 action Range: Components: Duration: Instantaneous Ray of Sickness 1st-level necromancy Casting Time: 1 action Range: Components: Duration: Regenerate 7th-level transmutation Casting Time: Range: Components: Duration: Reincarnate 5th-level transmutation Casting Time: Range: Components: Duration: Remove Curse 3rd-level abjuration Casting Time: Range: Components: Duration: Resistance Abjuration cantrip Casting Time: Range: Components: Duration: Resurrection 7th-level necromancy Casting Time: Range: Components: Duration: Reverse Gravity 7th-level transmutation Casting Time: Range: Components: Duration: Revivify 3rd-level necromancy Casting Time: 1 action Range: Touch Components: Pg 318 Part 16: Spell Lists


Mortality Duration: Rime’s Binding Ice 2nd-level evocation Casting Time: Range: Components: Duration: Rope Trick 2nd-level transmutation Casting Time: Range: Components: Duration: Rotting Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot range) Components: V, S, M (a melee weapon worth at least 1sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and it cannot regain hit points until the start of your next turn. Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Sanctuary 1st-level abjuration Casting Time: Range: Components: Duration: Sand Spray Conjuration cantrip Casting Time: 1 reaction, which you take when a creature within 5 feet of you targets you with an attack. Range: 5 feet Components: S, M (a small amount of sand) Duration: Instantaneous You lash out at a creature, spraying sand in their eyes. The target must make a Constitution saving throw or have disadvantage on its attack roll against you. Scatter 6th-level conjuration Casting Time: Range: Components: Duration: Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: Duration: Instantaneous Pg 319 Part 16: Spell Lists


Mortality Scrying 5th-level divination Casting Time: Range: Components: Duration: Searing Smite 1st-level evocation Casting Time: Range: Components: Duration: See Invisibility 2nd-level divination Casting Time: Range: Components: Duration: Seeming 5th-level illusion Casting Time: Range: Components: Duration: Sending 3rd-level evocation Casting Time: Range: Components: Duration: Sequester 7th-level transmutation Casting Time: Range: Components: Duration: Shadow Blade 2nd-level illusion Casting Time: Range: Components: Duration: Shadow of Moil 4th-level necromancy Casting Time: Range: Components: Duration: Shape Water Transmutation cantrip Casting Time: Range: Components: Duration: Shapechange 9th-level transmutation Casting Time: Range: Components: Duration: Shatter 2nd-level evocation Casting Time: 1 action Range: Components: Duration: Instantaneous Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Pg 320 Part 16: Spell Lists


Mortality Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Shield of Faith 1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Shillelagh Transmutation cantrip Casting Time: 1 bonus action Range: Components: Duration: Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d6 lightning damage, and it is shocked until the start of your next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Sickening Radiance 4th-level evocation Casting Time: Range: Components: Duration: Silence 2nd-level illusion Casting Time: Range: Components: Duration: Silent Image 1st-level illusion Casting Time: Range: Components: Duration: Silhouette Illusion cantrip Casting Time: Range: Components: Duration: Simulacrum 7th-level illusion Casting Time: Range: Components: Duration: Pg 321 Part 16: Spell Lists


Mortality Skill Empowerment 5th-level transmutation Casting Time: Range: Components: Duration: Skywrite 2nd-level transmutation Casting Time: Range: Components: Duration: Sleep 1st-level enchantment Casting Time: 1 action Range: Components: Duration: Sleet Storm 3rd-level conjuration Casting Time: Range: Components: Duration: Slow 3rd-level transmutation Casting Time: Range: Components: Duration: Snare 1st-level abjuration Casting Time: Range: Components: Duration: Snowball Swarm 2nd-level evocation Casting Time: Range: Components: Duration: Soul Cage 6th-level necromancy Casting Time: Range: Components: Duration: Spare the Dying Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable and ends the bleeding condition if the creature is affected by it. This spell has no effect on undead or constructs. Speak with Animals 1st-level divination Casting Time: Range: Components: Duration: Speak with Dead 3rd-level necromancy Casting Time: Range: Components: Duration: Pg 322 Part 16: Spell Lists


