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D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

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D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

100 the first saving throw if it can see the sky and it is night. If the target is blinded or can't see, it automatically succeeds on any saving throw for the spell At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target doesn't repeat the saving throw on its turns. If you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. STAR STEP 6th-level conjuration (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous You step through the realm of stars, teleporting yourself to an unoccupied space you can see within range. Immediately after you appear, a blast of light and magical energy courses out of the portal you stepped through. Each other creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 3d8 force damage and 3d8 radiant damage, it is knocked prone, and it is blinded until the start of your next turn. On a success, a creature takes half damage and isn't knocked prone or blinded You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. That creature doesn't roll the saving throw. It must be within 5 feet of you when you cast this spelL and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radiant damage done increases by ld8 for each slot level above 6th. STEAM STRIKE 4th-level conjuration (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You launch a curling blast of scalding hot steam at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 1 ld4 fire damage and must succeed on a Constitution saving throw or become blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the blindness on a success. On a miss, the target takes half damage and is not blinded Hit or miss, the target's space is filled with steam and mist that makes it lightly obscured until the end of your next turn or until a wind of any speed disperses it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 2d4 for each slot level above 4th. CHAPTER TWO I SPELLS STOCKADE SPROUTS 4th-level conjuration (Druid, Ranger, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (an acorn for each tree sprouted) Duration: Concentration, up to 1 hour You cause up to four trees to magically sprout at locations of your choice that you can see on the ground within range. Each creature that is directly above one of the locations must make a Dexterity saving throw, as the trees suddenly grow to full size and form cages with their branches. On a success, a creature can use its reaction to move up to half its speed to an unoccupied space to escape the branches. If it does not, it is trapped by the branches of the growing tree. Each creature trapped inside the branches is restrained and held at the top of the tree. A trapped creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. You decide each tree's height. They can be as short as 5 feet and as tall as 20 feet. The trunks of the trees are 3 feet wide. The trees are solid objects that provide cover, and the tops of the trees are lightly obscured by leaves. The insides of the branch cages are lined with poisonous leaves and vines. Once per turn when a trapped creature makes a weapon attack or fails an ability check to escape, it must succeed on a Constitution saving throw or take 3d6 poison damage. When the spell ends, the trees vanish, and any creatures trapped inside are freed A freed creature falls if it cannot fly or climb the tree using a climbing speed At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of trees you can cause to sprout increases by one for each slot level above 4th. STONE BLAST 1st-level transmutation (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You summon a group of large stones from a space next to a surface within range that you can see, like a floor, walL or ceiling. The surface doesn't have to be made of a single contiguous materiaL but it must be mostly made of earth, sand, stone, metaL crystaL or another suitable earthen or stone-like materiaL and it must be at least 3 inches deep, or else the spell fails. When the stones appear from the surface, you make two spell attacks, magically hurling the stones at targets you can see within 60 feet of the stones' location. Each attack deals 2d6 nonmagical bludgeoning damage on a hit. You may choose a different target or the same target for any of the attacks, but all targets must be within 30 feet of each other. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


The spell attacks you make with this spell determine cover and line of effect as if they were made from the location where the stones were summoned instead of your location, and they ignore disadvantage caused by a target being prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you make one additional attack with the stones for each slot level above 1st. STORM Gon's HASTE 7th-level transmutation (Sorcerer, Wizard) Casting Time: 1 action Range: Touch Components: V, S, M (a coil of copper) Duration: Concentration, up to 1 minute You touch a willing creature and invest it with lightning speed Until the spell ends, the target's speed is tripled, it gains a +3 bonus to AC, it has advantage on Dexterity saving throws, and it gains two additional actions on each of its turns. These actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. For the duration, the target also has resistance to lightning damage, has advantage on weapon attack rolls, and deals ld6 bonus lightning damage when it hits with a weapon attack. In addition, it can use a bonus action on its tum to teleport in a flash of lightning up to 15 feet to an unoccupied space that it can see. When the spell ends, the target falls prone and is both stunned and paralyzed until the end of its next tum, as a wave of lethargy and electricity, and pain sweeps over it. A creature affected by this spell gains no benefit from the haste spell STORM SPEAR 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. SUMMON PRIMAL SPIRIT 9th-level conjuration (Druid only) Casting Time: 1 minute Range: 60 feet Components: V, S, M (a totem carved to represent a specific primal spirit worth at least 200gp) Duration: Concentration, up to 1 hour You commune with an ancient elemental or fey, the one that most resembles the totem you used for a material component as interpreted via ancient traditions. If you have not already become one of the spirit's champions, this spell only lets you mentally communicate with the spirit for the duration. You perceive this as a meeting with the spirit that occurs in the spirit's home realm. If you can convince it that you are worthy of being one of its champions before the spell ends (DM's discretion), you gain the ability to summon it using that totem as a material component when casting the spell If you are already one of the spirit's champions when you cast the speli you can instead choose to conjure that spirit as a powerful avatar to fight as your ally, SAMPLE AVATAR CREATURES In addition to the primal spirits described in the "Primal Spirit Avatars" section of Chapter Three (on pages 183-200), this compendium contains a number of other creatures that make excellent avatar creatures for all manner of primal spirits: Drought Elemental, page l 7 2 Geyser Elemental, page l 7 3 Quicksand Elemental, page 169 Storm Elemental, page l 7 4 Summit Elemental, page 17 5 Walking Mountain, page 21 3 THEELEMENTSANDBEYOND FANMADE HOMEBREW


taking the form of a creature of challenge rating 12 or lower in an unoccupied space within range. The avatar is also considered fey or elemental (based on which type the spirit is1 and it can speak and understand Druidic. The avatar is friendly to you and your companions. Roll initiative for the avatar, which has its own turns. The avatar obeys any verbal commands that you issue to it (no action required by you} If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. When the avatar drops to O hit points or when the spell ends, the avatar disappears, and the spirit remains in its home realm. It is unharmed and unperturbed by anything that happened to the avatar during the spell The DM has the avatar creature's statistics. SUNFLOWER 5th-level conjuration (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a sunflower seed) Duration: Concentration, up to 10 minutes You conjure a huge spectral sunflower which rises from the ground at a point that you can see within range and lasts for the duration. The flower sheds bright light in a 20-foot radius and dim light for an additional 20 feet, which is sunlight. The flower is incorporeal and does not occupy space. You can use a bonus action on each of your turns before the spell ends to cause the flower to release blazing sunlight in a blast. Choose one of the following two options each time you do so. Area Blast. Choose either a 15-foot-radius, 100-foothigh cylinder centered on the flower, a 40-foot cone blasting from the flower, or a line 80 feet long and 5 feet wide blasting from the flower. Each creature in the chosen area must make a Constitution saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a success. Undead and oozes have disadvantage on this roll Single Target. Make a ranged spell attack against a target within 150 feet of the flower that you can see. Determine cover and line of effect for this attack as if it was made from the flower's location rather than your location. On a hit, the target takes 8d6 radiant damage. You have advantage on this attack roll against undead and oozes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ld6 for each slot level above 5th. SWELLING STORM 6th-level evocation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a column of soft rain, mist, and electrified air in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range that lasts until the spell ends. The area is lightly obscured Until the spell ends, on each of your turns, you can use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet. At the end of each of your turns while the spell lasts, lightning pulses, and each creature in the area must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d8 lightning damage, or 6d8 lightning damage if you cast the spell this turn or you used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the max radius for the area increases by 20 feet for each slot level above 7th. SWIFI'WAKD 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. If you 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 O hit 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 1st-level transmutation (Artificer, Druid, Ranger, Sorcerer, Wizard) Casting Time: 1 reaction, which you take immediately after the start of your turn Range: Self Components: V, S, M (a leaf) Duration: 1 turn You take to the air in a burst of brief magical flight. You have a 60 foot flying speed for this turn only. You fall if you are still aloft when the turn ends, unless you can stop the fall TEND PLANTS Transmutation cantrip (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose any number of non-creature plants that you can see within range in a 5 foot cube. This spell can affect plants that do not fit entirely within the area, but it only affects the portions of those plants that are inside the area. You manipulate the affected plants in one of the following ways. • You change the color, taste, or texture of any of the plants' leaves, petals, or fruit. You can use this to create messages. These changes last for 1 hour. • You cause the plants to shake and twist, releasing any ripe fruits or ready seeds and knocking off any tiny pests such as bugs or mice. For 1 hour, such pests can't consume the plant or climb on it. This only affects Tiny creatures that don't have a level or CR greater than 0. • You cause the plants or part of the plants to move up to 5 feet in a direction of your choice. This can't relocate a plant that is firmly rooted in the ground nor does it change the flexibility of the plants, but it can cause vines to rise and coiL branches to shake, tumbleweeds to rolL etc. This movement doesn't have enough force to cause damage. • You cause the plants to twist into knots. For 1 hour, the plants are difficult terrain for any creature walking through them, and climbing the plants does not cost any extra movement. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. TERRA SPIKE 2nd-level transmutation (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a flake of igneous rock) Duration: Instantaneous Choose a creature or object that you can see which is adjacent to a surface within range, like a floor, wa!L or ceiling. The surface doesn't have to be made of a single contiguous materiaL but it must be mostly made of earth, sand, stone, metaL crystaL or another suitable earthen or stone-like materiaL and it must be at least 6 inches deep, or else the spell fails. You summon a solid spike out of the surface material to impale the target, which must make a Dexterity saving throw. On a failed saving throw, the target takes 3dl0 nonmagical piercing damage, or half damage on a success. If the target is flat against the surface, such as a prone target being spiked from the ground, the target is imperiled, giving it disadvantage on the saving throw and increasing the damage dealt from 3d10 to 3d12. The spike crumbles to dust after the saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ldl0 or ld12 if the target is imperiled for each slot level above 2nd TERRA STEED 3rd-level conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a pebble or small rock) Duration: Concentration, up to 10 minutes 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 I SPELLS THEELEMENTSANDBFYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 103 ./


TOPPLE Transmutation cantrip (Artificer, Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of dirt) Duration: Instantaneous You attempt to knock over one creature that you can see within range using kinetic force. The target must make a Strength saving throw. On a failed save, the target takes ld4 bludgeoning damage and is knocked prone. This spell's damage increases by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), TORCH OF LIFE 9th-level evocation (Cleric, Druid) Casting Time: 1 action Range: 60 feet Components: V, S, M (a flame) Duration: Concentration, up to 1 minute You ignite a powerful storm of life energy within the soul of one creature that you can see within range. While the spell lasts, at the end of each of your turns while you are within range of the target, you restore hit points to the target equal to half of its maximum hit points and restore 4d8 hit points to up to six other creatures of your choice within 30 feet of the target. In addition, until the spell ends, the target does not lose consciousness or become incapacitated for reaching 0 hit points. This does not prevent death. / To:ncBREATH 3rd-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a lead ring or green dragon's scale) Duration: 1 round You exhale a cloud of misty vapor in a 30 foot cone in front of you. Each creature in the cone must make a Constitution saving throw. On a failure, a creature takes 8d6 poison damage, and it is poisoned until the start of your next turn. While poisoned in this way, its speed is reduced by half. On a success, a creature takes half damage and is not poisoned At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ld6 for each slot level above 3rd 'TRAILBLAZER 6th-level evocation (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (a matchstick or a piece of flint) Duration: Concentration, up to 1 minute Flames erupt from your back and swirl in a cyclone around your legs to propel you rapidly forward When the spell is cast and at the start of each of your turns until the spell ends, you gain 60 extra feet of movement 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 8th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S, M (a small piece of obsidian) Duration: Concentration, up to 10 minutes You create a wall of lava on a solid surface within range. You can make the wall up to 100 feet long and 30 feet high, or a ringed wall up to 50 feet in diameter and 30 feet high. The wall is 3 feet thick. It is opaque, sheds dim light for 30 feet, and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed saving throw, a creature takes 8d8 fire damage and is restrained by the wall On a success, it takes half damage and it is pushed out of the wall's space. Any creature that ends its tum within 5 feet of the wall takes 4d8 fire damage. Creatures can enter and move through the wa!L but they must spend 6 feet of movement for every 1 foot moved through it. A creature that enters the wall's space for the first time on a turn or ends its turn there takes 8d8 fire damage and must succeed on a Strength saving throw or be restrained by the wall A restrained creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself. This spell ignites flammable objects in the area that aren't being worn or carried Obsidian. Spells that deal more than 20 cold damage and pass through the wall cause the wall to freeze into solid obsidian glass where the spell passed through it (at least a 5-foot square section is frozen). Each 5-footsquare obsidian section has AC 12 and 30 hit points and is vulnerable to thunder damage. Reducing an obsidian section to 0 hit points destroys it. When a section is destroyed, the wall's lava doesn't fill it. If you maintain your concentration on this spell for its entire duration, the wall hardens permanently into obsidian glass instead of vanishing, and it can't be dispelled Without the spell's magic to maintain them, the destruction of the panels might now cause other connected panels to collapse at the DM's discretion. 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 This spell's damage increases by ld6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). WATER TO ACID 5th-level transmutation (Artificer, Druid, Warlock, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S, M (a vial of acid and a lump of coal) Duration: Concentration, up to 10 minutes Choose a point you can see within range inside a body of water. The portions of that body of water that fit inside a SO-foot cube centered on that point become highly acidic until the spell ends. Any creature that ends its tum within the area takes 7 d4 acid damage and must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of its next tum. Objects in the area that aren't being worn or carried also take damage at the end of each of your turns. While the spell lasts, your magic keeps the acid in the area from mingling with the surrounding water. When the spell ends, the acid returns to its original form as water. This does not alter the composition of the water. WATER WHIP 1st-level conjuration (Druid, Sorcerer) Casting Time: 1 bonus action Range: Self Components: V, S, M (seaweed or an octopus tentacle) Duration: Concentration, up to 10 minutes You conjure water in the shape of a tentacle-like whip in your free hand The whip flows from your arm and lasts for the duration. If you let go of the whip, it disappears, but you can conjure it again as a bonus action. You can use your action to make a melee spell attack with the whip that has a reach of 10 feet. On a hit, the target takes 3d4 bludgeoning damage, or you can choose to trip the target, dealing it no damage and knocking it prone instead At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reach of the spell


attack increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 5th level or higher, you can conjure a second whip in another hand as part of the same bonus action, and with two whips you can make two spell attacks using your action instead of only one. WEATHERING Transmutation cantrip (Artificer, Druid, Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a pinch of sand, dust, or mulch) Duration: Instantaneous You alter the composition of one object that you touch, changing it as if much time has passed Choose either three hours or three days. The object instantly changes as if that much time had passed This can cause paint to dry and eventually chip away, cause concrete to harden and eventually crack, erode stone, make paper rot, etc. The rate at which the object changes is determined by its current conditions. For example, paper will rot more quickly in warm climates, and stone will erode faster if placed in the path of moving water. This spell can't cause damage to a magic item, and it can't affect any spells or magical effects. WINDCAGE 8th-level transmutation (Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute You point at a creature you can see within range, and a powerful gust of wind blows in and carries it away. You push the creature up to 60 feet in any direction, including off the ground and into the air. Until the spell ends, the creature is restrained by the swirling wind While restrained in this way, the target does not falL it takes 4d10 bludgeoning damage at the end of each of its turns, and you can use a bonus action on each of your turns after the first to push the target up to 60 feet in any direction, including through the air. The target can use its action to attempt to escape. It makes a Strength or Dexterity check (its choice) against your spell save DC, with advantage if it has a flying speed On a success, it frees itself. Once a creature is no longer restrained by the spelL it falls if it is still aloft, unless it can stop the fall WINDFuNNEL 4th-level transmutation (Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self ( 60-foot cone) Components: V, S, M (an empty bottle with stopper) Duration: Instantaneous You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone blasting out from you that spreads around corners. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn't pulled or knocked prone. Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect, but a cushion of air that swirls around you stops their movement before they enter your space or damage you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt increases by ld8 for each slot level above 4th.


