The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by tjgamer125, 2019-10-15 14:49:07

Player Handbook

dnd5eng

the table to see w here you w ind up (multiple m ishaps T haum aturgy
can occur, dealing dam age each time). Transmutation cantrip

T e l e p o r t a t io n C ir cle Casting Time: 1 action
5th-level conjuration Range: 30 feet
Components: V
Casting Time: 1 minute Duration: Up to 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks in fused with You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
precious gem s with 50 gp, which the spell consum es) magical effects within range:
Duration: 1 round
• Your voice boom s up to three tim es as loud as norm al
A s you cast the spell, you draw a 10-foot-diameter for 1 minute.
circle on the ground inscribed with sigils that link
your location to a permanent teleportation circle of • You cause flames to flicker, brighten, dim, or change
your choice w hose sigil sequence you know and that is color for 1 minute.
on the sam e plane o f existence as you. A shim m ering
portal opens within the circle you drew and remains • You cause harm less trem ors in the ground for 1
open until the end o f your next turn. Any creature that minute.
enters the portal instantly appears within 5 feet o f the
destination circle or in the nearest unoccupied space if • You create an instantaneous sound that originates
that space is occupied. from a point of your choice within range, such as a
rumble of thunder, the cry o f a raven, or om inous
Many m ajor temples, guilds, and other important whispers.
places have permanent teleportation circles inscribed
som ewhere within their confines. Each such circle • You instantaneously cause an unlocked door or w in­
includes a unique sigil sequence—a string of magical dow to fly open or slam shut.
runes arranged in a particular pattern. W hen you first
gain the ability to cast this spell, you learn the sigil • You alter the appearance o f your eyes for 1 minute.
sequences for two destinations on the Material Plane,
determined by the DM. You can learn additional sigil If you cast this spell multiple times, you can have up to
sequences during your adventures. You can comm it three o f its 1-minute effects active at a tim e, and you can
a n ew sigil seq u en ce to m em ory after studying it dism iss such an effect as an action.
for 1 minute.
T h o r n W h ip
You can create a permanent teleportation circle by Transmutation cantrip
casting this spell in the sam e location every day for one
year. You need not use the circle to teleport when you Casting Time: 1 action
cast the spell in this way. Range: 30 feet
Components: V, S, M (the stem o f a plant w ith thorns)
T e n s e r ’s F l o a t in g D is k Duration: Instantaneous
1st-level conjuration (ritual)
You create a long, vine-like w hip covered in thorns that
Casting Time: 1 action lashes out at your com m a n d tow ard a creature in range.
Range: 30 feet Make a m elee spell attack against the target. If the
Components: V, S, M (a drop o f m ercury) attack hits, the creature takes 1d6 piercing dam age, and
Duration: 1 hour if the creature is Large or smaller, you pull the creature
up to 10 feet closer to you.
This spell creates a circular, horizontal plane of force,
3 feet in diameter and 1 inch thick, that floats 3 feet This spell’s dam age increases by 1d6 w hen you reach
above the ground in an unoccupied space o f your choice 5th level (2d6), 11th level (3d6), and 17th level (4d6).
that you can see within range. The disk rem ains for the
duration, and can hold up to 500 pounds. If m ore weight T h u n d e r o u s Sm ite
is placed on it, the spell ends, and everything on the disk 1st-level evocation
falls to the ground.
Casting Time: 1 bonus action
The disk is im m obile while you are within 20 feet of Range: Self
it. If you m ove m ore than 20 feet away from it, the disk Components: V
follow s you so that it rem ains w ithin 20 feet o f you. It Duration: Concentration, up to 1 minute
can move across uneven terrain, up or dow n stairs,
slop es and the like, but it ca n ’t c ro s s an elevation change T h e first tim e you hit w ith a m elee w eap on attack
o f 10 feet or m ore. For exam ple, the disk can’t move during this spell’s duration, your w eapon rings with
a cross a 10-foot-deep pit, nor cou ld it leave such a pit if it thunder that is audible within 300 feet o f you, and the
w as created at the bottom . attack deals an extra 2d6 thunder dam age to the target.
Additionally, if the target is a creature, it m ust su cceed
If you m ove m ore than 100 feet from the disk (typically on a Strength saving throw or be pushed 10 feet away
b eca u se it ca n ’t m ove around an obstacle to follow you), from you and knocked prone.
the spell ends.
T hunderwave
1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cube)