Mortality Speak with Plants 3rd-level transmutation Casting Time: Range: Components: Duration: Spider Climb 2nd-level transmutation Casting Time: Range: Components: Duration: Spike Growth 2nd-level transmutation Casting Time: Range: Components: Duration: Spirit Guardians 3rd-level conjuration Casting Time: Range: Components: Duration: Spirit Shroud 3rd-level necromancy Casting Time: Range: Components: Duration: Spiritual Weapon 2nd-level evocation Casting Time:1 bonus action Range: Components: Duration: Concentration, up to 1 minute Staggering Smite 4th-level evocation Casting Time: Range: Components: Duration: Star Strike Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You reach out to a creature sending a blast of starlight towards them. Make a melee spell attack against the target. On a hit, the creature takes 1d8 radiant damage. Steel Wind Strike 5th-level conjuration Casting Time: 1 action Range: Components: Duration: Stinking Cloud 3rd-level conjuration Casting Time: Range: Components: Duration: Stone Shape 4th-level transmutation Casting Time: Range: Components: Duration: Pg 323 Part 16: Spell Lists


Mortality Stoneskin 4th-level abjuration Casting Time: Range: Components: Duration: Storm of Vengeance 9th-level conjuration Casting Time: Range: Components: Duration: Storm Sphere 4th-level evocation Casting Time: Range: Components: Duration: Suggestion 2nd-level enchantment Casting Time: Range: Components: Duration: Summon Aberration 4th-level conjuration Casting Time: Range: Components: Duration: Summon Beast 2nd-level conjuration Casting Time: Range: Components: Duration: Summon Celestial 5th-level conjuration Casting Time: Range: Components: Duration: Summon Construct 4th-level conjuration Casting Time: Range: Components: Duration: Summon Draconic Spirit 5th-level conjuration Casting Time: Range: Components: Duration: Summon Elemental 4th-level conjuration Casting Time: Range: Components: Duration: Summon Fey 3rd-level conjuration Casting Time: Range: Components: Duration: Summon Fiend 6th-level conjuration Casting Time: Range: Components: Duration: Pg 324 Part 16: Spell Lists


Mortality Summon Greater Demon 4th-level conjuration Casting Time: Range: Components: Duration: Summon Lesser Demons 3rd-level conjuration Casting Time: Range: Components: Duration: Summon Shadowspawn 3rd-level conjuration Casting Time: Range: Components: Duration: Summon Undead 3rd-level necromancy Casting Time: Range: Components: Duration: Sunbeam 6th-level evocation Casting Time: Range: Components: Duration: Sunburst 8th-level evocation Casting Time: Range: Components: Duration: Swift Quiver 5th-level transmutation Casting Time: Range: Components: Duration: Sword Burst Conjuration cantrip Casting Time: 1 action Range: Components: Duration: Instantaneous Symbol 7th-level abjuration Casting Time: Range: Components: Duration: Synaptic Static 5th-level enchantment Casting Time: Range: Components: Duration: Telekinesis 5th-level transmutation Casting Time: Range: Components: Duration: Telepathy 8th-level evocation Casting Time: Range: Components: Duration: Pg 325 Part 16: Spell Lists


Mortality Teleport 7th-level conjuration Casting Time: Range: Components: Duration: Teleportation Circle 5th-level conjuration Casting Time: Range: Components: Duration: Temporal Shunt 5th-level transmutation Casting Time: Range: Components: Duration: Tenser’s Transformation 6th-level transmutation Casting Time: Range: Components: Duration: Thaumaturgy Transmutation cantrip Casting Time: Range: Components: Duration: Thorn Whip Transmutation cantrip Casting Time: 1 action Range: Components: Duration: Instantaneous Thunder Step 3rd-level conjuration Casting Time: 1 action Range: Components: Duration: Thunderclap Evocation cantrip Casting Time: 1 action Range: Components: Duration: Thunderous Smite 1st-level evocation Casting Time: 1 bonus action Range: Components: Duration: Thunderwave 1st-level evocation Casting Time: 1 action Range: Components: Duration: Tidal Wave 3rd-level conjuration Casting Time: Range: Components: Duration: Time Ravage 9th-level necromancy Casting Time: Range: Components: Duration: Pg 326 Part 16: Spell Lists