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 sparkling 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


108 OPTIONAL SPELL REVISIONS With so many spells available to spellcasters, it is unavoidable that some options will be considered stronger than others. Despite that, many spells are interesting and flavorful but are so lacking in power that they feel punishing to use for some players. Other spells seem so powerful that not using them feels punishing as well If your DM allows, you can apply the following optional revisions to some spells to alleviate some of this issue. Most of these revisions are intended to strengthen the spells that are unfortunately weak, but some reduce the strength of very strong spells or grant spells to a class that doesn't normally have them instead These revisions are meant for use by players, but not for spellcasting monsters. Monsters that cast combat spells usually have their challenge rating based upon the power of those spells, and so changing the spells a monster casts can easily alter the power of the entire monster. Don't apply these revisions to any spellcasting monsters unless you're sure of what you're changing and know how to adjust the monster's challenge rating. If a spell's name is followed by an asterisk(*), it can be found in Xanathar's Guide to Everything or in the Elemental Evil Player's Companion. 1 ST-LEVEL SPELLS Burning Hands. Casting this spell with a spell slot of 2nd level or higher also increases the range of the cone by 5 feet for each slot level above 1st. Ice Knife.* Casting this spell with a spell slot of 2nd level or higher also increases the piercing damage dealt by ldlO for each slot level above 1st. Witchbolt. Change the damage for this spell from ld12 to 2d6. Casting at higher levels no longer increases the initial damage by ldl2, but instead increases the initial damage by 2d6 and the repeating damage by ld6 for each spell level above 1st. 2ND-LEVEL SPELLS Aganazzar'.s Scorcher.* Change the damage dice for this spell from d8s to dl0s. Cordon of Arrows. Change the damage for this spell from ld6 to ldlO. Earthbind* When this spell affects a target on the ground or when a descending target affected by this spell first reaches the ground, it falls prone and it is unable to stand up until the end of its next turn. The target also has disadvantage on saving throws made to avoid falling prone for the duration. Levitate. Change the saving throw for this spell to Charisma, to match with other spells that forcibly move an unwilling target using magic. 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. CHAPTER TWO I SPELLS 3RD-LEVEL SPELLS Fireball Change the damage for this spell from 8d6 to 7 d6. If the spell 's sphere is centered on a creature and no other creatures are targeted by the spelL increase the damage by ld6. Fly. Add this spell to the ranger spell list. Lightning Arrow. Change the damage dealt to the target from 4d8 to 6d8, and change the damage dealt to nearby creatures from 2d8 to 3d8. Lightning Bolt. Change the damage for this spell from 8d6 to 7d6. If the spell's line is centered on a creature and no other creatures are targeted by the spelL increase the damage by ld6. Toxic Breath (new) Change the damage for this spell from 8d6 to 7 d6. If the spell targets only one creature and that creature is within 5 feet of the caster, increase the damage by ld6. 4TH-LEVEL SPELLS Grasping Vine. Increase the spell's range from 30 feet to 60 feet, and when a creature fails a saving throw against this spelL the spell also knocks it prone. Stoneskin. The material components for this spell aren't consumed 6TH-LEVEL SPELLS Wall of Ice. Add this spell to the sorcerer spell list. 7TH-LEVEL SPELLS Fire Storm. If the caster is a sorcerer, it gains a bonus to the spell's damage roll equal to half its sorcerer level 8TH-LEVEL SPELLS Abi-Dalzim'.s Horrid Wilting.* Change the damage dice for this spell from d8s to dlOs. 9TH-LEVEL SPELLS Storm of Vengeance. This ----------- spell doesn't require concentration, but the caster can still choose to end the spell at any time on its turn. Each round the spell is active, the caster can also choose to negate the effects of the spell within a 15-foot radius circle centered on the spell caster for that round: the eye of the storm. NOTE: TOXIC BREATH REVISION The optional revision for toxic breath is included in this compendium alongside its normal version. This revision reduces its power in the same way that the revisions for fireball and lightning bolt do at the same spell level, because toxic breath is intended to be roughly as powerful as those two spells. Only use this revision for toxic breath if you are also using the revisions for fireball and lightning bolt. Otherwise, use toxic breath as printed in the New Spells section (page l 04). D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SPELL VARIANTS agic is found in a myriad variety of forms and flavors. Despite the list of available spells, some groups want more options to help casters specialize more thoroughly in a damage type or theme. To enable this without bloating the normal spell list, a group can use these spell variants. Spell variants are optional new spells that can be used in a game of D&D to augment and expand the existing spell lists. Each spell variant is based on a normal spell but with some minor changes that differentiate it from the original For example, a spell variant may use a different damage type, change a condition, swap a saving throw, be a different school of magic, etc. Spell variants can even include changes to the classes whose spell list it appears on. Spell variants are treated the same as any normal spell Knowing or preparing a spell or spell variant does not give you access to any other variants of that spell; each variant is a separate spell Whether you're a player or a DM, you can use spell variants in every way you could use a normal spell You can use them to fill out the spell list for a PC or monster, include them in scrolls and magic items, use them as story elements, etc. Not every group or DM may want to use these spell variants. Consult with your group and your DM about whether these additions would fit well in your game or whether it would feel like too many options. Your DM is free to allow the use some of the spell variants, all of them, or none at all CLASSES AND DAMAGE TYPES Not every class that has access to the original version of a spell always has access to every variant of that spell Sometimes a spell variant uses a damage type that one or more of the classes with access to the original spell never normally use, such as bards and acid spells. As such, those classes don't have access to those variants in most cases. Some exceptions have been made, especially when the original spell is one that grants the class access to a damage type they don't normally use, such as the cleric's flame strike spell As a DM, if the rules are updated to include some of these spells on spell lists that they were not originally on, such as through erratas, you should generally give that class access to each spell variant of that spell as welL barring strange damage types. For example, if sorcerers are updated to have access to the flame blade spelL you should probably also give them access to the variants for flame blade as well It is not recommended to grant access to a variant if the class normally doesn't cast spells of that variant's damage type, such as a cleric casting a cold spelL but some exceptions can be made. NEW MATERIAL COMPONENTS The spell variants in this section mostly don't describe changes in material components, but your DM is free to change the material components of any of these spell variants from the original spell's materials to something that they find to be more fitting of the variant, so long as the minimum cost of the materials remains unchanged For example, a DM might change the components for a variant of circle of death to something other than "the powder of a crushed black pearL" but they should keep the requirement that the components are worth at least S00gp, regardless of the new components. COMBINING WITH SPELL REVISIONS If you're using the optional spell revisions shown on the previous page, it is recommended that you also apply those revisions to any of that spell's variants that you use. For example, if you use the revisions for fireball, then you should also use those revisions for the spell variants of fireball, such as electric blast. If the two happen to conflict, use the spell variant's changes over the revision's changes. How TO READ A SPELL VARIANT Each spell variant is listed under the original spell along with the other variants of the original Like any spelL a spell variant has a unique name, and it has both a spell level and a school of magic. This compendium also lists the classes whose spell lists these spell variants appear on (if the DM allows that variant) in parentheses next to the spell's school Beneath the school and class list you'll find the spell variant's list of changes compared to the original spell Mechanical changes are listed first, followed by a flavor description of the new spell If you use notes for your spells or copy the descriptions somewhere, it is advised that you do so for this new spell based on the original spell's description and the listed changes together, to save time when referencing it later. Next to the name of each original spell is a tag indicating where the spell has been published You can find the original spell by checking each tag and the location it corresponds with in the table below. Tag Location of the Original Spell PHB The Player's Handbook XGE Xanathar's Guide to Everything TCE Tasha's Cauldron of Everything NEW The Elements and Beyond (here) 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 I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 109


110 SPELL VARIANT LIST The spells variants are presented in alphabetical order under each of the original spells, which are in order of ascending spell levels, and then in alphabetical order. ACID SPLASH BURNING WAVE Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage. The caster evokes a wave of billowing flame in the air. STORM WHIP Evocation cantrip (Sorcerer, Warlock, Wizard) Changes: The spell deals lightning damage. The caster briefly evokes a floating whip of lightning. VINE LASH Conjuration cantrip (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals piercing damage. It conjures a floating thorny vine which vanishes after striking. CREATE BONFIRE (XGE) ACID MIST Conjuration cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage, and the d8s are replaced by d6s. The spell conjures a misty puff of acid CHURN EARTH Transmutation cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals nonmagical bludgeoning 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. CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) FIRE BOLT RAY OF LIGHT Evocation cantrip (Sorcerer, Wizard) Changes: The spell deals radiant damage, the dlOs are replaced by d8s, and the spell can't ignite flammable objects. The caster attacks with a beam of light. SPARK JAVELIN Evocation cantrip (Sorcerer, Wizard) Changes: The spell deals lightning damage and it can't ignite flammable objects. The caster hurls a thin spear made of yellow-blue lightning at the target. FORCE STRIKE (NEW) WIND STRIKE Transmutation cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals the same damage type as the 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 GREEN-FLAME BLADE (TCE) SPAR Kl NG BLADE Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals lightning damage. Sparks of green-blue lightning leap from the weapon. SPRAYING BLADE Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage, and the d8s are replaced by d6s. The weapon sprays emerald acid


LIGHTNING LURE (TCE) WIND TUNNEL Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals thunder damage. The target is surrounded by a tugging vortex of howling wind MAGIC ORB (NEW) AIR SLASH Transmutation cantrip (Artificer, Sorcerer, Wizard) Changes: The spell deals slashing damage. The caster attacks with a spinning blade of air pressure. FROST BOLT Conjuration cantrip (Artificer, Sorcerer, Wizard) Changes: The spell deals cold damage and the range is increased to 60 feet. The caster attacks with a snowball made of magically cold ice. POISON SPRAY CHILL WIND Evocation cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals cold damage, but the target is immune if there is no air surrounding it (such as when it is underwater} Instead of conjuring poison, the spell chills the air itself around the target. • HOT FLASH Evocation cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage, but the target is immune if there is no air surrounding it (such as when it is beneath the ground} The spell heats the air around the target to sweltering temperatures. THUNDEROUS VIBRATION Evocation cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals thunder damage, and the dl2s are replaced by dlOs. It also creates a loud ringing sound that can be heard up to 100 feet away. The spell attempts to violently shake the target using this sound PRIMAL SAVAGERY (XGE) EMBER CLAWS Evocation cantrip (Druid only) Changes: The spell deals fire damage. The caster's teeth or fingernails are wreathed in fire for the attack. SNOW FANG Evocation cantrip (Druid only) Changes: The spell deals cold damage. The caster's teeth or fingernails are freezing cold for the attack. 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. CHAPTER TWO I SPELLS FANMADE HOMEBREW D&D UNLEASHED (vl.O)


112 SWORD BURST (TCE) ARC RING Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals lightning damage. It evokes a ring of lightning around the caster instead of swords. CAUSTIC FLOURISH Conjuration cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage. It conjures a circular wave of acid around the caster. CINDER SWIRL Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage. It creates a cloud of hot cinders that swirls around the caster. NEEDLE SURGE Transmutation cantrip (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals piercing damage. It causes the caster's body to sprout with plantlike needles that burst outward before vanishing. THUNDERCLAP (XGE) DRAIN HEAT Evocation cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals cold damage and does not create any sound The caster drains heat from creatures in the area around itself to chill them. TOLLTHEDEAD BANISH THE WEAK Evocation cantrip (Cleric only) (XGE) 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 CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) ARMOR OF AGATHYS ARMOR OF ASHES 1st-level abjuration (Warlock only) Changes: The spell deals fire damage. The caster and its gear are covered in spectral ashes. VORACIOUS ARMOR 1st-level abjuration (Warlock only) Changes: The spell deals acid damage. The caster and its gear are covered in salivating spectral mouths. BURNING HANDS FORKED LIGHTNING 1st-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage and it can't ignite flammable objects. The caster releases arcs of sea-green lightning that branch, fork, and fan outward ICY HANDS 1st-level evocation (Sorcerer, Wizard) Changes: The spell deals cold damage and it can't ignite flammable objects. The caster evokes blue-white tendrils of icy cold energy like fingers. GUIDING BOLT ---------------- GU ID ING THUNDERBOLT 1st-level evocation (Cleric, Druid) Changes: The spell deals lightning damage, and the range is reduced to 60 feet. The caster strikes with a thunderbolt of golden-yellow lightning.