Components: V, S T r e e St r id e
Duration: Instantaneous 5th-level conjuration

A wave of thunderous force sw eeps out from you. Each Casting Time: 1 action
creature in a 15-foot cube originating from you must Range: Self
make a Constitution saving throw. On a failed save, a Components: V, S
creature takes 2d8 thunder dam age and is pu sh ed 10 Duration: Concentration, up to 1 minute
feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed. You gain the ability to enter a tree and m ove from inside
it to inside another tree o f the sa m e kind w ithin 500
In addition, unsecured objects that are completely feet. Both trees must be living and at least the sam e size
within the area o f effect are automatically pushed 10 feet as you. You must use 5 feet of movement to enter a tree.
away from you by the sp ell’s effect, and the spell em its a You instantly know the location o f all other trees o f the
thunderous b oom audible out to 3 0 0 feet. sam e kind within 500 feet and, as part of the move used
to enter the tree, can either pass into one o f those trees
A t H igher Levels. W h en you cast this spell using a or step out o f the tree y ou ’re in. You appear in a spot o f
spell slot o f 2nd level or higher, the damage increases by your choice within 5 feet of the destination tree, using
1d8 for each slot level above 1st. another 5 feet of movement. If you have no movement
left, you appear within 5 feet o f the tree you entered.
T im e St o p
9th-level transmutation You can use this transportation ability once per round
for the duration. You must end each turn outside a tree.
Casting Time: 1 action
Range: Self T rue Polym orph
Components: V 9th-level transmutation
Duration: Instantaneous
Casting Time: 1 action
You briefly stop the flow o f time for everyone but Range: 30 feet
yourself. No time passes for other creatures, while you Components: V, S, M (a drop o f m ercury, a dollop o f
take 1d4 + 1 turns in a row, during which you can use
actions and move as normal. gum arabic, and a w isp o f smoke)
Duration: Concentration, up to 1 hour
This spell ends if one o f the actions you use during
this period, or any effects that you create during this C h oose one creature or nonm agical object that you
period, affects a creature other than you or an object can see within range. You transform the creature into
being w orn or carried by som eon e other than you. In a different creature, the creature into an object, or the
addition, the spell ends if you move to a place m ore than object into a creature (the object must be neither w orn
1,0 00 feet from the location w here you cast it. nor carried by another creature). The transformation
lasts for the duration, or until the target d rops to 0 hit
T ongues points or dies. If you concentrate on this spell for the full
3rd-level divination duration, the transformation becom es permanent.

Casting Time: 1 action Shapechangers aren’t affected by this spell. An
Range: Touch unwilling creature can make a W isdom saving throw,
Components: V, M (a sm all clay m od el o f a ziggurat) and if it su cceed s, it isn’t affected by this spell.
Duration: 1 hour
C reature into Creature. If you turn a creature into
This spell grants the creature you touch the ability to another kind o f creature, the new form can be any kind
understand any spoken language it hears. M oreover, you ch oose w hose challenge rating is equal to or less
w hen the target speaks, any creature that k n ow s at than the target’s (or its level, if the target d oesn ’t have a
least one language and can hear the target understands challenge rating). The target’s gam e statistics, including
what it says. mental ability scores, are replaced by the statistics of
the n ew form . It retains its alignm ent and personality.
T ran spo rt v ia P lan ts
6 th-level conjuration The target a ssu m es the hit points o f its n ew form ,
and w hen it reverts to its norm al form , the creature
Casting Time: 1 action returns to the num ber o f hit points it had before it
Range: 10 feet transform ed. If it reverts as a result o f droppin g to
Components: V, S 0 hit points, any ex cess dam age carries over to its
Duration: 1 round norm al form . A s long as the excess dam age doesn ’t
reduce the creatu re’s n orm al form to 0 hit points, it isn’t
This spell creates a m agical link between a Large or knocked unconscious.
larger inanim ate plant w ithin range and another plant,
at any distance, on the sa m e plane o f existence. You Th e creature is lim ited in the actions it can perform by
m ust have seen or tou ched the destination plant at least the nature o f its n ew form , and it ca n ’t speak, cast spells,
on ce before. For the duration, any creature can step into or take any other action that requires hands or speech
the target plant and exit from the destination plant by unless its n ew form is capable o f such actions.
using 5 feet of movement.
Th e target’s gear m elds into the new form . The
creature can’t activate, use, wield, or otherw ise benefit
from any o f its equipment.