Mortality Time Stop 9th-level transmutation Casting Time: Range: Components: Duration: Tiny Servant 3rd-level transmutation Casting Time: Range: Components: Duration: Toll the Dead Necromancy cantrip Casting Time: Range: Components: Duration: Tongues 3rd-level divination Casting Time: Range: Components: Duration: Toxic Blade Evocation cantrip Casting Time: 1 action Range: Components: Duration: 1 round Transmute Rock 5th-level transmutation Casting Time: Range: Components: Duration: Transport via Plants 6th-level conjuration Casting Time: Range: Components: Duration: Tree Stride 5th-level conjuration Casting Time: Range: Components: Duration: True Polymorph 9th-level transmutation Casting Time: Range: Components: Duration: True Resurrection 9th-level necromancy Casting Time: Range: Components: Duration: True Seeing 6th-level divination Casting Time: Range: Components: Duration: True Strike Divination cantrip Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round Pg 327 Part 16: Spell Lists


Mortality You trace a rune to gain momentary insight into a creature’s defence. You make your next attack roll against a creature with advantage. Tsunami 8th-level conjuration Casting Time: Range: Components: Duration: Twist Fate 1st-level divination Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you rolls a saving throw Range: 30 feet Components: V, S Duration: Instantaneous You bend the luck of a creature you can see within range when they make a saving throw. Roll a d8, you can choose to add or subtract the result from the creature’s saving throw. Unseen Servant 1st-level conjuration Casting Time: Range: Components: Duration: Vampiric Touch 3rd-level necromancy Casting Time: 1 action Range: Touch Components: Duration: Instantaneous Vicious Mockery Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Vitriolic Sphere 4th-level evocation Casting Time: Range: Components: Duration: Vortex Warp 2nd-level conjuration Casting Time: Range: Components: Duration: Wall of Fire 4th-level evocation Casting Time: Range: Components: Duration: Pg 328 Part 16: Spell Lists


Mortality Wall of Force 5th-level evocation Casting Time: Range: Components: Duration: Wall of Ice 6th-level evocation Casting Time: Range: Components: Duration: Wall of Light 5th-level evocation Casting Time: Range: Components: Duration: Wall of Sand 3rd-level evocation Casting Time: Range: Components: Duration: Wall of Stone 5th-level evocation Casting Time: Range: Components: Duration: Wall of Thorns 6th-level conjuration Casting Time: Range: Components: Duration: Wall of Water 3rd-level evocation Casting Time: Range: Components: Duration: Warding Bond 2nd-level abjuration Casting Time: Range: Components: Duration: Warding Wind 2nd-level evocation Casting Time: Range: Components: Duration: Water Breathing 3rd-level transmutation Casting Time: Range: Components: Duration: Water Walk 3rd-level transmutation Casting Time: Range: Components: Duration: Water Whip 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of water) Duration: Instantaneous Pg 329 Part 16: Spell Lists


Mortality Watery Sphere 4th-level conjuration Casting Time: Range: Components: Duration: Web 2nd-level conjuration Casting Time: Range: Components: Duration: Weird 9th-level illusion Casting Time: Range: Components: Duration: Whirlwind 7th-level evocation Casting Time: Range: Components: Duration: Wind Walk 6th-level transmutation Casting Time: Range: Components: Duration: Wind Wall 3rd-level evocation Casting Time: Range: Components: Duration: Wish 9th-level conjuration Casting Time: 1 action Range: Self Components: V Duration: Instantaneous Witchbolt 1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a twig from a tree struck by lightning) Duration: Concentration up to 1 minute Wither and Bloom 2nd-level necromancy Casting Time: Range: Components: Duration: Word of Radiance Evocation cantrip Casting Time: 1 action Range: Components: Duration: Instantaneous Word of Recall 6th-level conjuration Casting Time: Range: Components: Duration: Wrath of Nature 5th-level evocation Casting Time: Range: Components: Pg 330 Part 16: Spell Lists


Mortality Duration: Wrathful Smite 1st-level evocation Casting Time: Range: Components: Duration: Zephyr Strike 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: Duration: Zone of Truth 2nd-level enchantment Casting Time: Range: Components: Duration: Pg 331 Part 16: Spell Lists


Mortality Part 16: Treasure Art Gemstones Jewellery Individual Treasure Treasure Hoards Pg 332 Part 17: Treasure