HELLISH REBUKE ELECTRIC REBUKE 1st-level evocation (Warlock only) Changes: The spell deals lightning damage. The target is surrounded by primordial storms. HOWLING REBUKE 1st-level evocation (Warlock only) Changes: The spell deals thunder damage. The target is surrounded by the caster's thunderous voice, which manifests as a spectral wave of greenish energy. ICE KNIFE (XGE) Ac1DTALON 1st-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals acid damage instead of cold damage. The caster conjures a curved spike made of solid acid that explodes into a burst of liquid acid FLAME SLING 1st-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals bludgeoning damage instead of piercing damage and fire damage instead of cold damage. It conjures a fiery stone that bursts into flame. STORM RAZOR 1st-level evocation (Druid, Sorcerer, Wizard) Changes: The spell deals slashing damage instead of piercing damage and fire damage instead of cold damage. The caster strikes with a spinning spectral blade made out of storm-blue lightning. INFLICT WOUNDS INFLICT BURNS 1st-level evocation (Cleric, Sorcerer) Changes: The spell deals fire damage. The caster's burning touch wreathes the target in flames. INFLICT DIN 1st-level evocation (Cleric, Sorcerer) Changes: The spell deals thunder damage. The caster's touch causes the target to hear an incredibly loud ringing sound within its body for a few moments. INFLICT RIME 1st-level evocation (Cleric, Sorcerer) Changes: The spell deals cold damage. The caster's icy touch chills the target to its bones. SEARING SMITE DISSOLVING SMITE 1st-level conjuration (Paladin only) Changes: The spell deals acid damage, and it does not light the target on fire, but instead covers the target in corrosive acid Removing the acid is no more difficult than dousing the fire. THUNDEROUS SMITE SOLAR SMITE 1st-level evocation (Paladin only) Changes: The spell deals radiant damage, the Strength saving throw is replaced by a Constitution saving throw, and the spell illuminates the caster with bright light until the start of its next turn rather than creating sound The weapon flashes with light instead of ringing. THUNDERWAVE HYDROWAVE 1st-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals bludgeoning damage, the Constitution saving throw is replaced by a Strength saving throw, and the spell extinguishes unprotected flames in the area instead of pushing objects or producing sound You conjure a small but powerful wave of water that blasts through the area before vanishing. It counts as five gallons of water while it lasts. WATER WHIP (NEW) BRANCH TALONS 1st-level transmutation (Druid, Sorcerer) Changes: The spell deals piercing damage. It transforms the caster's hand into a flexible collection of sharpened tree branches. AGANAZZAR'S SCORCHER (XGE) LESSER LIGHTNING BOLT 2nd-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage. A stroke of lightning blasts out from the caster's extended hand It is smaller than a normal lightning bolt spell ACID HELIX 2nd-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage, and both the range and the length of the line are reduced from 30 feet to 20 feet. The spell conjures a blast of spiraling acid instead of flame. BELUUD1S BRUTAL AUNT (NEW) JOLTING JAUNT 2nd-level transmutation (Sorcerer, Warlock, Wizard) Changes: The spell deals lightning damage instead of force damage. The caster transforms into lightning for a moment to surge through enemies. CANNON BLAST (NEW) TAILWIND 2nd-level evocation (Artificer, Sorcerer, Wizard) Changes: The spell deals thunder damage instead of fire damage. The caster is propelled by a strong surge of roaring wind instead of flame. CHAPTER TWO I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


114 CLOUD OF DAGGERS AzURE BLAZE 2nd-level evocation (Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage, and flammable objects in the area that aren't being worn or carried are ignited The caster conjures a patch of magical blue flame that sheds no light and can't be doused DEVOURING HAZE 2nd-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage and the area is lightly obscured for the duration. The caster conjures a cloud of misty acid FLAME BLADE STORM BLADE 2nd-level evocation (Druid only) Changes: The spell deals lightning damage. The blade is made of crackling electricity instead of fire. SUNLIGHT BLADE 2nd-level evocation (Druid only) Changes: The spell deals radiant damage, but the duration is reduced to Concentration, up to 1 minute. The blade is made of golden light instead of fire, and the spell's light is sunlight. FLAMING SPHERE BALL LIGHTNING 2nd-level evocation (Druid, Wizard) Changes: The spell deals lightning damage. The sphere is made of crackling, sparking lightning. GIANT SNOWBALL 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 CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) MELF's ACID ARRow ELECTRIC BEAM 2nd-level evocation (Wizard only) Changes: The spell deals lightning damage. The caster attacks with a thin beam of lightning that leaves the target briefly electrified FREEZING BEAM 2nd-level evocation (Wizard only) Changes: The spell deals cold damage. The spell attack is a thin beam of blue-white energy that chills the target and leaves bits of frost and ice upon it. LAVA BEAM 2nd-level conjuration (Wizard only) Changes: The spell deals fire damage. The spell attack is a red-hot beam of searing lava, leaving traces of burning lava on the target. SONIC ARROW 2nd-level evocation (Wizard only) Changes: The spell deals thunder damage. The arrow is gray, and it bursts into a wave of sonic vibrations. SCORCHING RAY ICE SHARDS 2nd-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage. It attacks with tiny shards of ice that dissolve into freezing energy. LIGHTNING DARTS 2nd-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage. The caster attacks with energy darts that transform into bolts of lightning when hurled


PRISMATIC BEAMS 2nd-level evocation (Sorcerer, Wizard) Changes: The spell deals radiant damage, and its range is reduced from 120 feet to 60 feet. The caster attacks with beams of colorful light focused into deadly rays. SPIKE GROWTH CAUSTIC BLOSSOMS 2nd-level conjuration (Druid, Ranger) Changes: The spell deals acid damage. The caster causes small flowers coated with caustic acid to bloom. SEARING CHARCOAL 2nd-level conjuration (Druid, Ranger) Changes: The spell deals fire damage. The caster conjures searing charcoals hidden among dusty ground ACID CLOUD (NEW) STORM CLOUD 3rd-level evocation (Druid, Sorcerer, Wizard) Changes: The spell deals lightning damage, it also causes the target's space to be lightly obscured for the duration, and the spell's range is increased to 90 feet. The gloomy cloud rains water that quickly returns to the cloud as mist, and it releases small bolts of lightning down upon the target at random intervals. BLINDING SMITE SMOKING SMITE 3rd-level conjuration (Paladin only) Changes: The spell deals fire damage, and if the target of the attack is a flammable object, it ignites. The attack is infused with scorching fire and blinding smoke. TRAITOROUS SMITE 3rd-level conjuration (Paladin only) Changes: The spell deals acid damage. The attack flares with a blinding acid spray. 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 RAIN OF FIRE 3rd-level evocation (Druid only) Changes: The spell deals fire damage, it ignites flammable objects in the area that aren't being worn or carried, and it gains extra strength when the caster is outdoors in extreme heat or underneath volcanic plumes, rather than in stormy conditions. The spell conjures an ash cloud that rains down streams of fire. FIREBALL CAUSTIC BURST 3rd-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage and can't ignite flammable objects, the explosion doesn't spread around corners, the spell's range is reduced to 90 feet, and the radius is reduced to 15 feet. The bead blossoms into a spray of acidic slime. ELECTRIC BLAST 3rd-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage. The bead blossoms into arcs of blue lightning in all directions. FLAME ARROWS CHILLED ARROWS 3rd-level transmutation (Artificer, Ranger) Changes: The spell deals cold damage. CORROSIVE ARROWS 3rd-level transmutation (Artificer, Ranger) Changes: The spell deals acid damage. LIGHTNING ARR.ow BLAZING ARROW 3rd-level transmutation (Ranger only) (XGE) Changes: The spell deals fire damage and ignites flammable objects in the area that aren't being worn or carried The spell transforms the ammunition or weapon into a stream of explosive flame.


116 DISSOLVING ARROW 3rd-level transmutation (Ranger only) Changes: The spell deals acid damage. The weapon or ammunition becomes a bolt of splashing green acid LIGHTNING BOLT FLAME TONGUE 3rd-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage. The caster evokes a swirling stream of licking flames. RADIANT BEAM 3rd-level evocation (Sorcerer, Wizard) Changes: The spell deals radiant damage and doesn't ignite flammable objects, and the length of the line is reduced to 60 feet. The caster evokes a bright white beam of light that frays prismatically at its end RAY OF RIME 3rd-level evocation (Sorcerer, Wizard) Changes: The spell deals cold damage and doesn't ignite flammable objects, and the length of the line is reduced to 80 feet. The caster evokes a howling bluewhite beam of freezing energy. MELF1S MINUTE METEORS (XGE) COMET SWARM 3rd-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage. The caster conjures frosty comets that burst into shards of ice. CRACKLING ORBS 3rd-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage. The spell attacks with orbs of crackling lightning. TERRA STEED STORM NIMBUS (NEW) 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 CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) still reduces a creature's speed for the duration. The caster exhales a gust of freezing wind instead of poison. VOICE OF POWER 3rd-level evocation (Sorcerer, Wizard) Changes: The spell deals thunder damage and it does not poison creatures or reduce their speed, but it only requires verbal components. The caster roars with a thunderous, deadly voice instead of exhaling poison. BLIGHT ELECTROCUTE 4th-level evocation (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals lightning damage, it can affect constructs and undead, and the spell is more effective against creatures that are swimming in water instead of against plants, but the spell's range is reduced to Touch. HEAT STROKE 4th-level evocation (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage, and it is more effective against creatures that have resistance or immunity to cold damage instead of against plants. ENVENOMED WEAPON (NEW) ICY WEAPON 4th-level evocation (Artificer, Druid, Wizard) Changes: The spell deals cold damage, and the damage is reduced to 2d8. JOLTING WEAPON 4th-level evocation (Artificer, Druid, Wizard) Changes: The spell deals lightning damage, and the damage is reduced to 2d8.


RINGING WEAPON 4th-level evocation (Artificer, Wizard) Changes: The spell deals thunder damage, and the damage is reduced to 2d8. GLISTENING ACID SLICK (NEW) GRAVELSLIDE 4th-level transmutation (Druid, Sorcerer, Wizard) 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 4th-level transmutation (Druid, Sorcerer, Wizard) Changes: The spell deals fire damage, it ignites any flammable objects on the ground in the area that aren't being worn or carried, and it does not knock creatures prone; instead, a creature moving on ground in the area must spend 4 feet of movement for every 1 foot it moves. The ground is covered in a thin wave of molten metal HEATWAVE (NEW) WINTER WIND 4th-level evocation (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals cold damage, and the effects for resistance or immunity to fire damage are switched with the effects for resistance or immunity to cold damage. The caster evokes a wave of bone-chilling cold ICE STORM ---------------- NEEDLE SHOWER 4th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals piercing damage instead of bludgeoning damage and poison damage instead of cold damage, and the cylinder's height is increased to 50 feet. The spell conjures a rain of poisonous plant thorns. RAIN OF BRIMSTONE 4th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals fire damage instead of cold damage, and it ignites flammable objects in the area that aren't being worn or carried The spell conjures flaming chunks of sulfur to rain down instead of ice. MARCH OF BLADES (NEW) SCORCHING ROLLER 4th-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage and ignites flammable objects in the area that aren't being worn or carried The magic creates a horizontal column of rolling flame that flares at the caster's command STORM COIL 4th-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage. The magic creates a spiral of twisting storm-blue electricity that undulates and sparks at the caster's command VIBRATION WAVE 4th-level evocation (Bard, Sorcerer, Wizard) Changes: The spell deals thunder damage. It creates a faintly visible line that undulates and spikes at the same frequency as the screeching sound it attacks with. VITRIOLIC TWISTER 4th-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage. The caster conjures a small cyclone of acid spinning horizontally that floats and sprays as they command STAGGERING SMITE DAZING SMITE 4th-level evocation (Paladin only) Changes: The spell deals lightning damage and the Wisdom saving throw is replaced by a Constitution saving throw. The weapon does not pierce the mind, but is instead electrified with dazing lightning. STEAM STRIKE (NEW) SAND JET 4th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals bludgeoning damage. The spell attack is a pressurized jet of sand that becomes a thick cloud of dust. SUN STRIKE 4th-level evocation (Druid, Sorcerer, Wizard) Changes: The spell deals radiant damage, and the target's space is filled with dim light instead of being lightly obscured The spell attack is a blast of focused sunlight that becomes a cloud of sparkles. VITRIOLIC SPRAY 4th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals acid damage. The spell attack is a thin spray of acid directed at the target's eyes that becomes a cloud of vile mist. STOCKADE SPROUTS (NEW) RADIANT PRISONS 4th-level evocation (Cleric, Paladin, Wizard) Changes: The spell deals radiant damage instead of poison damage, the prisons shed bright light in a 10-foot radius and dim light for an additional IO feet, and they float in the air with no pillars or trunks, so the spell generates no cover and occupies no space. Instead of trees, the spell creates transparent floating prisons formed out of angular light. VITRIOLIC SPHERE (XGE) CINDER STORM 4th-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage and ignites flammable objects in the area that aren't being worn or carried The spell evokes a ball of searing hot cinders. CHAPTER TWO I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


118 WALL OF FIRE WALL OF ACID 4th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals acid damage. Instead of fire, the wall is made of shimmering emerald-green acid WALL OF LIGHTNING 4th-level evocation (Druid, Sorcerer, Wizard) 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 Howu NG TORNADO 5th-level transmutation (Sorcerer, Wizard) Changes: The spell deals thunder damage, the range is reduced to 50 feet, and any creature killed by this spell is liquefied by the pressure. The spell creates a swirling tunnel of crushing air pressure and roaring sound FINGERS OF LIGHTNING (NEW) FLAME DRAGON CLAWS 5th-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage. It evokes long talons of pointed flame spread out like claws. GASTRIC SPRAY 5th-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage and can't ignite flammable objects. The caster conjures one pressurized spray of digestive acid that splits into smaller jets. HAND OF WINTER 5th-level evocation (Sorcerer, Wizard) Changes: The spell deals cold damage and can't ignite flammable objects. It evokes tendrils of icy blue cold that stretch out like fingers on a hand MASS LIGHT BEAM 5th-level evocation (Sorcerer, Wizard) Changes: The spell deals radiant damage and doesn't ignite flammable objects. The caster evokes bright rays of golden-white light that lance outward FLAME STRIKE ARCTIC AURORA 5th-level evocation (Cleric, Druid) Changes: The spell deals cold damage instead of fire damage. The caster calls down icy starlight. GREATER THUNDERBOLT 5th-level evocation (Cleric, Druid, Sorcerer) Changes: The spell deals lightning damage instead of fire damage and thunder damage instead of radiant damage. The caster calls down a column of roaring lightning and rumbling storm clouds. CHAPTER TWO I SPELLS BRAIN FUNGUS 5th-level conjuration (Druid, Wizard) Changes: The Wisdom saving throw is replaced by a Constitution saving throw and the casting time is reduced to only 1 action, but it takes 12 hours after a failed saving throw before the target must obey the spell The spell's effect also counts as a disease and can be cured, ending the spell This spell has no effect on creatures that are immune to disease. _H_E_A:VE _ _ N_ L_Y_ P_ I_LLAR _______ (N_EW) LIGHTNING STRIKE 5th-level evocation (Cleric, Druid, Sorcerer) Changes: The spell deals lightning damage. The caster calls down a dazing bolt of lightning. SNOW FLURRY 5th-level evocation (Cleric, Druid, Sorcerer) Changes: The spell deals cold damage. The caster calls down a pillar of whirling ice and snow. IMMOLATION (XGE) ACID BATH 5th-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage, it doesn't shed light, and it doesn't reduce targets it kills to ash. The caster wreathes the target in a coating of green acid SHINING ARMOR (NEW) REVERBERATING ARMOR 5th-level evocation (Cleric, Paladin, Wizard) Changes: Thunder damage replaces radiant damage in the spell's description, and instead of causing creatures to be blinded, the spell causes them to be deafened for 1 minute. A creature repeats the saving throw at the end of each of its turns. On a successful save, it is no longer deafened by the spell Instead of light, the spell creates plates made of amber-colored sound waves. TEMPESTUOUS ARMOR 5th-level evocation (Wizard only) Changes: Lightning damage replaces radiant damage in the spell's description, and instead of causing creatures to be blinded, the spell pushes creatures 10 feet away and knocks them prone. Rather than light, it conjures plates of dark stormcloud that crackle with lightning. SONIC BOOM (NEW) KINETIC FIREBALL 5th-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage and ignites any flammable objects in the area that aren't being worn or carried The bead is fiery and explodes in a wave of fire, force, and air pressure. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SUN FLOWER (NEW) BELCHING APERTURE 5th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals acid damage, and it is especially effective against constructs and earth elementals rather than oozes and undead The caster conjures a belching portal to a minor plane of acid GHOSTFIRE DRAGON 5th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals fire damage, and it is especially effective against creatures that are ablaze rather than oozes and undead The caster conjures a spectral dragon's head made of blue flame. STORM CONDUIT 5th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals lightning damage, and it is especially effective against creatures wearing metal armor instead of oozes and undead The caster creates a spinning coil of sparking blue lightning in the air. THUNDER BELL 5th-level conjuration (Sorcerer, Wizard) Changes: The spell deals thunder damage, and it is especially strong against targets made of inorganic material such as stone, crystaL or metaL rather than oozes and undead The caster creates a spectral bell to ring instead of a sunflower. WINTER SPIRIT 5th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals cold damage, and it is especially effective against plants and water elementals instead of oozes and undead The spell conjures an elemental spirit of winter that exhales frosty mist. 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. STORM SERPENT 6th-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage. The caster evokes lightning in the shape of a flying snake seeking coil around its target and constrict like a slicing garrote. BLADE BARRIER INFERNAL COLUMN 6th-level evocation (Cleric, Sorcerer, Wizard) Changes: The spell deals fire damage and ignites any flammable objects in the area that aren't being worn or carried The wall is a horizontal pillar of whirling flame. The fire is made solid by interplanar magic. CHAIN LIGHTNING FLAME HELIX 6th-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage and ignites any flammable objects that are targeted The caster evokes branching helix coils of burning flame. REFRACTION BEAM 6th-level evocation (Sorcerer, Wizard) Changes: The spell deals radiant damage, the damage is reduced to 9d8, and the space of each target is filled with dim light until the end of the caster's next tum. The caster evokes a beam of white light that splits into a rainbow of colorful beams upon striking the first target. CIRCLE OF DEATH ASTRAL RECKONING 6th-level evocation (Sorcerer, Warlock, Wizard) Changes: The spell deals radiant damage. Creatures in the area see a vision of searing light, as the spell releases a wave of dimensional energy that subjects their bodies to the astral light of the space between the Outer Planes. CHAPTER TWO I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