O bject into Creature. You can turn an object into target’s defen ses. On your next turn, you gain advantage
any kind o f creature, as long as the creatu re’s size on your first attack roll against the target, provided that
is no larger than the object’s size and the creature’s this spell hasn’t ended.
challenge rating is 9 or lower. The creature is friendly to
you and your com pa n ion s. It acts on each o f your turns. T sunam i
You d ecide what action it takes and h ow it m oves. The 8 th-level conjuration
DM has the creatu re’s statistics and resolves all o f its
actions and movement. Casting Time: 1 minute
Range: Sight
If the spell becom es permanent, you no longer control Components: V, S
the creature. It m ight rem ain friendly to you, depen din g Duration: Concentration, up to 6 rounds
on h ow you have treated it.
A w all o f w ater springs into existence at a point you
C reature into O bject. If you turn a creature into an choose within range. You can make the wall up to 300
object, it transform s along with w hatever it is w earin g feet long, 300 feet high, and 50 feet thick. The wall lasts
and carryin g into that form . The creatu re’s statistics for the duration.
b ecom e those o f the object, and the creature has no
m em ory o f time spent in this form, after the spell ends W h en the w all appears, each creature w ithin its area
and it returns to its n orm al form . must make a Strength saving throw. On a failed save,
a creature takes 6d10 bludgeoning damage, or half as
T rue R e su r r e c t io n much damage on a successful save.
9th-level necrom ancy
At the start o f each o f your turns after the wall
Casting Time: 1 hour appears, the w all, along w ith any creatu res in it, m oves
Range: Touch 50 feet away from you. Any Huge or sm aller creature
Components: V, S, M (a sprin kle o f holy water and inside the wall or w hose space the wall enters when
it m oves m ust su cceed on a Strength saving th row or
dia m on ds w orth at least 2 5 ,0 0 0 gp, w hich the take 5 d10 bludgeoning damage. A creature can take
spell consum es) this dam age only on ce per round. At the end o f the turn,
Duration: Instantaneous the w all’s height is reduced by 50 feet, and the dam age
creatures take from the spell on subsequent rounds is
You touch a creature that has been dead for no longer reduced by 1d10. W hen the wall reaches 0 feet in height,
than 20 0 years and that died for any reason except the spell ends.
old age. If the creature’s soul is free and willing, the
creature is restored to life w ith all its hit points. A creature caught in the wall can m ove by sw im m ing.
Because o f the force of the wave, though, the creature
This spell closes all w ounds, neutralizes any poison, must make a successful Strength (Athletics) check
cures all diseases, and lifts any curses affecting the against your spell save D C in order to m ove at all. If it
creatu re w hen it died. T h e spell replaces dam aged or fails the check, it ca n ’t m ove. A creature that m oves out
m issing organs and limbs. o f the area falls to the ground.

The spell can even provide a new body if the original U n seen Se r v a n t
no longer exists, in w hich case you must speak the 1st-level conjuration (ritual)
creature’s name. The creature then appears in an
unoccupied space you ch oose within 10 feet o f you. Casting Time: 1 action
Range: 60 feet
T rue Se e in g Components: V, S, M (a p iece o f string and
6 th-level divination
a bit o f w ood)
Casting Time: 1 action Duration: 1 hour
Range: Touch
Components: V, S, M (an ointm ent for the eyes that This spell creates an invisible, m indless, shapeless
force that perform s sim ple tasks at your com m a n d until
costs 25 gp; is made from m ushroom powder, saffron, the spell ends. The servant springs into existen ce in an
and fat; and is con su m ed by the spell) u n occu p ied sp ace on the ground w ithin range. It has AC
Duration: 1 hour 10, 1 hit point, and a Strength o f 2, and it c a n ’t attack. If
it d rop s to 0 hit points, the spell ends.
This spell gives the w illing creature you touch the ability
to see things as they actually are. For the duration, the Once on each of your turns as a bonus action, you can
creature has truesight, notices secret doors hidden by mentally com m and the servant to m ove up to 15 feet and
m agic, and can see into the Ethereal Plane, all out to a interact with an object. The servant can perform simple
range o f 120 feet. tasks that a human servant could do, such as fetching
things, cleaning, mending, folding clothes, lighting
T r u e St r ik e fires, serving food, and pouring w ine. O nce you give the
Divination cantrip com m and, the servant perform s the task to the best of
its ability until it com pletes the task, then w aits for your
Casting Time: 1 action next command.
Range: 30 feet
Components: S If you com m and the servant to perform a task that
Duration: Concentration, up to 1 round w ou ld m ove it m ore than 60 feet away from you,
the spell ends.
You extend your hand and point a finger at a target in
range. Your m agic grants you a brief insight into the