Mortality Part 17: Magic Items Identifying a Magic Item Attunement Cursed Items Magic Item Categories Armour Potions Potion Toxicity Potions are a toxic brew of various chemicals and other oddities, most of which shouldn’t be drunk too often. Each time a creature drinks a potion, they must raise their current toxicity by an amount equal to the listed toxicity of the potion. A creature can safely handle toxicity equal to their Constitution modifier (minimum 0), if drinking a potion would raise the creature’s current toxicity higher than their Constitution modifier, the creature must make a Constitution saving throw (DC = 10 + Current Toxicity) or lose all the effects of any ongoing potion effects as well as wasting the potion they just drank. If a creature fails this save by 5 or more, they must roll on the table below to determine the effects. Potion Toxicity d10 Effect 1 The creature is poisoned for the next minute. 2 The creature loses one hit die. If the creature has no remaining hit die, roll the largest hit die they possess, the creature takes poison damage equal to the result. 3 The creature takes poison damage equal to their level. 4 The creature must roll a d6, gaining vulnerability 5 to a damage type depending on the result. 1-2 Fire, 3-4 Acid, 5-6 Necrotic. 5 The creature gains a level of exhaustion. 6 The creature is unable to drink another potion until it finishes a long rest. 7 For the next minute, if the creature moves more than half its speed, it must make a DC15 Constitution save or fall prone and end its turn. 8 For the next minute, the creature is unable to perform the verbal components of spells. 9 For the next minute, the creature is unable to perform the somatic components of spells. 10 Roll twice, rerolling if this result is rolled, the creature is subjected to both effects. Pg 333 Part 18: Magic Items


Mortality Rings Rods Scrolls Scroll Mishaps Shields Staffs Wands Weapons Wondrous Items Wearing and Wielding Items Activating an Item Magic Item Resilience Making a Magic Item Random Magic Items Magic Items A-Z All-Purpose Tool Ammunition (+1/+2/+3) Ammunition (any), uncommon (+1), rare (+2), very rare (+3) You have a bonus to attack and damage rolls made with this piece of ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. Amulet of Health Amulet of Proof against Detection and Location Amulet of the Planes Armour (+1/+2/+3) Armour (robes, light, medium, or heavy), rare (+1), very rare (+2), legendary (+3) You have a bonus to AC and any defensive actions associated with the armour (robes and light armour would receive a bonus to Dodge checks whereas heavy armour would receive bonuses to Block checks) while wearing this armour. The bonus is determined by the rarity of the armour. Pg 334 Part 18: Magic Items


Mortality Armour of Etherealness Armour of Invulnerability Armour of Resistance Armour of Vulnerability Arrow-Catching Shield Arrow of Slaying Bag of Beans Bag of Devouring Bag of Holding Bag of Tricks Bead of Force Belt of Dwarvenkind Belt of Giant Strength Berserker Axe Bloodwell Vial Boots of Elvenkind Boots of Levitation Boots of Speed Boots of Striding and Springing Boots of the Winterlands Bowl of Commanding Water Elementals Bracers of Archery Bracers of Defence Candle of Antimagic Candle of Invocation Candle of Sanctuary Cap of Water Breathing Cape of the Mountebank Carpet of Flying Censer of Controlling Air Elementals Charm of Astuteness Wondrous Item, Rarity (Requires Attunement) Charm of Arcane Stability Wondrous Item, Rare (Requires Attunement) Charm of Strengthened Presence Wondrous Item, Rarity (Requires Attunement) Charm of Toxicity Wondrous Item, Uncommon (Requires Attunement) Pg 335 Part 18: Magic Items


Mortality Chime of Opening Circlet of Blasting Cloak of Arachnida Cloak of Displacement Cloak of Elvenkind Cloak of Invisibility Cloak of Protection Cloak of the Bat Cloak of the Manta Ray Crystal Ball Cube of Force Cubic Gate Dagger of Venom Item Type, rare Pg 336 Part 18: Magic Items


Mortality Dancing Sword Decanter of Endless Water Deck of Illusions Defender Demon Armour Dimensional Shackles Dragon Scale Mail Dragon Slayer Driftglobe Dust of Disappearance Dust of Dryness Dust of Sneezing and Choking Dwarven Plate Dwarven Thrower Efreeti Bottle Efreeti Chain Elemental Gem Elixir of Health Elven Chain Eversmoking Bottle Eyes of Charming Eyes of Minute Seeing Eyes of the Eagle Figurine of Wondrous Power Pg 337 Part 18: Magic Items