120 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 BELUUD'S VIBRATION BOMB 6th-level evocation (Wizard only) Changes: The spell deals thunder damage and does not freeze water, but it deals half damage to any nonmagical objects in the area that aren't being worn or carried The globe is made of amber sound energy, and it vibrates and hums softly instead of being cold When it shatters, the explosion can be heard from up to 1 mile away. STAR STEP (NEW) ---------------------- SEE LIE STEP 6th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage instead of force damage, the Constitution saving throw is replaced by a Wisdom saving throw, and instead of being blinded and knocked prone, creatures are charmed by the caster and poisoned until the start of the caster's next turn. The caster magically steps through the Feywild, and sparkling fairy dust accompanies its arrival TEMPEST STEP 6th-level conjuration (Sorcerer, Wizard) Changes: The spell deals lightning damage instead of force damage and thunder damage instead of radiant damage, and instead of being blinded, creatures are pushed 20 feet away, deafened, and unable to take reactions until the start of the caster's next turn. The caster teleports in a flash of rumbling lightning. SWELLING STORM (NEW) ENCROACHING BLIZZARD 6th-level conjuration (Druid, Sorcerer, Wizard) 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. CHAPTER TWO I SPELLS SOLAR APPROACH 6th-level evocation (Druid, Sorcerer, Wizard) Changes: The spell deals radiant damage, the Dexterity saving throw is replaced by a Constitution saving throw, the d8s are replaced by d6s, and the area is not lightly obscured but instead filled with bright light which is sunlight. The area pulses with an intensely bright light. SPREADING CINDERS 6th-level evocation (Druid, Sorcerer, Wizard) Changes: The spell deals fire damage and ignites any flammable objects in the area that aren't being worn or carried The area swirls with ashes and pulses of flame. SPROUTI NC PETAL SWARM 6th-level conjuration (Druid only) Changes: The spell deals slashing damage, the d8s are replaced by d6s, and if the caster chooses, plants and beasts in the area are unaffected The area is filled with swirling wind and forest dust, with razor-sharp leaves, grass, and petals flying about. SURGING ACID STORM 6th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals acid damage, the d8s are replaced by d6s, and the spell also damages objects that aren't being worn or carried The mist and rain are both acidic, and the area pulses with swells of caustic wind THUNDEROUS CHORDS 6th-level evocation (Bard, Sorcerer, Wizard) Changes: The spell deals thunder damage, the Dexterity saving throw is replaced by a Constitution saving throw, the d8s are replaced by d6s, creatures are also deafened while within the area, and the area is not obscured The spell can be clearly heard as a rumbling, thumping bass from up to 1 mile away. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


TRAILBLAZER (NEW) TWINKLE TOES 6th-level evocation (Sorcerer, Wizard) Changes: The spell deals radiant damage, the d6s are replaced by d4s, and the caster sheds bright light in a 20-foot radius and dim light for an additional 20 feet for the duration. The caster's legs glow brightly and begin to move at a blinding speed, and it leaves footsteps that shine with searing light. WAVEGLIDER 6th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage, the d6s are replaced by d4s, and the path left by the caster is difficult terrain but it only affects and damages creatures that are on the ground The caster skates along a wave of green acid that doesn't harm it or its equipment and leaves puddles of sticky, evaporating acid in its wake. WINDRUNNER 6th-level transmutation (Druid, Sorcerer, Wizard) Changes: The spell deals thunder damage, the d6s are replaced by d4s, the spell disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames in the area, and when the caster moves on its turn, it creates the spell's area in its wake even if it isn't on the ground The caster is propelled by howling wind BELUUD' S BILE BLOSSOM (NEW) FROZEN FLAME BOMB 7th-level evocation (Sorcerer, Wizard) Changes: The spell attack deals cold damage and the spell's area deals fire damage. The spell attack is an orb of freezing ice filled with scorching flame. LIGHT TO SHADOW 7th-level transmutation (Sorcerer, Wizard) Changes: The spell attack deals radiant damage and the spell 's area deals necrotic damage. The beam is made of bright golden light, and the area is filled with choking magical darkness for a brief moment. RIZZAK'S BLAZING LIGHTNING 7th-level evocation (Sorcerer, Wizard) Changes: The spell attack deals lightning damage, the spell's area deals fire damage, and the spell ignites any flammable objects in the area that aren't being worn or carried The beam is a bolt of lightning, and the area is filled with spraying flame. THUNDERCRASH CANNON 7th-level evocation (Sorcerer, Wizard) Changes: The spell attack deals lightning damage, the Dexterity saving throw is replaced by a Constitution saving throw, and the spell's area deals thunder damage. The beam is a bolt of lightning, and the area is filled with a wave of sound instead of an acidic spray. CROWN OF STARS (XGE) FREEZING GAZE 7th-level evocation (Sorcerer, Warlock, Wizard) Changes: The spell deals cold damage and doesn't shed any light. The caster's eyes begin to glow with blue light, and the spell attack is a ray of blue-white energy that streaks from the caster's eyes. GREATER SCORCHING RAY 7th-level evocation (Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage. The motes are composed of scorching flame instead of light. SHARDS OF STONE 7th-level conjuration (Sorcerer, Warlock, Wizard) 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. DELAYED BLAST FIREBALL CRYSTAL SHARD BOMB 7th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals piercing damage, doesn't spread around corners, and doesn't ignite flammable objects. The spell conjures a bead of highly compressed crystal which explodes into a blast of jagged shards. The shards vanish to dust a moment after the explosion. STAR FLASH 7th-level evocation (Sorcerer, Warlock, Wizard) Changes: The spell deals radiant damage, doesn't spread around corners, and doesn't damage objects or ignite flammable objects. The beam and bead glow white, and they explode into a flash of intense light. UNSTABLE REACTION 7th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage, doesn't spread around corners, and doesn't ignite flammable objects. The spell conjures a green bead of acid that explodes into a wave of acid which vanishes after a few seconds. EXPLOSIVE RIFT (NEW) HOWLING RIFT 7th-level evocation (Sorcerer, Wizard) Changes: The spell deals thunder damage and doesn't ignite flammable objects, and the area is not lightly obscured The wall is formed from a wave of sound FIRE STORM ACID STORM 7th-level conjuration (Cleric, Druid, Sorcerer) Changes: The spell deals acid damage and doesn't ignite flammable objects. The storm is made of sheets of green acid instead of flame. CHAPTER TWO I SPELLS THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


122 ELECTRIC STORM 7th-level evocation (Cleric, Druid, Sorcerer) Changes: The spell deals lightning damage and doesn't ignite flammable objects. The storm is made of seagreen lightning instead of flame. FROST STORM 7th-level evocation (Cleric, Druid, Sorcerer) Changes: The spell deals cold damage and can't ignite flammable objects. The storm is made of swirls of icy mist instead of flame. TOXIC POLLEN STORM 7th-level conjuration (Druid only) Changes: The spell deals poison damage, it doesn't ignite flammable objects, and the spell's area is heavily obscured until the start of the caster's next tum. The storm is made of poisonous clouds of pollen. MORDENKAINEN'S SWORD HYPERDENSE ORB 7th-level conjuration (Bard, Wizard) Changes: The spell deals bludgeoning damage. It creates a sphere made of incredibly dense stone which turns to dust when the spell ends. JAWS OF BILE 7th-level conjuration (Wizard only) Changes: The spell deals acid damage. It creates a pair of gnashing jaws made of yellow acid LANCE OF LIGHT 7th-level evocation (Wizard only) Changes: The spell deals radiant damage, and the sword sheds bright light in a 10-foot radius and dim light for an additional IO feet. The sword is made out of arcane light. f) LIGHTNING RIPPER 7th-level evocation (Wizard only) Changes: The spell deals lightning damage. The sword is made out of crackling lightning. LIVING FLAME 7th-level evocation (Wizard only) Changes: The spell deals fire damage. It creates a melon-sized ball of fire with a devilish face and sharp fangs formed into the flames instead of a sword STORM Gon's HASTE (NEW) ------------------" LIGHTSPEED HASTE 7th-level transmutation (Sorcerer, Wizard) Changes: The spell deals and grants resistance to radiant damage rather than lightning damage. The caster invests the target with the magical speed of light. WHITE FLAME HASTE 7th-level transmutation (Sorcerer, Wizard) Changes: The spell deals and grants resistance to fire damage rather than lightning damage. The caster invests the target with the essence of a rapid flash fire. STORM SPEAR (NEW) FREEZING lclCLE 7th-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage. The spear is made of ice that dissolves into freezing energy when it hits or misses the target. ELEMENTAL METEOR (NEW) ELEMENTAL COMET 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. EHOMEBREW THE ELEMENTS AND BEYOND


GEODE GAUNTLET 8th-level conjuration (Sorcerer, Wizard) Changes: The spell deals nonmagical piercing damage instead of fire damage, it doesn't ignite objects, and it deals maximum damage to objects and structures. The spell attack is a huge spiked fist made from solid rock and crystal which turns to dust when it hits or misses. LANCING ICICLE 8th-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage and piercing damage, and it doesn't ignite objects. The spell attack is a jagged icicle that melts into water when it hits or misses. FLARINGWEMON (NEW) GLACIAL WEAPON 8th-level evocation (Wizard only) Changes: The spell deals cold damage, it doesn't cause the weapon to shed light, and instead of lighting a target ablaze on a critical hit or opportunity attack, the weapon reduces the target's speed by 10 feet until the end of the target's next turn and gives it disadvantage on the next weapon attack roll it makes while slowed The weapon becomes encrusted with misty rime when drawn. REVERBERATING WEAPON 8th-level evocation (Wizard only) Changes: The spell deals thunder damage, it doesn't cause the weapon to shed light, and instead of lighting a target ablaze on a critical hit or opportunity attack, the weapon causes the target to be deafened for 1 minute. It makes a Constitution saving throw at the end of each of its turns. On a success, it is no longer deafened by the spell The weapon rumbles and vibrates with loud bass. SCINTILLATING WEAPON 8th-level evocation (Cleric, Wizard) Changes: The spell deals radiant damage, and instead of lighting a target ablaze on a critical hit or opportunity attack, the target must succeed on a Constitution saving 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 INCENDIARY CLOUD FETID SWAMP (LOUD 8th-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage, and the spell's range is reduced to 60 feet. The cloud is made of gaseous green acid that smells foul and diseased FRIGID Foe 8th-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage, and the Dexterity saving throw is replaced by a Constitution saving throw. The cloud is made of icy white mist. THUNDERHEAD 8th-level conjuration (Sorcerer, Wizard) Changes: The spell deals lightning damage. The cloud is a storm-cloud, and lightning rumbles within it. SCOURING SANDS 8th-level conjuration (Sorcerer, Wizard) Changes: The spell deals Sd8 piercing and Sd8 slashing damage, and the spell's range is reduced to 60 feet. The cloud is made of abrasive sand that erodes those within. SoLARWIND 8th-level evocation (Sorcerer, Wizard) Changes: The spell deals radiant damage, the Dexterity saving throw is replaced by a Constitution saving throw, the cloud sheds dim light in a 40-foot radius, and the spell's range is reduced to 60 feet. The smoke cloud is filled with pulses of golden eldritch starlight. SUNBURST DISSOLVING SPRAY 8th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals acid damage, doesn't dispel darkness, and deals damage to objects in the area that aren't being worn or carried The Constitution saving throw is replaced by a Dexterity saving throw, and constructs and elementals have disadvantage on the saving throw instead of undead and oozes. The spell sprays a massive foamy wave of transparent acid


124 ACID WARD .. (NEW) LAvASHIELD 9th-level conjuration (Sorcerer, Wizard) Changes: The spell deals fire damage, incinerates targets instead of dissolving them, and grants resistance to cold damage instead of acid damage. The shield is made of boiling lava that incinerates any consumed objects. CALDERA (NEW) DEVOURING SLIME 9th-level transmutation (Wizard only) Changes: The spell deals acid damage, it doesn't ignite objects, the d8s are replaced by d6s, and the Magma option cannot be cast. The ground is transformed into incredibly caustic and sticky acidic slime. DEEP FREEZE (NEW) --------------- STORM SEIZURE 9th-level evocation (Sorcerer, Wizard) Changes: Cold damage is replaced with lightning damage in the spell's description, it can affect undead but can't affect plants, and targets killed by the spell are turned to ashes rather than ice. The spell electrifies the target's body and causes a kind of magical seizure. MEGALITH TITANIC FLAMING SPHERE 9th-level evocation (Sorcerer, Wizard) (NEW) Changes: The spell deals fire damage, the orb isn't an object, doesn't occupy its space, or grant cover, and it sheds bright light in a 100-foot radius and dim light for an additional 100 feet. It ignites flammable objects in the area that aren't being worn or carried as well as those that touch the orb. The rolling orb is made of golden fire, and though things can move through it, it is opaque. CHAPTER TWO I SPELLS 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. RIZZAK'S Fl RESTO RM 9th-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage instead of bludgeoning damage. The orbs are made of pure flame, but they spark with golden lightning. STORM Goo's DECREE 9th-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage instead of fire damage and thunder damage instead of bludgeoning damage, and it doesn't ignite flammable objects. The spell evokes a primordial storm of powerful lightning bolts and thundering sound in the area. VORACITY 9th-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage instead of fire damage and slashing damage instead of bludgeoning damage, and it doesn't ignite objects. The caster conjures swirling clouds of monstrous, aberrant teeth that splash with eldritch digestive acid before disappearing back into the magical realm they came from. VORPAL ICICLES 9th-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage instead of fire damage and piercing damage instead of bludgeoning damage, and it doesn't ignite objects. The caster conjures and hurls massive jagged spikes of ice with magic. The ice melts and then vanishes after impacting the area. OBLITERATION BEAM (NEW) GLACIAL TIDE 9th-level conjuration (Sorcerer, Wizard) Changes: The spell deals cold damage instead of radiant damage and doesn't shed light, but the area is difficult terrain for the duration. The spell conjures a wave of ice, snow, and glacial water propelled by magical force that lasts for the duration. LANDSLIDE 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. 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.