Va m p ir ic T o u c h Wa l l of Force
3rd-level necromancy 5th-level evocation

Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S Components: V, S, M (a pinch o f p ow d er m ade by
Duration: Concentration, up to 1 minute
crushing a clear gemstone)
The touch of your shadow-wreathed hand can siphon life Duration: Concentration, up to 10 minutes
force from others to heal your w ounds. Make a melee
spell attack against a creature within your reach. On A n invisible w all o f force springs into existence at a
a hit, the target takes 3d 6 n ecrotic dam age, and you point you c h o o s e w ithin range. The w all appears in
regain hit points equal to h alf the am ount o f n ecrotic any orientation you choose, as a horizontal or vertical
dam age dealt. Until the spell ends, you can m ake the barrier or at an angle. It can be free floating or resting
attack again on each of your turns as an action. on a solid surface. You can form it into a h em ispherical
dom e or a sphere with a radius o f up to 10 feet, or you
A t H igher L evels. W h en you cast this spell using a can shape a flat su rface m ade up o f ten 10-foot-by-
spell slot o f 4th level or higher, the dam age increases by 10-foot panels. Each panel must be contiguous with
1d6 for each slot level above 3rd. another panel. In any form, the wall is 1/4 inch thick.
It lasts for the duration. If the w all cuts through a
V ic io u s M o c k e r y creatu re’s sp ace w hen it appears, the creature is pushed
Enchantment cantrip to one side of the wall (your choice w hich side).

Casting Time: 1 action N othing can physically p a ss through the w all. It is
Range: 60 feet im m une to all dam age and ca n ’t b e dispelled by dispel
Components: V magic. A disintegrate spell destroys the w all instantly,
Duration: Instantaneous however. The wall also extends into the Ethereal Plane,
blocking ethereal travel through the wall.
You unleash a string o f insults laced with subtle
enchantm ents at a creature you can see w ithin range. If W a l l of Ice
the target can hear you (though it n eed not understand 6 th-level evocation
you), it m ust su cceed on a W isd om saving th row or take
1d4 psychic dam age and have disadvantage on the next Casting Time: 1 action
attack roll it m akes before the end o f its next turn. Range: 120 feet
Components: V, S, M (a sm all p iece o f quartz)
This spell’s dam age increases by 1d4 w hen you reach Duration: Concentration, up to 10 minutes
5th level (2d4), 11th level (3d4), and 17th level (4d4).
You create a wall of ice on a solid surface within range.
W a l l o f F ir e You can form it into a h em ispherical d om e or a sphere
4th-level evocation with a radius o f up to 10 feet, or you can shape a flat
surface made up o f ten 10-foot-square panels. Each
Casting Time: 1 action panel must be contiguous with another panel. In any
Range: 120 feet form, the wall is 1 foot thick and lasts for the duration.
Components: V, S, M (a sm all p iece o f phosph orus)
Duration: Concentration, up to 1 minute If the w all cuts through a creatu re’s sp ace w hen it
appears, the creature w ithin its area is pushed to one
You create a wall o f fire on a solid surface within side o f the wall and must make a Dexterity saving throw.
range. You can make the wall up to 60 feet long, 20 On a failed save, the creature takes 10d6 cold damage,
feet high, and 1 foot thick, or a ringed wall up to 20 feet or half as much dam age on a successful save.
in diameter, 20 feet high, and 1 foot thick. T h e w all is
opaque and lasts for the duration. The w all is an object that can be dam aged and thus
breached. It has AC 12 and 30 hit points per 10-foot
W h en the w all appears, each creature w ithin its area section, and it is vulnerable to fire dam age. R edu cin g
must make a Dexterity saving throw. On a failed save, a a 10-foot section o f w all to 0 hit points destroys it and
creature takes 5d8 fire damage, or half as much damage leaves behind a sheet o f frigid air in the space the wall
on a successful save. occupied. A creature moving through the sheet of frigid
air for the first time on a turn must m ake a Constitution
One side of the wall, selected by you when you cast saving throw. That creature takes 5d6 cold damage on a
this spell, deals 5d8 fire dam age to each creature that failed save, or half as much damage on a successful one.
ends its turn w ithin 10 feet o f that side or inside the
wall. A creature takes the sam e dam age w hen it enters A t H igher L evels. W h en you cast this spell using a
the w all for the first time on a turn or ends its turn there. spell slot o f 7th level or higher, the dam age the wall
The other side o f the wall deals no damage. deals w hen it appears in creases by 2d6, and the dam age
from passing through the sheet of frigid air increases by
A t H igher Levels. W h en you cast this spell using a 1d6, for each slot level above 6th.
spell slot o f 5th level or higher, the dam age increases by
1d8 for each slot level above 4th.