Mortality Flame Tongue Folding Boat Frost Brand Gauntlets of Ogre Power Gem of Brightness Gem of Seeing Giant Slayer Glamoured Armour Gloves of Missile Snaring Gloves of Swimming and Climbing Gloves of Thievery Goggles of Night Hammer of Thunderbolts Hat of Disguise Headband of Intellect Helm of Brilliance Helm of Comprehend Languages Helm of Telepathy Helm of Teleportation Heward’s Handy Haversack Holy Avenger Horn of Blasting Horn of Valhalla Horseshoes of a Zephyr Horseshoes of Speed Immovable Rod Ioun Stone Iron Bands of Bilarro Item Type, rare Pg 338 Part 18: Magic Items


Mortality Iron Flask Javelin of Lightning Lantern of Revealing Luck Blade Mace of Disruption Mace of Smiting Mace of Terror Mantle of Spell Resistance Manual of Bodily Health Manual of Gainful Exercise Manual of Golems Manual of Quickness of Action Mariner’s Armour Marvellous Pigments (Nolzur’s Marvellous Pigments) Medallion of Thoughts Mirror of Life Trapping Mithral Armour Necklace of Adaptation Necklace of Fireballs Necklace of Prayer Beads Nine Lives Stealer Oathbow Oil of Etherealness Oil of Sharpness Oil of Slipperiness Periapt of Health Periapt of Proof against Poison Periapt of Wound Closure Philter of Love Pipes of Haunting Pipes of the Sewers Portable Hole Potion of Animal Friendship Potion of Arcane Recovery Potion, rarity varies When you drink this potion, your burnout die grows in size. Rarer potions will grow your burnout die more as shown on the table below. Potion of… Rarity Die Size Growth Lesser Recovery Common 1 Step Greater Recovery Uncommon 2 Steps Superior Recovery Rare 3 Steps Supreme Recovery Very Rare 4 Steps Potion of Bear’s Endurance Potion, common When you drink this potion, your Constitution score becomes 18 for the next minute. The potion has no effect Pg 339 Part 18: Magic Items


Mortality if your Constitution score is 18 or higher already. Potion of Boar Hide Potion, common When you drink this potion, you gain a +2 bonus to your AC for the next minute. Potion of Boar’s Strength Potion, common When you drink this potion, your Strength score becomes 18 for the next minute. The potion has no effect if your Strength score is 18 or higher already. Potion of Cat’s Eyes Potion, common When you drink this potion, you gain Low-Light vision out to a range of 60 feet for the next hour. Potion of Cat’s Grace Potion, common When you drink this potion, your Dexterity score becomes 18 for the next minute. The potion has no effect if your Dexterity score is 18 or higher already. Potion of Clarity Potion, rarity varies When you drink this potion, you heal an amount of stress. Rarer potions heal more stress as shown by the table below. Potion of… Rarity Stress Healed Lesser Clarity Common 1d4 + 1 Greater Clarity Uncommon 2d4 + 2 Superior Clarity Rare 4d4 + 4 Supreme Clarity Very Rare 6d4 + 6 Ultimate Clarity Legendary All stress. Potion of Clairvoyance Potion of Climbing Potion of Devil’s Sight Potion, rare When you drink this potion, you can see in all light levels, including magical darkness, within 60 feet of you as if it were Bright light for the next hour. Potion of Diminution Potion of Eagle Splendour Potion, common When you drink this potion, your Charisma score becomes 18 for the next minute. The potion has no effect if your Charisma score is 18 or higher already. Potion of Fire Breath Potion of Flying Potion of Fox Cunning Potion, common When you drink this potion, your Intelligence score becomes 18 for the next minute. The potion has no effect if your Intelligence score is 18 or higher already. Pg 340 Part 18: Magic Items