126 SPECIALIZATION SPELL LISTS ome thematic focuses cut across damage types and schools of magic. To better allow spellcasters to specialize in those themes, this section provides spell lists for the magic specializations described in this document. The following spell lists show which spells count as aeromancy, geomancy, hydromancy, pyromancy, and elemancy spells. Most of these spells are from the Player's Handbook. If a spell is followed by a symboi such as an asterisk or a dagger (n it is found elsewhere. See the table below for more information. If a spell name is italicized, it is an optional spell variant that can be found previously in this chapter. Any other symbols it has describe the location of the original spell If it has no symbols, the original spell can be found in the Player's Handbook. The original spell's name is listed in parentheses after the spell variant's name. See page 109 for information on spell variants. SPELL LOCATIONS BY SYMBOL Symbol Location * This compendium (The Elements & Beyond) t Xanathar's Guide to Everything, and possibly the Elemental Evil Player's Companion tt Tasha's Cauldron of Everything t The lmpermissicon, another D&D Unleashed compendium. Spell variants of these spells are also only found in The lmpermissicon. SPELL LISTS BY SPECIALIZATION AEROMANCY SPELLS 2ND LEVEL CANTRI PS (0 LEVEL} Cyclone Strike* Dust Devil t Air Slash (Magic Orb*) Gale Weapons* Booming Blade tt Gust of Wind Gust t Levitate Magic Orb* (only as wind) Shatter Thunderclap t Skywrite t Thunderous Vibration (Poison Spray) Silence Topple* Tailwind (Cannon Blast*) Wind Spout (Water Spout*) Warding Wind t Wind Strike (Force Strike*) Wind Tunnel (Lightning Lure tt) 3RD LEVEL Fly 1ST LEVEL Gaseous Form Catapult t Thunder Step t Feather Fall Veiled Blade t COMBINING THE ELEMENTS Some spells don't fit well onto the specialization lists because they seem to require more than one element and would overfill the spell list relative to the other lists. For example, the new caldera spell creates lava, which requires both earth and fire, keeping it off of both the Geomancy and Pyromancy lists. And combining elements can create acid, lightning, poison, and other manifestations of energy or magic found in the many existing spells that aren't on any elemental spell lists. If your DM allows, you have spell prowess with these spells if you have spell prowess with the spell list of each element required for that spell. For example, if you have spell prowess with geomancy and pyromancy spells, you'd also have spell prowess with spells like caldera and molten upheaval. As a DM, be aware of the impact of allowing these additional spells to spell prowess. The effects of spell prowess are not likely to severely break the game, but spells that aren't on these lists have not been fully balanced for it. However, a PC that takes multiple specialization feats to gain spell prowess with more and more lists could be considered to have paid the cost for such power. As always, the decision is yours. You are free to allow some spells and not others, even when both groups of spells are made of the same combined elements. You could allow these rules for molten upheaval but deny them for caldera, as an example. See page 164 for more information on how the elements can be combined. Strangulate t Summon Elemental tt (only air) Wind Funnel* 5TH LEVEL Conjure Elemental (only air) Control Winds t Greater Thunderbolt (Heavenly Pillar*) Howling Tornado (Cone of Cold) Soar* Sonic Boom* Thunder Bell (Sun Flower*) 6TH LEVEL Beluud's Vibration Bomb (Otiluke's Freezing Sphere) Howling Void* Glide* Voice of Power (Toxic Breath*) Investiture of Wind t Howling Rebuke (Hellish Rebuke) Wind Wall Tempest Step (Star Step*) Inflict Din (Inflict Wounds) Windrunner (Trailblazer*) Jump 4TH LEVEL Wind Walk Swoop* Conjure Minor Elementals (only air) Thunderwave Cyclone* 7TH LEVEL Zephyr Strike t Storm Sphere t Forcecage CHAPT ~R TWO I SPELLS D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


Storm Rift (Explosive Rift*) Thundercrash Cannon (Beluud's Bile Blossom*) Whirlwind t 8TH LEVEL Control Weather Fulmination (Fist of Flame*) Great Voice* Windcage* 9TH LEVEL Blood to Wind t (Blood to Flame t) Resonance* Storm God's Decree (Meteor Swarm) Storm of Vengeance Thunderstorm Tornado (Obliteration Beam*) Wind Wake* GEOMANCY SPELLS (ANTRI PS (0 LEVEL} Churn Earth (Create Bonfire t) Earth Stomp* Guard* Magic Stone Magic Orb* (only as sand or stone) Mold Earth t Ray of Stone (Ray ofFrost) Thorn Whip Trip (Topple*) 1ST LEVEL Barrier* Catapult t (only for clay, stone, crystal, or metal objects) Earth Tremor t Entangle Mage Armor Shield of Faith Stone Blast* Tenser's Floating Disk 2ND LEVEL Barkskin Earthbind t Maximilian's Earthen Grasp t Shatter Spider Climb Spike Growth Terra Spike>'< 3RD LEVEL Erupting Earth t Meld Into Stone Petrify* Quake Walk* THEELEMENTSANDBEYOND Sand Cloak* Swift Ward* Terra Steed* Wall of Sandt 4TH LEVEL Boulder Shot* Conjure Minor Elementals (only earth) Grave/slide (Glistening Acid Slick*) Sand Jet (Steam Strike*) Stone Shape Stoneskin Summon Construct tt (only stone/clay) Summon Elemental tt (only earth) 5TH LEVEL Burrow* Conjure Elemental (only earth) Grave Soil t Sinking Maw* Transmute Rock t Wall of Stone 6TH LEVEL Bones of the Earth t Flesh to Stone Investiture of Stone t Move Earth Seismic Jaws* 7TH LEVEL Crystal Shard Bomb (Delayed Blast Fireball) Hyperdense Orb (Mordenkainen's Sword) Living Burial* Sandstorm* Shards of Stone (Crown of Stars t) 8TH LEVEL Earthquake Geode Gauntlet (Fist of Flame*) Golem Armor* (only as stone) Scouring Sands (Incendiary Cloud) 9TH LEVEL Avalanche (Meteor Swarm) Blood to Sandt (Blood to Flame t) Earth Whelm* Landslide (Obliteration Beam*) Megalith* Ordainment of Metal* HYDROMANCY SPELLS CAN TRI PS (0 LEVEL} Frostbite t Frost Bolt (Magic Orb*) FANMADE HOMEBREW Magic Orb* (only as ice, snow, or water) Ray of Frost Shape Water t Snowfall (Create Bonfire t) Snow Fang (Primal Savagery t) Water Spout* 1ST LEVEL Armor of Agathys Chromatic Orb (only as cold) Create or Destroy Water Fog Cloud Grease Hydrowave (Thunderwave) Ice Knife t Inflict Rime (Inflict Wounds) Water Whip* 2ND LEVEL Dive* Drown* Giant Snowball (Flaming Sphere) Ice Sculpture* Ice Shards (Scorching Ray) Sanctify Water* Snilloc's Snowball Swarm t 3RD LEVEL Cold Snap* Comet Swarm (Melfs Minute Meteorst) Hail Blizzard (Call Lightning) Sleet Storm Tidal Wave t Wall of Water t Water Breathing Water Walk 4TH LEVEL Blight Conjure Minor Elementals (only water) Control Water Frost Armor* Ice Storm Steam Strike* Summon Elemental tt (only water) Watery Sphere t 5TH LEVEL Befoul Water t Cone of Cold Conjure Elemental (only water) Maelstrom t Snow Flurry (Heavenly Pillar*) Water to Acid* Water to Steam (Water to Acid*) Winter Spirit (Sun Flower*) CHAPTER TWO I SPELLS D&D UNLEASHED (vl.O) 127


128 6TH LEVEL Beluud's Boiling Bubble* Dark Lagoon* Encroaching Blizzard (Swelling Storm'') Otiluke's Freezing Sphere Wall of Ice 7TH LEVEL Freezing Icicle (Storm Spear*) Frost Storm (Fire Storm) Globe of Winter* 8TH LEVEL Abi-Dalzim's Horrid Wilting t Encasing Ice* Frigid Fog (Incendiary Cloud) Golem Armor* (only as ice) Lancing Icicle (Fist of Flame*) Tsunami 9TH LEVEL Blood to Ice t (Blood to Flame t) Deep Freeze* Glacial Tide (Obliteration Beam*) Grand Flood>< Vorpal Icicles (Meteor Swarm) PYROMANCY SPELLS CANTRI PS (0 LEVEL} Burning Sacrifice (Sacred Flame) Burning Wave (Acid Splash) Cinder Swirl (Sword Burst tt) Control Flames t Create Bonfire t Ember Claws (Primal Savagery t) Fire Bolt Green-Flame Blade t Hot Flash (Poison Spray) Produce Flame 1ST LEVEL Burning Hands Chromatic Orb (only as fire) Conflagration'' Flame Sling (Ice Knife t) Fog Cloud Hellish Rebuke Inflict Burns (Inflict Wounds) Pyrokinesis1< Searing Smite 2ND LEVEL Aganazzar's Scorcher t Azure Blaze (Cloud of Daggers) Cannon Blast>< Dragon's Breath t (only as fire) Flame Blade CHAPT ~R TWO I SPELLS D&D UNLEASHED (vl.O) Flaming Sphere Heat Metal Living Bomb t (Carnage Blast t) Pyrotechnics t Scorching Ray 3RD LEVEL Blazing Arrow (Lightning Arrow) Fireball Flame Arrows t Flame Tongue (Lightning Bolt) Melfs Minute Meteors t Rain ofFire (Call Lightning) Smoking Smite (Blinding Smite) Stinking Cloud 4TH LEVEL Cinder Storm (Vitriolic Sphere t) Conjure Minor Elementals (only fire) Fire Shield (only as warm shield) Heat Stroke (Blight) Heat Wave* Scorching Roller (March of Blades*) Summon Elemental tt (only fire) Wall of Fire 5TH LEVEL Conjure Elemental (only fire) Flame Dragon Claws (Fingers of Lightning*) Flame Strike Ghostfire Dragon (Sun Flower*) Immolation t Kinetic Fireball (Sonic Boom*) 6TH LEVEL Blazing Eagle (Annihilation Disk*) Incinerate (Disintegrate) Infernal Column (Blade Barrier) Investiture of Flame t Spreading Cinders (Swelling Storm*) Trailblazer* 7TH LEVEL Delayed Blast Fireball Explosive Rift* Fire Storm Greater Scorching Ray (Crown of Starst) 8TH LEVEL Fist of Flame* Flaring Weapon* Incendiary Cloud 9TH LEVEL Blood to Flame t Combustion* FANMADE HOMEBREW Rizzak's Infernal Roar (Obliteration Beam*) Meteor Swarm Pyroclasm t (Desolation t) Titanic Flaming Sphere (Megalith*) ELEMANCY SPELLS CANTRI PS (0 LEVEL} Magic Orb* 1ST LEVEL Absorb Elements t Chromatic Orb 2ND LEVEL Dragon's Breath t 3RD LEVEL Elemental Weapon Protection from Energy 4TH LEVEL Conjure Minor Elementals Elemental Bane t Summon Construct tt (only metalj Summon Elemental tt 5TH LEVEL Blazing Thunderbolt Strike* Conjure Elemental Rainbow* 6TH LEVEL Infernal Step t (Star Step*) Primordial Ward t Shelter from Energy* 7TH LEVEL Elemental Chains* Frozen Flame Bomb (Beluud's Bile Blossom*) Primordial Tides* Prismatic Spray Rizzak's Blazing Lightning (Beluud's Bile Blossom*) 8TH LEVEL Elemental Comet (Elemental Meteor*) Elemental Meteor* Golem Armor* 9TH LEVEL Elemental Step* Prismatic Wall Rizzak's Firestorm (Meteor Swarm) Rizzak's Hell Lash (Plasma Coil*) Summon Primal Spirit* THE ELEMENTS AND BEYOND


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.