W a l l of St o n e m ake a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 action
Range: 120 feet A t H igher Levels. W h en you cast this spell using a
Components: V, S, M (a sm all b lo ck o f granite) spell slot o f 7th level or higher, both types o f damage
Duration: Concentration, up to 10 minutes increase by 1d8 for each slot level above 6th.

A nonm agical wall of solid stone springs into existence W a r d in g B o n d
at a point you ch oose within range. The wall is 6 inches 2nd-level abjuration
thick and is com posed o f ten 10-foot-by-10-foot panels.
E ach panel m ust be contigu ou s w ith at least on e other Casting Time: 1 action
panel. Alternatively, you can create 10-foot-by-20-foot Range: Touch
panels that are only 3 inches thick. Components: V, S , M (a pair o f platinum rings w orth at

If the w all cuts through a creatu re’s sp ace w hen it least 50 gp each, w hich you and the target must wear
appears, the creature is pushed to one side o f the wall for the duration)
(your choice). If a creature w ould be surrounded on all Duration: 1 hour
sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a This spell wards a w illing creature you touch and
su cce s s, it can u se its reaction to m ove up to its sp eed so creates a mystic connection betw een you and the target
that it is no longer en closed by the w all. until the spell ends. W hile the target is within 60 feet of
you, it gains a +1 bon u s to AC and saving throw s, and
T h e w all can have any shape you desire, though it it has resistan ce to all dam age. A lso, each time it takes
can’t occupy the same space as a creature or object. damage, you take the sam e amount of damage.
The wall d oesn ’t need to be vertical or rest on any firm
foundation. It must, however, m erge with and b e solidly T h e spell en ds if you d rop to 0 hit points or if you
supported by existing stone. Thus, you can use this spell and the target becom e separated by m ore than 60 feet.
to bridge a chasm or create a ramp. It a lso ends if the spell is cast again on either o f the
connected creatures. You can also dism iss the spell
If you create a span greater than 20 feet in length, you as an action.
must halve the size of each panel to create supports.
You can crudely shape the wall to create crenellations, W a ter B r e a t h in g
battlements, and so on. 3rd-level transmutation (ritual)

The wall is an object m ade o f stone that can be Casting Time: 1 action
dam aged and thus breached. E ach panel has AC 15 and Range: 30 feet
30 hit points per inch o f th ickness. R edu cin g a panel Components: V, S , M (a short reed or p iece o f straw)
to 0 hit points destroys it and m ight cau se con n ected Duration: 24 hours
panels to collap se at the D M ’s discretion.
This spell grants up to ten w illing creatures you can see
If you maintain your concentration on this spell for within range the ability to breathe underwater until the
its w hole duration, the w all b e c o m e s perm anent and spell ends. Affected creatures also retain their normal
can’t be dispelled. O therw ise, the w all disappears w hen m ode of respiration.
the spell ends.
Water Walk
Wall of T horns 3rd-level transmutation (ritual)
6 th-level conjuration
Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 120 feet Components: V, S, M (a p iece o f cork)
Components: V, S, M (a handful o f thorns) Duration: 1 hour
Duration: Concentration, up to 10 minutes
This spell grants the ability to m ove across any liquid
You create a wall o f tough, pliable, tangled brush surface—such as water, acid, mud, snow, quicksand,
bristling with needle-sharp thorns. The wall appears or lava—as if it w ere h arm less solid ground (creatures
within range on a solid surface and lasts for the crossin g molten lava can still take dam age from the
duration. You ch oose to make the wall up to 60 feet heat). Up to ten w illing creatures you can see within
long, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.
a 20-foot diameter and is up to 20 feet high and 5 feet
thick. The wall blocks line o f sight. If you target a creature subm erged in a liquid, the
spell carries the target to the su rface o f the liquid at a
W h en the w all appears, each creature w ithin its area rate o f 60 feet per round.
must make a Dexterity saving throw. On a failed save,
a creature takes 7d8 piercing damage, or half as much W eb
damage on a successful save. 2nd-level conjuration