Mortality Potion of Gaseous Form Potion of Giant Strength Potion, rarity varies Potion of Gloom Potion, common After drinking this potion, you treat all light levels as one level lower for the next hour. For instance, if you are in Brightest Light and you are under the effects of this potion, you treat it as Bright Light instead. Potion of Growth Potion of Healing Potion, rarity varies When you drink this potion, you regain a number of hit points. Rarer potions provide more hit points as shown by the table below. Potion of… Rarity Hit points gained Lesser Healing Common 2d4 + 2 Greater Healing Uncommon 4d4 + 4 Superior Healing Rare 6d4 + 6 Supreme Healing Very Rare 8d4 + 8 Ultimate Healing Legendary All missing hit points. Potion of Heroism Potion, rare Potion of Invisibility Potion of Invulnerability Potion of Longevity Potion of Mind Reading Potion of Owl Wisdom Potion, common When you drink this potion, your Wisdom score becomes 18 for the next minute. The potion has no effect if your Wisdom is 18 or higher already. Potion of Poison Potion, uncommon Potion of Quick Action Potion, rare When you drink this potion, you may take 1 additional action on your turn for the next minute. Potion of Reactivity Potion, rare When you drink this potion, you may take an additional reaction per round but no more than one per turn for the next minute. Potion of Recovery Potion, rarity varies Potion of… Rarity Hit dice gained Lesser Recovery Common 2 hit dice Greater Recover Uncommon 4 hit dice Superior Rare 6 hit dice Pg 341 Part 18: Magic Items


Mortality Recovery Supreme Recovery Very Rare 8 hit dice Ultimate Recovery Legendary All missing hit dice Potion Regeneration Potion, rarity varies When you drink this potion, you regain missing hitpoints. Rarer potions grant a greater level of regeneration as shown on the table below. Potion of… Rarity Hit points restored Lesser Regeneration Common 1st-level Greater Regeneration Uncommon 2nd-level Superior Regeneration Rare 3rd-level Supreme Regeneration Very Rare 4th-level Ultimate Regeneration Legendary 5th-level Potion of Resistance Potion, uncommon Potion of Respite Potion, rarity varies When you drink this potion, you gain a number of temporary hit points. Rarer potions grant more temporary hit points as shown on the table below. These temporary hit points last for an hour. Potion of… Rarity Temporary hit points gained Lesser Respite Common 1d4 + 1 Greater Respite Uncommon 2d4 + 2 Superior Respite Rare 3d4 + 3 Supreme Respite Very Rare 4d4 + 4 Potion of Spell Power Potion, rarity varies When you drink this potion, you regain an expended spell slot. Rarer potions restore higher level slots as shown on the table below. Potion of… Rarity Spell slot restored Lesser Spell Power Common 1st-level Greater Spell Power Uncommon 2nd-level Superior Spell Power Rare 3rd-level Supreme Spell Power Very Rare 4th-level Ultimate Spell Power Legendary 5th-level Potion of Stamina Potion, rarity varies Potion of… Rarity Effect (1 Hour) Lesser Stamina Common -1 Exhaustion Greater Stamina Uncommon -2 Exhaustion Superior Stamina Rare -3 Exhaustion Pg 342 Part 18: Magic Items


Mortality Supreme Stamina Very Rare -4 Exhaustion Ultimate Stamina Legendary -6 Exhaustion Potion of Water Breathing Restorative Ointment (Keoghtom’s Ointment) Rhythm Maker’s Drum Ring of Animal Influence Ring of Arcane Recharge Ring, rare (Requires Attunement) Ring of Clarity Ring, rare (Requires Attunement) Whilst you are wearing this ring, your maximum stress is increased by 8. Ring of Elemental Command Ring of Evasion Ring of Feather Falling Ring of Spell Storing Ring, rare (Requires Attunement) Ring of Vitality Ring, rare (Requires Attunement) Shield (+1/+2/+3) Shield (light, medium, heavy), uncommon (+1), rare (+2), very rare (+3) You have a bonus to AC and any defensive actions associated with the shield (light shields would receive a bonus to Deflect checks whereas heavy shields would receive a bonus to Block checks) while wielding this shield. The bonus is determined by the rarity of the shield. If the shield is used to make an attack against the enemy, the bonus applies to the attack and damage rolls of the attack unless the shield has a weapon attached to it. Spell Scroll Wondrous item, rarity varies Thermal Cube Wondrous item, common As an action, you can activate this cube and cause it to radiate heat that warms you up. While the cube is active, your Temperature is raised by 2. The cube is able to work continuously for 24 hours before requiring 8 hours to cool down. Weapon (+1/+2/+3) Weapon (any weapon), uncommon (+1), rare (+2), very rare (+3) You receive a bonus to attack and damage rolls made with this weapon. The bonus is determined by the rarity of the weapon. Artefacts Divine Items Items crafted by the gods sometimes fall into mortal hands, these items hold immense power and are rarer even than artefacts. The Black Hand of Bane Pg 343 Part 18: Magic Items