130 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 Sandtrap Spider (CR 2) CELESTIAL Glowshard (CR l /2) Living Miracle (CR l 3) Spirit of Light (CR 5) Unity Elemental (CR 22) CONSTRUCT Ice Golem Armor (CR 12+) Lava Golem Armor (CR 12+) Metal Golem Armor (CR 12+) Stone Golem Armor (CR 12+) ELEMENTAL Ash Elemental (CR 6) Bathing Spirit (CR l) Blowing Spirit (CR l) Burning Spirit (CR l) Burying Spirit (CR l) Chaos Elemental (CR 22) Drought Elemental (CR 12) Drowning Elemental (CR 9) Fog Elemental (CR 6) Gem Hurler (CR 8) Geyser Elemental (CR 12) Ice Elemental (CR 6) Lava Elemental (CR 6) Lightning Elemental (CR 6) Magma Elemental (CR 13) Magmin Tunneler (CR 3) Mud Elemental (CR 6) Primordial Salamander (CR l 0) Quicksand Elemental (CR 12) Salamander Inquisitor (CR 8) Sand Assassin (CR 9) Sand Elemental (CR 6) Scorch Spider (CR 4) Slag Spirit (CR l /2) Slime Elemental (CR 6) Sludge Spirit (CR l /2) Smoke Elemental (CR 6) Snowman Servant (CR 1/4) Snowman Soldier (CR 2) Snow Spirit (CR 1/2) Spark Spirit (CR l /2) Steam Elemental (CR 6) Storm Elemental (CR 12) Summit Elemental (CR 12) Unity Elemental (CR 22) Walking Mountain (CR 12) Wildfire Treant (CR l 5) FIEND Chaos Elemental (CR 22) FEY Astral Panther (CR 12) Bat of the Below (CR 12) Bear of the Tundra (CR 12) Coyote of the Mirage (CR 12) Crab of the Coast (CR 12) Crimson Hag (CR 4) Desert Hag (CR 2) Dragon of the Swamp (CR 12) Eagle of the Sun (CR 12) Evergreen Treant (CR 13) Frostbite Spider (CR 5) Greatmother Oak (CR 12) Howling Hag (CR 6) Ram of the Mountain (CR 12) Serpent of the Deep (CR 12) Squad of Sprites (CR 4) Stallion of the Plains (CR 12) Storm Hag (CR l 0) Swarm of Pixies (CR 2) Thornfoul (CR 7) Volcanic Bull (CR 12) Web Weaver (CR 12) CHAPTER THREE I DUNGEON 'MASTER'S CHEST D&D UNLEASHED (vl.O) FANMADE HOMEBREW Wildfire Boar (CR 12) Wolf of the Forest (CR 12) GIANT Fire Giant Incinerator (CR 17) Frost Giant Winter Herald (CR 16) Green Giant (CR 6) Green Giant Warden (CR 11) HUMANOID Gnoll Beastmage (CR 3) Goblin Wind Rouser (CR l) Kobold Dirtclaw (CR 2) Ore Wartorch (CR 4) MONSTROSITY Cloudweb Tarantula (CR 12) Lava Worm (CR 20) OOZE Molten Ooze (CR 7) Slime Elemental (CR 6) Sludge Spirit (CR l /2) PLANT Awakened Cactus (CR l) Awakened Flower (CR 0) Awakened Grass (CR 1/4) Awakened Moss (CR l /8) Awakened Snaptrap (CR l /2) Awakened Thorn bush (CR l /4) Awakened Vine (CR 1/8) Elder Treant (CR 17) Evergreen Treant (CR 13) Giant Pitcher Plant (CR 3) Green Giant (CR 6) Green Giant Warden (CR 11) Thornfoul (CR 7) Wildfire Treant (CR l 5) THE ELEMENTS AND BEYOND


AWAKENED PLANTS An awakened plant is an ordinary plant given sentience and mobility by the awaken spell or similar magic. Their form and abilities vary depending on the type of plant that is awakened Sometimes a specific plant is chosen because there are no better options available, but often they are chosen for a specific purpose. Yet at times plants are awakened by magic controlled without a purpose, such as an elder treant that simply wishes to bring intelligence to plants at random. Other times the magic is uncontrolled, such as when a primal spring of life magic causes nearby plants of all kinds to spontaneously awaken, as happens in some jungles. These awakened plants are to be used in addition to the awakened tree and awakened shrub that can already be found in the base rules. AWAKENED CACTUS A cactus is often awakened for its relative size among plants (only some trees are larger1 its lack of weakness to fire, and of course, its famous spines. AWAKENED FLOWER Flowers are often awakened in massive groups, where 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 carnivorous 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. AWAKENED CACTUS Large plant, unaligned ArmorClass 12 (natural armor) Hit Points 52 (6dl 0 + 18) Speed 20 ft. SlR DEX CON INT WIS CHA 16(+3) 8(-1) 16(+3) 10(+0) 11 (+0) 6(-2) Senses passive Perception l 0 Languages one language known by its creator Challenge l (200 XP) False Appearance. While the cactus remains motionless, it is indistinguishable from a normal cactus. Spines. At the start of each of the cactus's turns, it deals 3 (1 d6) piercing damage to any creature grappling it. A creature that touches the cactus also takes this damage unless it uses its action to do so carefully. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: l O (2d6 + 3) bludgeoning damage plus 3 (1 d6) piercing damage. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 131


132 AWAKENED FLOWER Tiny plant, unaligned Armor Class l 0 Hit Points l (1 d4 - l) Speed l Oft. SlR DEX CON INT WIS CHA 2(-4) 11(+0) 9(-1) 10(+0) 9(-1) 13(+1) Damage Vulnerabilities fire Senses passive Perception 9 Languages one language known by its creator Challenge O (0 XP) False Appearance. While the flower remains motionless, it is indistinguishable from a normal flower. Actions Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: l bludgeoning damage. AWAKENED GRASS Medium plant, unaligned 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 I DUNGEON MASTER'S CHEST AWAKENED Moss Small plant, unaligned Armor Class 8 Hit Points 34 (4d8 + 16) Speed l Oft., climb l Oft. SlR DEX CON INT WIS CHA 13(+1) 6(-2) 18(+4) 10(+0) 8(-1) 3(-4) Damage Resistances piercing Senses blindsight 3 0 ft. (blind beyond this radius), passive Perception 9 Languages one language known by its creator Challenge l /8 (2 5 XP) Amorphous. The moss can move through a space as narrow as l inch wide without squeezing. False Appearance. While the moss remains motionless, it is indistinguishable from normal moss. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1 d6 + l} bludgeoning damage. D&D UNLEASHED (vl.O) FANMADE HOMEBREW


AWAKENED SNAPTRAP Medium plant, unaligned ArmorClass 12 (natural armor) Hit Points 3 3 (6d8 + 6) Speed l Oft. SlR DEX CON INT WIS CHA 13 (+l) 12 (+l) 12 (+l) 10(+0) 13 (+l) 5 (-3) Senses passive Perception 11 Languages one language known by its creator Challenge l /2 (100 XP) False Appearance. While the plant remains motionless, it is indistinguishable from an ordinary tropical plant. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1 d6 + l) piercing damage. Engulf. Melee Weapon Attack: +3 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is trapped inside the snaptrap's leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the snaptrap, and takes 5 (2d4) acid damage at the start of each of the target's turns. If the snaptrap dies, the creature inside it is no longer restrained by it. While it is engulfed, the snaptrap can't engulf or bite another target. VARIANT: POISONOUS PLANTS Some plants are so poisonous that even touching them can be toxic for living things. When these plants are awakened, they have the following Toxic trait and resistance to poison damage. Otherwise, they have the same statistics as a normal awakened plant of that variety. Toxic. At the start of each of the plant's turns, any creature grappling it must make a DC 13 Constitution saving throw. A creature that touches the plant must also make this saving throw. On a failed saving throw, the creature is poisoned for l minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success. Undead and constructs are immune to this effect. AWAKENED THORNBUSH Small plant, unaligned ArmorClass 12 (natural armor) Hit Points 2 7 (5d6 + 5) Speed 20 ft. S1R DEX CON INT WIS CHA 6 (-2) l 0 (+0) 14 (+2) l 0 (+0) l 0 (+0) 6 (-2) Damage Vulnerabilities fire Damage Resistances piercing Senses passive Perception l 0 Languages one language known by its creator Challenge 1/4 (50 XP) False Appearance. While the bush remains motionless, it is indistinguishable from a normal thornbush. Spines. At the start of each of the bush's turns, it deals 3 (1 d6) piercing damage to any creature grappling it. A creature that touches the bush also takes this damage unless it uses its action to do so carefully. Actions Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1 d6) bludgeoning damage plus 3 (1 d6) piercing damage. AWAKENED VINE Medium plant, unaligned ArmorClass 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 20 ft., climb 20 ft., swim 20 ft. S1R DEX CON INT WIS CHA 13 (+l) 12 (+l) 13 (+l) 10(+0) 10(+0) 5 (-3) Damage Vulnerabilities fire, slashing Damage Resistances bludgeoning, piercing Senses passive Perception l 0 Languages one language known by its creator Challenge l /8 (2 5 XP) False Appearance. While the vine remains motionless, it 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. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 133


134 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 Sometimes the positive energy that suffuses the Upper Planes coalesces into a sentient, benevolent spirit of positive energy itself. At other times, when an enigmatic portal opens into the Positive Plane, the inhabitants - these spirits - emerge from the rift. Spirits of light are living entities of celestial magic, driven to the pursuit of good by the innate benevolence that animates them. They appear as faceless collections of light, like a group of brilliant sunbeams dancing in a cloud of dust. Blessings Incarnate. Spirits of light are composed of a golden celestial light that restores the injuries of those it touches and is even said to purify the unholy taint left upon desecrated ground Some believe that any prayers heard by one of these spirits are given special priority by the gods of the Upper Planes, and others claim that the mere touch of this celestial light can cleanse the heart of a wicked soul For these reasons and others, these spirits are commonly sought out by the great clerics to inhabit and bless the holy places of the world, such as great churches or the locations of miracles. The spirits are happy to aid the faithfuL even if they lack the ability to properly understand how they are helping. Servants of Angels. When they are not called to the Material Plane for blessings, spirits of light typically act as servants and agents for the angels of good deities. A spirit of light can be taught to seek out and locate items of holy power, to inspire good in people, or to secretly guard those noble souls with heroic destinies from the unfortunate twists of fate that might befall them. Most commonly, spirits of light are kept by angels as faithful hounds of good, following them into battle and aiding the angels in their eternal conflicts. Searching for Evil When they aren't given tasks by others, spirits that find their way into the Material Plane will often wander across the land, searching for sources of evil and desecrated places, seeking instinctually to brighten the darkness and banish the wickedness. GLOWSHARD When a spirit of light dies, its celestial essence scatters to the horizons. Over time, small fragments of this holy essence may drift to the sacred ground of holy sites, or even back to the Upper Planes. These fragments of celestial power are rejuvenated by such places, returning them to life as glowshards: floating motes of living celestial light no larger than a fist. Awaiting Purpose. Glowshards retain no memory of their former existence as a spirit of light. They lurk at CHAPTER THREE I DUNGEON MASTER'S CHEST SPIRIT OF LIGHT Large celestial, neutral good Armor Class l 5 Hit Points 90 (l 2dl 0 + 24) Speed O ft., fly 40 ft. (hover) S1R DEX CON INT WIS CHA 9(-1) 20(+5) 14(+2) 6(-2) 13(+1) 11(+0) Saving Throws Wis +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant, poison Condition Immunities blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses passive Perception 11 Languages Celestial, Primordial, telepathy 60 ft. Challenge 5 (2,300 XP) Light Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. If a creature that is missing hit points starts its turn in the spirit's space, it regains l hit point. Undead, constructs, and fiends are immune to this healing. Illumination. The spirit sheds bright light in a 40-foot radius and dim light for an additional 40 feet. Darkness Susceptibility. For every 5 feet the spirit moves in darkness, it takes 2 necrotic damage. When the spirit ends its turn within darkness, it takes l O necrotic damage. Actions Multiattack The spirit makes two burn attacks. Bum. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage. Flash (Recharge 4-6). Each creature in the spirit's space must make a DC 14 Constitution saving throw. On a failed save, a creature takes 14 (2d8 + 5) radiant damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and isn't blinded. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


the location where they formed or wander to a place of stillness and repose nearby, especially those with spiritual connections, such as a graveyard or a shrine. There they await someone or something to provide them with a small but righteous purpose, which the glowshard will pursue with a relentless determination that far eclipses the glowshard's tiny size and minor power. Miraculous Rebirth. When many glowshards gather together in one place, there is a chance that the celestial essences will combine, transforming the group of glowshards into a new spirit of light. LIVING MIRACLE When glowshards gather on their own, they can reform into a spirit of light. But if their reformation is blessed or ordained by a powerful cleric, angeL or deity, the new spirit is reborn as a more powerful entity devoted to the pursuit of the greater good: a living miracle. Living miracles resemble spirits of light, as both are composed of pure golden light. But compared to spirits of light, they are much larger and often take a humanoid shape or even the shape of an angeL though a few rare miracles are shaped like a floating crystal Much like angels, living miracles are innately driven to protect the forces of good and battle the forces of evil Though they are not bound by the same codes as the lawful angels, both living miracles and angels usually seek to fulfill the same goals and often work together to achieve them. Independent Allies. Though intelligent enough to have their own moral ideals, living miracles rarely ally permanently with any particular deity. These celestials seek to maintain balance between all the forces of good, forming only temporary alliances when they are needed Because of this lack of loyalty to any one deity or angeL living miracles are rarely created for a specific purpose. Any cleric or deity that strives to create one knows that the living miracle will not act as their servant or minion. Instead, living miracles are usually created as an act of general charity to the whole cosmos. Patient Sentinels. Unlike the angels who act upon orders from their deities, living miracles choose their 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) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant, poison Condition Immunities blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses passive Perception l 0 Languages understands Celestial and Primordial but can't speak Challenge l /2 (l 00 XP) Light Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. Illumination. The spirit sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Darkness Susceptibility. For every 5 feet the spirit moves in darkness, it takes 2 necrotic damage. When the spirit ends its turn within darkness, it takes l O necrotic damage. Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Bum. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (l d6 + 3) radiant damage. Restore. One creature whose space the glowshard is in regains l hit point. This can't affect undead, constructs, or fiends. Sacrificial Flash. The glowshard bursts with golden light and dies. Each enemy of the glows hard within 5 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature takes l O (2d6 + 3) radiant damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and isn't blinded. Each allied creature in the area regains l 0 hit points. 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 THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 135


136 LIVING MIRACLE Huge celestial, neutral good ArmorClass 18 (natural armor) Hit Points 189 (l 8dl 2 + 72) Speed O ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 15 (+2) 19 (+4) 23 (+6) Saving Throws Con +9, Wis +9, Cha+ 11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant, poison Condition Immunities blinded, charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses passive Perception 14 Languages Celestial, Primordial, telepathy 60 ft. Challenge l 3 (8,400 XP) Illumination. The miracle sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light is sunlight, and it dispels any magical darkness created by a spell of 2nd-level or lower. Innate Spellcasting. The miracle's innate spellcasting ability is Charisma (spell save DC l 8). The miracle can innately cast the following spells, requiring no components: At will: lesser restoration, revivify 1/day each: greater restoration, hallow Inspiration Aura. Each allied creature within 60 feet of the miracle has advantage on saving throws against being charmed or frightened. Creatures that cannot see or that are in darkness do not benefit from this aura. CHAPTER THREE I DUNGEON MASTER'S CHEST Magic Reflection. The miracle has advantage on saving throws against spells and other magical effects. If the miracle's saving throw succeeds and the spell is of 5th level or lower and only targets the miracle (not an area), the spell has no effect on the miracle and instead targets the caster. Miraculous Rejuvenation. A miracle that dies comes back to life with all its hit points in 3 days unless it is killed by an evil-aligned creature while a bane spell is cast on the miracle, or if it is killed on desecrated ground. Radiant Form. The miracle can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. If a creature that is missing hit points starts its turn in the miracle's space, it regains 2 hit points. Undead, constructs, and fiends are immune to this healing. A creature that touches the miracle or hits it with a melee attack while within 5 feet of it takes 7 (2d6) radiant damage. Darkness Susceptibility. For every 5 feet the miracle moves in darkness, it takes 2 necrotic damage. When the miracle ends its turn within darkness, it takes l O necrotic damage. Actions Multiattack The miracle makes two burn attacks or three ray attacks. Bum. Melee Spell Attack:+ l l to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) radiant damage. Ray. Ranged Spell Attack:+ l l to hit, range l 20 ft., one target. Hit: l 7 (3d8 + 4) radiant damage. Light Beam (Recharge 4-6). The miracle blasts a beam of light in a 15-foot wide, 120-foot long line. Each creature in the line or within 5 feet of the miracle must make a DC 18 Constitution saving throw. On a failed save, a creature takes 26 (5d8 + 4) radiant damage and is blinded until the end of 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. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


DROWNING ELEMENTAL Medium elemental (water), chaotic evil ArmorClass 17 (natural armor) Hit Points l 04 (l 6d8 + 3 2) Speed 30ft, swim 90 ft. SlR DEX CON INT WIS CHA 13 (+ 1) 19 (+4) 14 (+2) 8 (-1) 13 (+ 1) 11 (+0) Saving Throws Dex +8, Con +6 Skills Stealth +8 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception l 0 Languages Aquan Challenge 9 (5,000 XP) Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. 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. DROWNING ELEMENTAL A drowning elemental is a variant of malevolent water elemental that lurks in bodies of water, waiting to kill any hapless wanderers that it can get its watery tendrils on. These elementals do not simply hold their victims underwater, but actually force their watery bodies into the lungs of those they attack, suffocating them and crushing their organs from within. Even creatures that can breathe underwater are not safe from the horrific assault inside their lungs. Corrupted Elementals. Drowning elementals are born when a water elemental is corrupted by negative energy or evil magic. Water elementals that become trapped in befouled waters, as well as water weirds that are bound to guard such places, often become drowning elementals over time. Sometimes an elemental is summoned by a nefarious mage for the express purpose of transforming it into a drowning elementaL with the goal of commanding the creature to assassinate the mage's enemies. But those who create a drowning elementaL whether intentionally or by accident, are often the first of the elemental's victims. These evil elementals can be difficult to controL especially compared to other options such as water weirds or invisible stalkers. Elemental Nature. A drowning elemental doesn't require air, food, drink, or sleep.