A creature can m ove through the wall, albeit slowly Casting Time: 1 action
and painfully. For every 1 foot a creature m oves Range: 60 feet
through the wall, it must sp end 4 feet o f m ovem ent. Components: V, S, M (a bit o f spiderw eb)
Furtherm ore, the first time a creature enters the wall Duration: Concentration, up to 1 hour
on a turn or ends its turn there, the creature must

You conjure a m a ss o f thick, sticky w ebbin g at a point o f You and up to ten willing creatures you can see
your ch oice w ithin range. T h e w eb s fill a 20 -foot cube within range assum e a gaseous form for the duration,
from that point for the duration. The w ebs are difficult appearing as w isps o f cloud. W hile in this cloud form,
terrain and lightly obscure their area. a creature has a flying speed o f 30 0 feet and has
resistance to damage from nonm agical w eapons. The
If the w ebs aren’t anchored betw een tw o solid m asses only actions a creature can take in this form are the
(such as w alls or trees) or layered across a floor, wall, D ash action or to revert to its n orm al form . Reverting
or ceiling, the conjured w eb collapses on itself, and the takes 1 minute, during w hich time a creature is
spell ends at the start o f your next turn. W eb s layered incapacitated and can’t move. Until the spell ends, a
over a flat su rface have a depth o f 5 feet. creature can revert to cloud form, which also requires
the 1-minute transformation.
E ach creature that starts its turn in the w eb s or that
enters them during its turn must m ake a Dexterity If a creature is in cloud form and flying w hen the effect
saving throw. On a failed save, the creature is restrained ends, the creature descends 60 feet per round for 1
as long as it rem ains in the w ebs or until it breaks free. minute until it lands, w h ich it d o e s safely. If it ca n ’t land
after 1 minute, the creature falls the rem aining distance.
A creature restrained by the w ebs can use its action to
m ake a Strength ch eck against your spell save DC. If it W in d W a l l
su cceed s, it is no longer restrained. 3rd-level evocation

The w ebs are flammable. Any 5-foot cube of w ebs Casting Time: 1 action
ex p o se d to fire bu rns away in 1 round, dealing 2d4 fire Range: 120 feet
dam age to any creature that starts its turn in the fire. Components: V, S, M (a tiny fan and a feather o f

W e ir d exotic origin)
9th-level illusion Duration: Concentration, up to 1 minute

Casting Time: 1 action A w all o f strong w in d rises from the ground at a point
Range: 120 feet you ch oose within range. You can make the wall up
Components: V, S to 50 feet long, 15 feet high, and 1 foot thick. You can
Duration: Concentration, up to one minute shape the w all in any w ay you c h o o s e s o long as it
m akes one continuous path along the ground. The wall
Drawing on the deepest fears of a group of creatures, lasts for the duration.
you create illusory creatures in their minds, visible
only to them. Each creature in a 30-foot-radius W h en the w all appears, each creature w ithin its area
sphere centered on a point of your choice within must make a Strength saving throw. A creature takes
range must make a W isdom saving throw. On a failed 3d8 bludgeoning damage on a failed save, or half as
save, a creature becom es frightened for the duration. much damage on a successful one.
The illusion calls on the creature’s deepest fears,
m anifesting its w orst n ightm ares as an im placable The stron g w ind keeps fog, sm oke, and other gases at
threat. At the start o f each o f the frightened creatu re’s bay. S m all or sm aller flying creatu res or ob jects ca n ’t
turns, it m ust su cce e d on a W isd om saving th row or pass through the wall. L oose, lightweight materials
take 4 d10 psychic dam age. On a su ccessfu l save, the brought into the w all fly upward. A rrow s, bolts, and
spell ends for that creature. other ordinary p rojectiles launched at targets behind
the wall are deflected upward and automatically miss.
W in d W a l k (Boulders hurled by giants or siege engines, and similar
6 th-level transmutation projectiles, are unaffected.) Creatures in gaseous form
ca n ’t pass through it.
Casting Time: 1 minute
Range: 30 feet W ish
Components: V, S, M (fire and holy water) 9th-level conjuration
Duration: 8 hours
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

Wish is the m ightiest spell a m ortal creature can
cast. By simply speaking aloud, you can alter the very
foundations o f reality in accord with your desires.

The basic use o f this spell is to duplicate any other
spell o f 8th level or lower. You don ’t need to m eet any
requirem ents in that spell, including costly com ponents.
The spell simply takes effect.