Mortality Part 18: Dungeon Master Tools Better Enemies If the players are wiping the floor with your enemies, consider giving them perks that set them apart from other monsters, make them more dangerous and define them as a monster rather than a block of hit points. Monster Traits Example Monster: Polar Bear Dread The 1:10 Rule If your players are taking too much time in combat, consider using the 1:10 rule. In short, this rule says that a player gets 1 minute to plan their turn. In Dungeons and Dragons 5th Edition, turns last for approximately 6 seconds (the 1 in our 1:10 ratio) meaning that a player should get 60 seconds (the 10 in our 1:10 ratio) to state what they’re doing on their turn. How to use the 1:10 Rule The 1:10 rule is relatively simple. Each player (including the dungeon master) gets 1 minute to decide what they want to do with their turn. This minute timer should be paused for mechanical questions or clarifications that the player asks for. Consistency As much as the 1:10 rule applies for players, it should apply for the dungeon master as well. After all, you’re asking all your players to make quick decisions, it’s only fair if you have to as well. Too Fast! If you or your players find that the 1:10 rule gives you too little time to accurately make decisions, consider increasing the ratio. 1 Minute is not a lot of time but if a player has 2 or 3 minutes to decide what they want to do, it keeps the game moving whilst keeping players happy. Paragon Actions Elite Monsters Solo Monsters Pg 344 Part 19: Dungeon Master Tools


Mortality Appendix A: Conditions Ablaze ● A creature that is ablaze must make a DC10 Dexterity saving throw at the start of each of their turns or take 1d4 fire damage on a failed save. ● The creature is partially exposed. Bleeding ● A creature that is bleeding takes 1 damage at the start of each of its turns. ● Wisdom (Survival) checks made to track the creature have advantage unless it is raining heavily. Blinded ● A blinded creature cannot see and automatically fails any ability check that requires sight. ● Attacks against the creature have advantage and the creature’s attacks have disadvantage. ● The creature’s speed is halved. ● The creature is fully exposed against attackers that can see the creature. ● The creature has vulnerability to stress. Bloodied ● Whilst the creature is bloodied, they may not spend any hit dice by any means. ● A creature that is bloodied is also bleeding (see the condition) until it receives healing. Broken ● A creature that is broken suffers a -2 penalty to attack rolls, ability checks and saving throws. ● A broken creature is partially exposed. ● A broken creature’s speed is reduced by 10 feet. Charmed ● A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. ● The charmer has advantage on any ability check to interact socially with the creature. ● A charmed creature is fully exposed to its charmer. Deafened ● A deafened creature can’t hear and automatically fails any ability check that requires hearing. Pg 345 Appendix A: Conditions


Mortality ● The creature is partially exposed. Doomed ● A doomed creature makes death saving throws with disadvantage. ● The creature has disadvantage on saving throws against curses. Frightened ● A creature cannot willingly move closer to the source of its fear. ● A frightened creature has disadvantage on attack rolls and ability checks when either it can see the source of its fear, or the source of its fear can see them. ● The creature has vulnerability to stress. Grappled ● The creature is partially exposed. ● A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. ● The condition ends if the Grappler is incapacitated (see the condition). ● The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the thunderwave spell. Incapacitated ● An incapacitated creature cannot take actions or reactions. ● The creature cannot benefit from a shield and may not add their Dexterity modifier to their AC. ● The creature is fully exposed. Invisible ● An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. ● Attack rolls against the creature have disadvantage and the creature’s attack rolls have advantage. Partially Blinded ● The creature has disadvantage on any ability check which requires sight. ● The creature is partially exposed. Paralysed ● A paralysed creature is incapacitated (see the condition) ● The creature automatically fails Strength and Dexterity saving throws. Pg 346 Appendix A: Conditions