138 ELEMENTAL SPIRITS Smaller than the usual elementaL these spirits can be found not only wandering the Elemental Planes that they spawn from, but also the Feywild, Shadowfen and Material Planes. While they are plentiful in their native planes, any encounter with these spirits outside of the Elemental Planes is rare and often cherished Though not made of flesh, most have arms, torsos, faces, and sometimes even legs, though their forms are usually malleable and can be changed if needed Not Quite Genie. Elemental spirits are usually born when the soul of a sentient living creature melds with the primordial matter of an elemental plane and fails to manifest as a genie. The soul loses all characteristics in this magical rebirth. Since such manifestations are very rare, some say that there are as many as a thousand elemental spirits born for every genie that manifests. Spirits can even be born outside the Elemental Planes in places that resemble those planes, where a genie would never be able to manifest. They may appear in quarries, rivers, campfires, etc. Capricious and Playful Elemental spirits adore fun and whimsy. Since they don't need to eat or rest, they spend nearly all their time playing with each other when they aren't hiding from the world around them. These spirits flit from activity to activity, rarely staying stilL and they are fascinated by anything they haven't seen before. They often make off with objects from humanoid settlements to entertain themselves. Many an adventuring group have awoken from a rest to find their campsite soaked in water, filled with recently dug holes, on fire, or scattered to the winds by these mischievous spirits. Unreliable Servants. While they are much easier to summon than normal elementals and especially genies, these spirits are notoriously difficult to control Their ability to hide and infiltrate small spaces makes them potentially excellent servants for many mages, but these benefits must be balanced against the certainty that some orders will be misunderstood or even willfully ignored StilL making friends with these spirits can be worthwhile. They are difficult to understand and so they can be a challenge to please, but they form very strong bonds and always remember their friends. Elemental Nature. Elemental spirits don't require air, food, drink, or sleep. BATHING SPIRIT Bathing spirits can often be found frolicking and playing with each other in small streams, ponds, and other secluded bodies of water. They adore splashing each other with water and dunking their heads below the surface. Unfortunately, while these spirits are eager to make new friends and play with nearly anyone they meet, they are usually unaware that other creatures can't breathe water, leading to many accidental drownings. Bathing spirits also enjoy stealing objects that they consider to be dirty or unclean and washing them in water to clean them. They don't understand that water can cause harm, and will just as quickly submerge a soiled tunic as they will a fragile spellbook. To the spirit, the ink on the pages are stains to be washed out. BLOWING SPIRIT Often mistaken for sylphs, the elemental spirits of air known as blowing spirits live to hurL toss, and scatter things. They relish any chance to "lose" an item. They are dismayed by large collections of similar objects and feel a constant urge to disrupt such groups, whether that means blowing away piles of dust or scattering the potions, ammunition, and other items of an adventuring group at camp. These spirits have the ability to become as invisible as air itself, allowing them to abscond with the items they steal nearly undetected Because of this, they are often mistaken for errant gusts of wind until they are spotted carrying a seemingly-floating object away. When they aren't scattering objects, blowing spirits race each other through the sky on lofty winds. They enjoy games of speed and agility, often chasing each other through the forests or grasslands. BURNING SPIRIT Burning spirits are by far the most dangerous of any of 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 nonflammable 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. THE ELEMENTS AND BEYOND


BURYING SPIRIT Burying spirits emerge from the earth, flying on trails of dust and sand When they burrow, they leave mounds of dirt in their wake that conceal devious pit traps formed from the unstable tunnels they dig. Everywhere they go, they leave dust, dirt, grime, and other residues behind, soiling clean surfaces and ruining food and drink. True to their name, burying spirits love to steal things from humanoids and bury them underground The more strange, unfamiliar, or rare the object is, the more fun it is for the spirit to bury. These spirits rarely have much interest in digging things back up, of course. Some burying spirits have even tried to bury sleeping people! SLAG SPIRIT Slag spirits are thusly named because they are usually found in among the forges of smiths and glassblowers, though they are exceedingly rare. These spirits can also be native to volcanoes and to the border realm between the Elemental Planes of Earth and Fire. These molten spirits, which slide along the ground or float like a bubble, are made of heated metal that never cools while they live. Some believe, however, that a slag spirit can be shaped into a tool or weapon made of metal using the same smithing techniques as would be used for any piece of molten metal This horrific act is completed by slaying the spirit with icy water, forever cooling it and creating a metal stronger than steel But what kind of person would commit such torture upon an innocent creature just to see if the tales are true ... ? SLUDGE SPIRIT Sludge spirits lurk in sewers, fetid bogs, and polluted waterways, but they are also native to the border realm between the Elemental Planes of Earth and Water, the Plane of Ooze. These spirits are so sticky, heavy, cold, and slow, that they are incapable of flying like other elemental spirits can. Their bodies are masses of toxic reagents and wretched slime, and they slouch along the ground leaving trails like slugs, their odd grasping arms poisoning anything they touch. Some adventurers seek out sludge spirits to procure the rare and expensive alchemical reagents that can sometimes be brewed in their toxic, slimy bodies. They might also be employed to clear out the spirits because of legends that claim slaying sludge spirits will reduce pollution across the land Whether the legend is true is unknown, but many also claim that these spirits often carry strange and rare diseases, and that slaying them can subject the killer to a mystery malady. SNOW SPIRIT Drifting among tranquil snowfields or through frenzied blizzards, snow spirits appear as floating clods of snow that radiate a dim cold light. While many are native to the FrostfelL the icy border realm between the Elemental Planes of Air and Water, there are many places in the BATHING SPIRIT Tiny elemental (water), chaotic neutral Armor Class l 5 (natural armor) Hit Points 22 (4d4 + 12) Speed 20 ft., swim 40 ft., fly 40 ft. SlR DEX CON INT WIS CHA l 0 (+0) 18 (+4) 16 (+3) 6 (-2) 8 (-1) 13 (+ l) Skills Performance +3, Stealth +5 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 9 Languages Aquan Challenge l (200 XP) Water Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Engulfing Water. The spirit counts as one size larger for the purposes of its grapples. Freeze. If the spirit takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn, and it falls if it is flying. Invisible in Water. The spirit is invisible while fully immersed in water. Actions Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 14) and surrounded by abrasive, forceful water bubbles. At the start of each of the spirit's turns, it can deal 2 (1 d4) piercing damage plus 2 (1 d4) bludgeoning damage to any creature it has grappled. While a grappled creature is in water, it has disadvantage on ability checks made to escape the spirit's grapple. Splash. Ranged Spel/Attack:+5 to hit, range 20 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage, and the target must succeed on a DC l 2 Strength saving throw or be pushed 5 feet away. Saving throws made to maintain concentration caused by this damage have disadvantage. other planes with enough ice and cold to spawn them. 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 THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 139


140 BLOWING SPIRIT Tiny elemental (air), chaotic neutral Armor Class l 5 Hit Points 18 (4d4 + 8) Speed 2 5 ft., fly 5 0 ft. (hover) SlR DEX CON INT WIS CHA 5(-3) 20(+5) 14(+2) 7(-2) 8(-1) 10(+0) Skills Deception +2, Stealth +7 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 9 Languages Au ran Challenge l (200 XP) Air Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Superior Invisibility. As a bonus action, the spirit can magically turn invisible until its concentration ends (as if concentrating on a spell). Actions Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: If the target is Medium or smaller, it must make a DC l 3 Strength saving throw. On a failed save, the spirit chooses to either knock the target prone and deal it 7 {2d6) bludgeoning damage or push it l 0 feet away. 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. CHAPTER THREE I DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.O) • ,f BURNING SPIRIT Tiny elemental (fire), chaotic neutral Armor Class l 4 Hit Points 18 (4d4 + 8) Speed 2 0 ft., fly 40 ft. SlR DEX CON INT WIS CHA 3 (-4) 18 (+4) l 5 (+2) 7 (-2) 8 (-1) 11 (+0) Skills Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 9 Languageslgnan Challenge l (200 XP) Fire Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 5 (1 dl 0) fire damage. Any flammable object the spirit touches (including those it walks on) ignites instantly if it isn't being worn or carried. Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Illumination. The spirit sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Water Susceptibility. For every 5 feet the spirit moves in water, or for every gallon of water splashed on it, it takes l cold damage. Actions Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1 d4 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1 d l 0) fire damage at the start of each of its turns.


BURYING SPIRIT Tiny elemental (earth), chaotic neutral Armor Class 14 (natural armor) Hit Points 26 (4d4 + 16) Speed 20 ft., burrow 40 ft., fly 40 ft. SlR 13 (+ l) DEX l 5 (+2) CON INT WIS CHA 19 (+4) 6 (-2) 8 (-1) 9 (-1) Skills Stealth +4, Survival + l Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense l 5 ft., passive Perception 9 Languages Terran Challenge l (200 XP) Powerful Build The spirit counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 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 multitudes 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 Elemental 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 Pit Traps. Once per turn when it burrows into or out of ground made from loose earth or stone, the spirit can 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 creature must succeed on a DC 14 Wisdom (Perception) check to notice a hidden pit trap before walking upon it. 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 and touched the creature, and the pit trap becomes normal ground again. When it is encountered, the spirit happens to be surrounded by l d4 pit traps already hidden in random locations on the ground within 30 feet ofit. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (l d4 + l) bludgeoning damage. Bury. The ground churns beneath one creature or object that the spirit touches which is in or on the ground. If the target is a creature, it must succeed on a DC l 2 Dexterity saving throw to prevent the effect. If the target fails or it is an object, it magically sinks 2 feet into the ground. A creature that sinks in this way is restrained; if its head is still above the ground, it can attempt to escape as if it were grappled against a DC equal to l O + l for every foot beneath the ground it has sunk. A creature that sinks beneath its arms can't make weapon attacks or use somatic components, and if it sinks entirely beneath the ground, it is buried until it escapes and it has disadvantage on any ability checks it makes to escape. (See the new Buried condition in Appendix A, page 22 5)


142 SLAG SPIRIT Tiny elemental (earth/fire), chaotic neutral ArmorClass 15 (natural armor) Hit Points 26 (4d4 + 16) Speed 20 ft., fly lo ft. STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 18 (+4) 5 (-3) 8 (-1) 9 (-1) Skills Stealth + l Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 9 Languages lgnan, Terran 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 damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Cooling. If the spirit takes cold damage, it partially cools and stiffens; its speed is reduced by l 0 feet and the fire damage it deals is reduced by half until the end of its next turn. Heated Body. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. At the start of each of the spirit's turns, it deals 7 (2d6) fire damage to each creature that is grappling it. Illumination. The spirit sheds dim light in a 5-foot radius. Water Susceptibility. For every 5 feet the spirit moves in water, or for every gallon of water splashed on it, it takes l cold damage. Actions Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. CHAPTER THREE I DUNGEON 'MASTER'S CHEST SLUDGE SPIRIT Tiny elemental (water/earth), chaotic neutral Armor Class l 2 (natural armor) Hit Points 26 (4d4 + 16) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 7 (-2) 9 (-1) 19 (+4) 6 (-2) 8 (-1) 7 (-2) Skills Stealth + l Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 9 Languages Aquan, Terran Challenge l /2 (100 XP) Sludge Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. The first time it enters a creature's space on a turn, that creature must make a DC l 2 Constitution saving throw. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it or that ends its turn inside the spirit's space must also make the saving throw. On a failed saving throw, a creature is poisoned for l minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success. Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Freeze. If the spirit takes cold damage, it partially freezes; its speed is reduced by l 0 feet until the end of its next turn. Ooze Hybrid The spirit is also considered an ooze. Actions 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. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SNOW SPIRIT Tiny elemental (water/air), chaotic neutral ArmorClass 13 (natural armor) Hit Points 22 (4d4 + 12) Speed 0 ft., fly 2 0 ft. STR DEX CON INT WIS CHA 3 (-4) 12 (+l) 16 (+3) 5 (-3) 8 (-1) 12 (+l) Skills Stealth +3 Damage Vulnerabilities fire, radiant Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious Senses darkvision 60 ft., passive Perception 9 Languages Aquan, Au ran 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 damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Frost Aura. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 3 (1 d6) cold damage, and if the creature doesn't have resistance or immunity to cold damage, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At the start of each of the spirit's turns, each creature within 5 feet of the spirit is affected by this trait as if it had touched the spirit. Illumination. The spirit sheds dim light in a 5-foot radius. Actions Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1 d6 + l) cold damage, and the target's speed is reduced by l O feet until the end of its next turn. SPARK SPIRIT Tiny elemental (airjfire), chaotic neutral Armor Class l 4 Hit Points l 0 (4d4) Speed 0 ft., fly 5 0 ft. (hover) STR DEX CON INT WIS CHA 3 (-4) 19 (+4) 11 (+0) 7 (-2) 8 (-1) 11 (+0) Skills Stealth +6 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, thunder Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 9 Languages Auran, lgnan Challenge l /2 (100 XP) Electric Form. The spirit can move through a space as narrow as l inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack using a metal weapon takes 4 (1 d8) lightning damage. In addition, the spirit can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1 d8) lightning damage. Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Metallic Conduction. The spirit has advantage on attack rolls it makes against creatures wearing metal armor. Diffusion/Grounding. While it is submerged in water, the spirit can't make attacks. Lightning damage the spirit deals to earth elementals or to creatures that are buried or burrowing in earth is halved. 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 THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 143