Alternatively, you can create one o f the follow ing
effects of your choice:

• You create one object o f up to 2 5 ,000 gp in value that
isn’t a m agic item. The object can be no m ore than

3 0 0 feet in any dim ension, and it appears in an u n o c­ also en ds if the target is ever outside the sp ell’s range or
cupied space you can see on the ground. if it has total cover from you.
• You allow up to twenty creatures that you can see to
regain all hit points, and you end all effects on them A t H igher L evels. W h en you cast this spell using
described in the greater restoration spell. a spell slot o f 2nd level or higher, the initial dam age
• You grant up to ten creatures that you can see resis­ in creases by 1d12 for each slot level above 1st.
tance to a damage type you choose.
• You grant up to ten creatures you can see immunity to W ord of R ecall
a single spell or other magical effect for 8 hours. For 6 th-level conjuration
instance, you could m ake yourself and all your com ­
panion s im m une to a lich ’s life drain attack. Casting Time: 1 action
• You undo a single recent event by forcing a reroll of Range: 5 feet
any roll m ade within the last round (including your Components: V
last turn). Reality reshapes itself to accom m odate the Duration: Instantaneous
n ew result. F or exam ple, a wish spell cou ld undo an
op p on en t’s su ccessfu l save, a fo e ’s critical hit, or a You and up to five w illing creatures within 5 feet o f you
friend’s failed save. You can force the reroll to be m ade instantly teleport to a previously designated sanctuary.
with advantage or disadvantage, and you can choose You and any creatures that teleport with you appear in
whether to use the reroll or the original roll. the nearest unoccupied space to the spot you designated
when you prepared your sanctuary (see below). If you
You might be able to achieve som ething beyond the cast this spell without first preparing a sanctuary, the
scop e o f the above examples. State your wish to the DM spell has no effect.
as precisely as p ossib le. T h e DM has great latitude in
ruling what occu rs in such an instance; the greater the You must designate a sanctuary by casting this spell
wish, the greater the likelihood that som ething goes within a location, such as a temple, dedicated to or
w rong. This spell might simply fail, the effect you desire strongly linked to your deity. If you attempt to cast the
might only be partly achieved, or you might suffer som e spell in this m anner in an area that isn’t dedicated to
unforeseen consequence as a result of how you worded your deity, the spell has n o effect.
the w ish. For example, w ishing that a villain w ere dead
might propel you forw ard in time to a period w hen that W r a t h f u l Sm it e
villain is no longer alive, effectively rem oving you from 1st-level evocation
the game. Similarly, w ishing for a legendary m agic item
or artifact might instantly transport you to the presence Casting Time: 1 bonus action
o f the item ’s current owner. Range: Self
Components: V
The stress o f casting this spell to produce any effect Duration: Concentration, up to 1 minute
other than duplicating another spell w eakens you. After
enduring that stress, each time you cast a spell until T h e next tim e you hit w ith a m elee w ea p on attack
you finish a long rest, you take 1d10 necrotic damage during this spell’s duration, your attack deals an extra
per level o f that spell. This dam age can’t be reduced or 1d6 psychic damage. Additionally, if the target is a
prevented in any way. In addition, your Strength drops creature, it must m ake a W isd om saving th row o r be
to 3, if it isn’t 3 or low er already, for 2d4 days. F or each frightened o f you until the spell ends. A s an action, the
o f those days that you spend resting and doing nothing creature can make a W isdom check against your spell
m ore than light activity, your rem aining recovery time save D C to steel its resolve and end this spell.
decreases by 2 days. Finally, there is a 33 percent
ch a n ce that you are unable to cast wish ever again if you Z one of T ruth
suffer this stress. 2nd-level enchantment

W it c h B olt Casting Time: 1 action
1st-level evocation Range: 60 feet
Components: V, S
Casting Time: 1 action Duration: 10 minutes
Range: 30 feet
Components: V, S, M (a tw ig from a tree that has been You create a m agical zone that guards against deception
in a 15-foot-radius sphere centered on a point o f your
struck by lightning) choice w ithin range. Until the spell ends, a creature
Duration: Concentration, up to 1 minute that enters the spell’s area for the first tim e on a turn
or starts its turn there m ust m ake a C harism a saving
A beam of crackling, blue energy lances out toward throw. On a failed save, a creature c a n ’t sp eak a
a creature within range, form ing a sustained arc of deliberate lie w hile in the radius. You know whether
lightning betw een you and the target. Make a ranged each creature su cceed s or fails on its saving throw.
spell attack against that creature. O n a hit, the target
takes 1d12 lightning damage, and on each o f your turns An affected creature is aware o f the spell and can thus
for the duration, you can use your action to deal 1d12 avoid an sw erin g questions to w h ich it w ou ld norm ally
lightning dam age to the target automatically. The spell resp on d w ith a lie. S u ch a creature can be evasive in
ends if you use your action to do anything else. The spell its an sw ers as long as it rem ains w ithin the bou n daries
o f the truth.