Mortality ● Attack rolls against the creature have advantage. ● Any attack that hits the creature is automatically a critical hit if the attacker is within 5ft. ● The creature is fully exposed. Petrified ● A petrified creature is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases ageing. ● The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. ● Attack rolls against the creature have advantage. ● The creature automatically fails Strength and Dexterity saving throws. ● The creature has resistance to all damage. ● The creature is immune to poison and disease although a poison or disease already in its system is suspended, not neutralised. ● The creature is fully exposed. Poisoned ● A poisoned creature has disadvantage on attack rolls and ability checks. ● The creature is partially exposed. Prone ● A prone creature’s only movement option is to crawl unless it stands up and thereby ends the condition. ● The creature has disadvantage on attack rolls. ● An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. ● The creature is partially exposed against melee attacks within 5 feet of the creature. Restrained ● A restrained creature’s speed becomes 0 and it can’t benefit from any bonus to its speed. ● Attack rolls against the creature have advantage and the creature’s attack rolls have disadvantage. ● The creature has disadvantage on Dexterity saving throws. ● The creature is fully exposed. Shocked ● A shocked creature has disadvantage on attack rolls and ability checks. ● A shocked creature cannot take reactions ● The creature is partially exposed. Pg 347 Appendix A: Conditions


Mortality Soaked ● A soaked creature has vulnerability to cold damage. ● A soaked creature has resistance to the next instance of fire damage it takes whereupon the condition ends. ● A soaked creature has disadvantage on saving throws against being Shocked (see the condition) ● The creature cannot gain the benefits of any cold insulation provided by non-magical clothing. Stunned ● A stunned creature is incapacitated (see the condition), can’t move, and can speak only faltering. ● The creature automatically fails any Strength or Dexterity saving throws. ● Attack rolls against the creature have advantage. ● The creature cannot benefit from a shield and may not add their Dexterity modifier to their AC. ● The creature is fully exposed. Terrified ● A terrified creature cannot willingly move closer to the source of its fear. ● A terrified creature has disadvantage on all ability checks, attack rolls, and saving throws whilst it can see or hear the source of its fear or the source of its fear can see or hear them. ● A terrified creature has vulnerability to stress and automatically takes the maximum amount of stress from any stress effects the source of their terror may possess. Unconscious ● An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. ● The creature drops whatever it is holding and falls prone. ● The creature automatically fails Strength and Dexterity saving throws. ● The creature may not add their Dexterity modifier to their AC. ● Attack rolls against the creature have advantage. ● Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. ● The creature is fully exposed. Pg 348 Appendix A: Conditions


Mortality [NEEDS FINISHING] Appendix B: Gods of the Multiverse Dwarven Gods Dwarf Gods Deity Alignment Province Suggested Domains Common Symbol Abbathor NE Greed Corruption, Greed, Trickery Berronar Truesilver LG Hearth, home, truth Life, Light Clangeddin Silverbeard LG War, strategy War Dugmaren Brightmantle CG Discovery Knowledge Dumathoin N Buried secrets Grave, Knowledge Gorm Gulthyn LG Vigilance War Haela Brightaxe CG Combat prowess, luck in battle Luck, War Hanseath CN Festivity, brewing, song Trickery, War Marthammor Duin NG Explorers, wanderers, the lost Nature, Trickery Moradin LG Primary deity of dwarves Forge, Harmony, Knowledge Muamman Duathal NG Storms, travel Tempest, Travel Mya NG Clan, family, wisdom Knowledge, Life Roknar NE Lies, intrigue Trickery Sharindlar CG Healing, love Life, Peace Thard Harr CG Wilderness, hunting Hunt, Nature Tharmekhúl N Fire, forges, molten rock Forge, Light Thautam N Mysteries, darkness, lost treasures Darkness, Knowledge, Trickery Pg 349 Appendix B: Gods of the Multiverse


Mortality Ulaa LG Mining, quarrying Forge Valkauna LN Oaths, birth, ageing, death Death, Grave, Life Vergadain N Luck, wealth Luck, Trickery Elven Gods Gods Deity Alignment Province Suggested Domain Common Symbol Pg 350 Appendix B: Gods of the Multiverse


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