144 FAIRY SWARMS The most dangerous mistake one can make when interacting with a pixie, sprite, or scamp is not to underestimate the fairy - but to underestimate their friends. When fairies group together for battle or other purposes, 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 organized 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 Medium swarm of Tiny fey, neutral good Armor Class l 5 (leather armor) Hit Points 54 (l 2d8) Speed l O ft., fly 40 ft. S1R DEX CON INT WIS CHA 14 (+2) 18 (+4) l O (+O) 14 (+2) l 3 (+ l) 9 (-1) Skills Perception +3, Stealth +8 Damage Resistances bludgeoning, piercing, slashing Condition Immunities grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception l 3 Languages Common, Elvish, Sylvan Challenge 4 (1, l 00 XP) Heart Sight The squad can choose to touch any creature that starts its turn in the squad's space. If it does, the squad learns the creature's current emotional state. If the target fails a DC l O Charisma saving throw, the squad also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Because the squad must loudly whisper this information to share it with each other, any creature within 30 feet of the squad also knows this information if they can understand the language. Poisoned Allows. When a creature takes damage from the squad's shortbow or barrage actions, it must also succeed on a DC l 2 Constitution saving throw or become poisoned for l minute, with disadvantage unless the squad has half its hit points or fewer. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or a creature takes an action to shake it awake. CHAPTER THREE I DUNGEON 'MASTER'S CHEST Swarm. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Tiny sprite. The squad can't regain hit points or gain temporary hit points except by reforming. When it dodges, its size becomes Huge until the dodge ends. The squad has advantage on Wisdom (Perception) checks unless it has half its hit points or fewer. Break Formation. At the start of each of the squad's turns, it can choose to split off any number of sprites to act as individual creatures and loses 2 (1 d4) hit points for each sprite that splits off. It can't split off sprites unless it has enough hit points to lose. The sprites are uninjured and appear in the squad's space. They roll initiative and act as individuals. If the squad is invisible, so are the sprites upon appearing. Sprites can reform into the squad over l minute while not in combat to add their hit points back to the squad. Actions Longsword Melee Weapon Attack: +4 to hit, reach Oft., one creature in the squad's space. Hit: l 3 (3d8) slashing damage, or 4 (1 d8) slashing damage if the squad has half of its hit points or fewer. Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (2d6) piercing damage, or 3 (1 d6) piercing damage if the squad has half of its hit points or fewer. Baffage. The squad launches a barrage of arrows in a 30- foot cone. Each creature in that area must make a DC l 5 Dexterity saving throw, taking 3 (1 d6) piercing damage on a failed save, or half as much damage on a successful one. The bonus to AC provided by a shield also applies to the saving throw. This action can't be used if the squad has half 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. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SWARM OF PIXIES Medium swarm of Tiny fey, neutral good Armor Class l 5 Hit Points 28 (8d8 - 8) Speed l 0 ft., fly 3 0 ft. SlR DEX CON INT WIS CHA 9 (-1) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 14 (+2) Skills Perception +4, Stealth +7 Damage Resistances bludgeoning, piercing, slashing Condition Immunities grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 14 Languages Sylvan Challenge 2 (450 XP) Innate Spellcasting. The swarm's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring only its pixie dust as a component: At will: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, druidcraft, entangle, fly, phantasmal force, polymorph, sleep Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny pixie. The swarm can't regain hit points or gain temporary hit points except by reforming. When it dodges, its size becomes Huge until the dodge ends. While the swarm has more than half of its hit points, it has advantage on Wisdom (Perception) checks and disadvantage on Dexterity (Stealth) checks. 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 individual 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 SWARM OF PIXIES Pixie swarms are capable of weaving their innate pixie magic together into more potent forms. Some can even pass control of a spell from one pixie to another, or use their minds together to concentrate on the same spells for extra magical fortitude. Because most pixies are pacifists, they don't usually swarm for battle. A swarm of pixies usually means the pixies are dancing, carousing, or any other group activity they find fun and exciting. Of course, that can be nearly just as dangerous as battle, as excited pixies are more likely to try fun tricks with their magic, so getting caught up in a pixie swarm can be marvelous - or maddening! Pixies can swarm for battle in a life-or-death situation where there is clearly no escape - but circumstances so dire almost never befall the hidden pixie communities. SCAM PS AS MONSTERS Scamps, a new player character subrace for the Fairy race introduced in Chapter One, are extremely similar to pixies. They use pixie statistics except that they have proficiency in the Deception skill and they have the following Innate Spellcasting spells instead of the normal pixie spells: At Will: minor illusion l /day each: charm person, confusion, dispel magic, enthrall, message, phantasmal force, polymorph, silent image, sleep, telekinesis (sleeping creatures only) Scamps swarm for similar reasons as pixies, but they are more likely to all agree to cruelly prank unsuspecting victims with their more potent magic. For a swarm of scamps, use the statistics for a swarm of pixies, but replace the pixie spells with the scamp spells, and give them proficiency in the Deception skill.


146 GEM HURLER One rare form of earth elemental commonly sought by adventurers is the crystalline gem hurler. These hulking brutes are living, moving amalgams of stone and jagged crystal They produce massive crystal boulders inside their elemental gullets, and when threatened, they often regurgitate these boulders out of their yawning maws into their huge, mitten-like hands. Gem hurlers throw these rocks at their foes, and were named thusly. Territorial Sentinels. Gem hurlers in their native home of the Elemental Plane of Earth patrol wide areas that they try to claim for their own, devouring the most mineral-rich soil they can find In battle, their territorial nature shows through in their insistence on keeping foes enemies away with an onslaught of tossed rocks and slammed arms. Gem hurlers mark their territories by digging tunnels, both marking the boundaries and weaving throughout the area. They have a primitive idea of property as it relates to earth, stone, and crystaL and they observe it and each others' borders with strict rigidity that matches the inflexible crystal structure that both constrains and defines their bodies and minds. Filled With Riches. Most of a gem hurler's body is made of relatively cheap and abundant crystals like salt or quartz, and the boulders they regurgitate to attack with crumble to dust not long after they are created, but the insides of a gem hurler's gullet are usually lined with rare and expensive jewels and minerals that remain even after the gem hurler dies. Adventurers often hunt down these rare elementals specifically for the bounty of wealth they surely contain. Soldiers of the Dao. The elemental genies of earth, the dao, commonly make use of gem hurlers as elite slave warriors. They are easy for the lawful evil dao to controL and they make excellent eternal guardians for the daos' riches. When they are no longer usefuL the dao break them open to feast on their gems. Elemental Nature. A gem hurler doesn't require air, food, drink, or sleep to survive, but it can eat substances made of earth to restore its body through digestion, and it loves to eat mineral-rich soil VARIANT: SALT ELEMENTAL Some elementals are made entirely of salt, and are usually called salt elementals. There are areas in the Plane of Elemental Earth where salt elementals are 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. CHAPTER THREE I DUNGEON MASTER'S CHEST GEM HURLER Large elemental (earth), lawful neutral ArmorClass 18 (natural armor) Hit Points 161 (l 4dl O + 84) Speed 30 ft., burrow 30 ft. SlR DEX CON INT WIS CHA 23 (+6) 9 (-1) 23 (+6) 8 (-1) 13 (+ 1) 8 (-1) Damage Vulnerabilities thunder Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Terran Challenge 8 (3,900 XP) Tunneler. By chewing through earth, the gem hurler can burrow through solid rock or crystal at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake. Siege Monster. The gem hurler deals double damage to objects and structures. Wild Refraction. Whenever the gem hurler takes radiant damage, one random other creature within 30 feet of the gem hurler takes the same radiant damage. Actions Multiattack The gem hurler makes two Slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: l 5 (2d8 + 6) bludgeoning damage plus 3 (1 d6) piercing damage, and if the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be pushed 5 feet away and knocked prone. Crystal Boulder. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d l O + 6) bludgeoning damage plus l O (1 d8 + 6) piercing damage, and if the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


GIANT PITCHER PLANT The giant pitcher plant is a rare but dangerous plant that can be found in some forests, jungles, and swamps. It is a carnivorous plant known for its ability to suddenly devour large animals and even hapless humanoids who wander within its reach when it is hungry. The giant pitcher plant has long tentacle-like vines that it uses to pull its prey toward its mouth, which is filled with what appear to be sharp teeth but are actually modified leaves. Its internal sac is sticky and filled with powerful acid that can dissolve an ore in mere seconds, and the plant's walls are tougher than they appear from the outside. Once trapped within, there is no easy way to escape. You must destroy the plant and tear your way out, or be quickly dissolved in the pungent acid These plants are prone to overeating, but any excess nutrients that the plant can't store or use are pumped back into the ground around it to nourish other plants. The surrounding plants help to conceal the pitcher, and lusher plants not only conceal better, but attract more large beasts that the pitcher can consume. There are even tales of hags cultivating these plants by feeding their victims to the pitchers, helping them grow other noxious plants and herbs in their twisted gardens. GIANT PITCHER PLANT Large plant, unaligned ArmorClass 13 (natural armor) Hit Points 60 (8d l O + l 6) Speed Oft. SlR DEX CON INT WIS CHA 18(+3) 15(+2) 14(+2) l (-5) 10(+0) 2(-4) Skills Perception +4, Stealth +6 Damage Resistances acid Condition Immunities blinded, deafened, exhaustion, prone Senses tremorsense 3 0 ft., passive Perception 14 LanguagesChallenge 3 (7 00 XP) False Appearance. While the pitcher remains motionless, it can only be distinguished from an ordinary plant with a successful DC 16 Intelligence (Nature) or Wisdom (Survival) check. 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.


148 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 the scorched battlefield NOTE: SPELLS WITH AN ASTERISK Some monsters have spells marked with an asterisk in their blocks. These spells are in Xanathar's Guide to Everything rather than in the Player's Handbook Despite their talent for spellcasting, incinerators are no less martial than any other fire giant. They learn to weave their fiery magic between crushing strikes from a burning forge hammer or flail ,-----------------------.. --~ -------~-------"-, FIRE GIANT INCINERATOR Huge giant (fire giant), lawful evil ArmorClass 18 (plate) Hit Points 200 (l 6dl 2 + 96) Speed 30ft. S1R DEX CON INT WIS CHA 23(+7) 9(-1) 22(+6) 13(+1) 15(+2) 18(+4) Saving Throws Dex + 5, Con + 12, Cha+ l 0, Skills Arcana +6, Athletics+ 13, Perception +8 Damage Resistances cold Damage Immunities fire Senses passive Perception l 8 Languages Giant, lgnan Challenge l 7 (1 8,000 XP) Fire Aegis. A creature that touches the giant or hits it with a melee attack while within l 0 feet of it takes l l (2dl 0) fire damage. Spellcasting. The giant is a l 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC l 8, + l Oto hit with spell attacks). It knows the following sorcerer spells: Cantrips (at-will): control flames,* create bonfire,* fire bolt, light, mage hand (made of smoke), prestidigitation l st level (4 slots): burning hands, fog cloud 2nd level (3 slots): cannon blast (new), pyrotechnics* 3rd level (3 slots): fireball, stinking cloud 4th level (3 slots): heat wave (new), wall of fire 5th level (2 slots): immolation,* molten upheaval (new) 6th level (1 slot): investiture of flame* 7th level (1 slot): delayed blast fireball 8th level (1 slot): incendiary cloud, wall of lava (new) CHAPTER THREE I DUNGEON 'MASTER'S CHEST Gigantic Pyromancy. When the giant casts a spell, it treats the spell's range and each length, range, and radius within the spell's description as if it were doubled in length, and it adds its Charisma modifier (+4) to all the fire damage rolls of that spell. Sorcery Points. The giant has l 5 sorcery points. It can spend sorcery points when it casts a spell to gain one of the following benefits: Heightened Spell: The giant spends 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell: The giant spends 2 sorcery points to change the casting time of the spell to l bonus action for this casting. Twinned Spell: The giant can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. War Caster. The giant has advantage on Constitution saving throws that it makes to maintain its concentration on a spell when it takes damage. It also can perform the somatic components of spells even when it has weapons or a shield in one or both hands. Actions Multiattack The giant makes two forge maul attacks. Forge Maul Melee Weapon Attack:+ l 3 to hit, reach l Oft., one target. Hit: 28 (6d6 + 7) bludgeoning damage plus l 0 (3d6) fire damage. 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. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


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 Huge giant (frost giant), neutral evil Armor Class 18 (armor of ice, shield) Hit Points 25 3 (22dl 2 + 110) Speed 40ft. STR DEX CON INT WIS CHA 23(+6) 9(-1) 20(+5) 13(+1) 18(+4) 15(+2) Saving Throws Con+ l 0, Int +6, Wis +9, Cha +7 Skills Athletics+ 11, Nature +6, Perception +9, Survival +9 Damage Resistances fire Damage Immunities cold Senses darkvision 120 ft., passive Perception 19 Languages Giant, Giant Owl, Sylvan, Winter Wolf Challenge 16 (15,000 XP) Amphibious. The giant can breathe air and water. Armoroflce. When a creature within 5 feet of the giant hits it with a me lee weapon attack, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 20 feet and it has disadvantage on weapon attack rolls until the end of its next turn. Shapechanger. The giant can use its action to polymorph into a giant owl, killer whale, mammoth, or winter wolf, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying is transformed along with it. It reverts to its true form if it dies. Snow Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Spellcasting. The giant is a l 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at-will): druidcraft, frostbite,* ray of frost, shape watefl< l st level (4 slots): cure wounds, fog cloud, ice knife* 2nd level (3 slots): gust of wind, hold person, ice sculpture (new) 3rd level (3 slots): cold snap (new), sleet storm, slow 4th level (3 slots): control water, frost armor (new), ice storm 5th level (2 slots): cone of cold, control winds,* hold monster 6th level (1 slot): wall of ice 7th level (1 slot): globe of winter (new) 8th level (1 slot): control weather, encasing ice (new) War Caster. The giant has advantage on Constitution saving throws that it makes to maintain its concentration on a spell when it takes damage. It also can perform the somatic components of spells even when it has weapons or a shield in one or both hands. Wintry Cryomancy. When the giant casts a spell of l st-level or higher, ground in the spell's area is covered with ice until the end of the giant's next turn, making it difficult terrain. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC l 7 Dexterity saving throw, or else it falls prone. Also, whenever the giant deals cold damage to a creature, that creature's speed is reduced by l 0 feet until the end of its next turn. Actions Multiattack The giant makes two melee attacks. Ice Flail (Talons in Owl Form, Bite in Whale or WolfForm, Gore in Mammoth Form). Melee Weapon Attack:+ 11 to hit, reach l Oft. (5 ft. in owl, whale, or wolf form), one target. Hit: 28 (5d8 + 6) bludgeoning damage (piercing in beast form) plus 9 (2d8) cold damage. Frozen Rock (Giant Form Only). Ranged Weapon Attack:+ 11 to hit, range 60/240 ft., one target. Hit: 2 9 (4d l 0 + 6) bludgeoning damage plus 18 (4d8) cold damage. Cold Breath (Recharge 5-6). The giant exhales a blast of freezing wind in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 3 6 (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. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 149


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