A ppendix A: C on dition s

OCNDITIONS ALTER A CREATURE’S CAPABILITIES IN • The charm er has advantage on any ability check to
a variety of ways and can arise as a result of interact socially with the creature.
a spell, a class feature, a m onster’s attack,
or other effect. M ost conditions, such as D eafened
blinded, are impairments, but a few, such as • A deafened creature can’t hear and autom atically fails
invisible, can be advantageous.
A condition lasts either until it is countered any ability check that requires hearing.
(the prone condition is countered by standing
up, for example) or for a duration specified by the effect Fr ig h te n e d
that im posed the condition. • A frightened creature has disadvantage on ability
If multiple effects im pose the sam e condition on a
creature, each instance o f the condition has its ow n ch eck s and attack rolls w hile the sou rce o f its fear is
duration, but the con dition ’s effects don't get w orse. within line o f sight.
A creature either has a condition or d oesn ’t. • The creature can’t willingly move closer to the source
The follow ing definitions sp ecify what happens to o f its fear.
a crea tu re w h ile it is su bjected to a con dition .
G rappled
B lin d e d • A grappled creatu re’s sp eed b e c o m e s 0, and it can't
• A blinded creature can’t see and autom atically fails
benefit from any bonus to its speed.
any ability check that requires sight. • The condition ends if the grappler is incapacitated
• Attack rolls against the creature have advantage, and
(see the condition).
the creature’s attack rolls have disadvantage. • The condition also ends if an effect rem oves the

C harm ed grappled creature from the reach of the grappler or
• A charm ed creature can't attack the charm er or target grappling effect, such as when a creature is hurled
away by the thunderwave spell.
the charm er with harmful abilities or m agical effects.
In c a pa c ita te d
• A n incapacitated creature ca n ’t take actions or

reactions.

In v isib le Ex h a u s t io n
• An invisible creature is im possible to see without the
Some special abilities and environmental hazards, such as
aid o f m agic or a special sense. For the purpose of starvation and the long-term effects o f freezing or scorching
hiding, the creature is heavily obscured. The crea­ temperatures, can lead to a special condition called
ture’s location can be detected by any n oise it m akes exhaustion. Exhaustion is measured in six levels. An effect
or any tracks it leaves. can give a creature one or more levels o f exhaustion, as
• Attack rolls against the creature have disadvantage, specified in the effect’s description.
and the creature’s attack rolls have advantage.
Level Effect
Pa r a l y z e d 1 Disadvantage on ability checks
• A paralyzed creature is incapacitated (see the condi­ 2 Speed halved
3 Disadvantage on attack rolls and saving throws
tion) and can’t m ove or speak. 4 Hit point maximum halved
• The creature automatically fails Strength and 5 Speed reduced to 0
6 Death
Dexterity saving throws.
• Attack rolls against the creature have advantage. If an already exhausted creature suffers another effect that
• Any attack that hits the creature is a critical hit if the causes exhaustion, its current level o f exhaustion increases
by the amount specified in the effect’s description.
attacker is within 5 feet of the creature.
A creature suffers the effect o f its current level of
P e tr ifie d exhaustion as well as all lower levels. For example, a creature
• A petrified creature is transformed, along with any suffering level 2 exhaustion has its speed halved and has
disadvantage on ability checks.
n onm agical object it is w earin g or carrying, into a
solid inanim ate substance (usually stone). Its weight An effect that removes exhaustion reduces its level as
in creases by a factor o f ten, and it c e a se s aging. specified in the effect’s description, with all exhaustion
• The creature is incapacitated (see the condition), can’t effects ending if a creature’s exhaustion level is reduced
move or speak, and is unaware o f its surroundings. below 1.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and Finishing a long rest reduces a creature's exhaustion level
Dexterity saving throws. by 1, provided that the creature has also ingested some
• The creature has resistance to all damage. food and drink.
• The creature is im m une to poison and disease,
although a poison or disease already in its system
is suspended, not neutralized.

■f


















































Click to View FlipBook Version