The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Xanathar's Guide to Everything.
Need to know /something/ about DnD? This book probably has it.

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by skyrimwarlocks, 2019-09-24 12:13:51

DnD 5e - Xanathar's Guide to Everything

Xanathar's Guide to Everything.
Need to know /something/ about DnD? This book probably has it.

SPELL DESCRIPTIONS if the beast's Intelligence score is 4 or higher. Until the
spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the
beast can understand your telepathic messages to it,
ABI-DALZIM'S HORRID WILTING and it can telepathically communicate simple emotions
a nd concepts back to you. While the link is active, the
8th-level necromancy beast gains advantage on attack rolls against a ny crea-
ture within 5 feet of you that you can see.
Casting Time: 1 action
Range: 150 feet BONES OF THE EARTH
Components: V, S, M (a bit of sponge)
Duration: Instantaneous 6th-level transmutation

You draw the moisture from every creature in a 30-foot Casting Time: 1 action
cube centered on a point you choose within range. Each Range: 120 feet
creature in that a rea must make a Constitution saving Components: V, S
throw. Constructs a nd undead a ren't affected, and plants Duration: Instantaneous
and water elementa ls make this saving throw with dis-
advantage. A creature takes 12d8 necrotic damage on a You cause up to six pillars of s tone to burst from places
failed save, or half as much damage on a successful one. on the ground that you can see within ra nge. Each pilla r
is a cylinder that has a diameter of 5 feet a nd a he ight of
Nonmagical plants in the a rea that are n't creatures, up to 30 feet. The ground where a pillar a ppears must
s uch as trees and shrubs, wither a nd die instantly. be wide enough for its diameter, a nd you can target the
ground under a creature if that cr eature is Medium or
ABSORB ELEMENTS smalle r. Each pillar has AC 5 a nd 30 hit points. When
reduced to 0 hit points, a pillar crumbles into rubble,
1st-level abjuration which creates an a rea of difficult terrain with a 10-
foot radius that lasts until the rubble is cleared. Each
Casting Time: 1 reaction, which you take when you take 5-foot-diameter portion of the a rea requires at least 1
acid, cold, fire, lig htning, or thunder damage minute to clear by ha nd.

Range: Self If a pillar is created under a creature , that creature
Components: S must s ucceed on a Dexterity saving throw or be lifted by
Duration: 1 round the pillar. A creature can choose to fail the save.

The spell captures some of the incoming energy, less- If a pillar is prevented fro m reaching its full height
ening its effect on you a nd storing it for your next melee because of a ceiling or other obstacle, a creature on the
attack. You have resistance to the triggering damage pillar takes 6d6 bludgeoning damage a nd is restrained,
type until the s tart of your next turn. Also, the first time pinched between the pillar a nd the obstacle. The re-
you hit with a melee attack on your next turn, the target stra ined creature can use an action to make a Strength
takes an extra ld6 da mage of the triggering type, a nd or Dexterity check (the creature's choice) agai nst the
the spell ends . spell's save DC. On a success, the creature is no lo n-
ger restrained and must either move off the pillar or
AtHigher Levels. When you cast this spell using a fa ll off it.
s pell slot of 2nd level or higher, the extra damage in-
creases by ld6 for each s lot level above 1st. At Higher Levels. When you cast this spell using a
s pell s lot of 7th level or higher, you can create two addi-
AGANAZZAR1S SCORCHER tional pillars for each s lot level above 6th.

2nd-level evocation CATAPULT

Casting Time: 1 action 1st-level transmutation
Range: 30 feet
Components: V, S, M (a red dragon's scale) Casting Time: 1 action
Duration: Instanta neous Range: 60 feet
Components: S
A line of roaring flame 30 feet lo ng and 5 feet wide ema- Duration: Instantaneous
na tes from you in a direction you choose. Each creature
in the line must make a Dexterity saving throw. A crea- Choose one object weighing 1 to 5 pounds within range
ture takes 3d8 fire damage on a failed save, o r ha lf as that is n't being worn or carried. T he object flies in a
much damage o n a s uccessful one. straight line up to 90 feet io a direction you choose
before falling to the ground, stopping early if it impacts
At Higher Levels. When you cast this spell us ing a against a solid surface. If the object would strike a crea-
spell slot of 3rd level or higher, the damage increases by ture, that creature must make a Dexterity saving throw.
ld8 for each slot level above 2nd. On a fa iled save, the object strikes the target a nd stops
moving. When the object strikes something, the object
B EAST BOND and what it s trikes each take 3d8 bludgeoning damage.

1st-level divination AtHigher Levels. When you cast this s pe ll using a
spell s lot of 2 nd level o r higher, the maximum weight of
Casting Time: 1 action objects that you can target w ith this spell increases by 5
Range: Touch pounds, and the damage incr eases by ld8, for each s lot
Components: V, S , M (a bit of fur wrapped in a cloth) level a bove 1st.
Duration: Concentration, up to 10 minutes

You establis h a telepathic link with one beast you touch
that is frie ndly to you or charmed by you. The spell fa ils

C HAPTER 3 f SPELLS

CATNAP hours, whenever the target makes a saving throw, it can
roll a d4 and add the number rolled to the save. A crea-
3rd-level enchantment ture can benefit from this rite only once.

Casting Time: 1 action Funeral Rite. You touch one corpse, a nd for the next
Range: 30 feet 7 days, the target can't become undead by any means
Components: S , M (a pinch of sand) s hort of a wis h s pell.
Duration: 10 minutes
Wedding. You touch adult humanoids willing to be
You make a calming gesture, and up to three willing bonded together in marriage. For the next 7 days, each
creatures of your choice that you can see within range target gains a +2 bonus to AC while they a re within 30
fall unconscio us for the spell's duration. The spell ends feet of each other. A creature can benefit from this rite
on a ta rget early if it takes damage or s omeone uses a n aga in only if w idowed.
action to s ha ke o r s lap it awake. Jf a target rema ins un-
conscious for the ful l duration , that ta rget gains the ben- CHAOS BOLT
efit of a short rest, and it can't be affected by this spell
again until it finis hes a long rest. Ist-level evocation

At Higher Levels. When you cast this s pell using a Casting Time: 1 action
spell s lot of 4th level or higher, you can target one addi- Range: 120 feet
tiona l willing creature for each s lot level above 3 rd. Components: V, S
Duration: Ins tanta neous
CAUSE FEAR
You hurl a n undulating, wa rbling mass of chaotic energy
1st-level necrom ancy at one creature in range. Make a ranged spell attack
agai nst the target. On a hit, the target takes 2d8 + ld6
Casting Time: 1 action damage. Choose one of the d8s. The numbe r rolled
Range: 60 feet on that die determines the attack's damage type, as
Components: V s hown below.
Duration: Concentration, up to 1 minu te
d8 Damage Type
You awa ken the sense of morta lity io one creature you
can see within ra nge. A construct or an undead is im- Acid
mune to this effect. The target must s ucceed on a Wis-
dom saving throw or become frightened ofyou until the 2 Cold
spell ends. The frighte ned target can repeat the saving
throw at the end of each of its turns, ending the effect on 3 Fire
itself on a s uccess.
4 Force
At Higher Levels. When you cast this spell using
a spell s lot of 2nd level or higher, you can target one 5 Lightning
additional creature for each s lot level above 1st. The
creatures must be within 30 feet of each other when you 6 Poison
target the m.
7 Psychic
CEREMONY
8 Thunder
l s t-/eve/ abjuration (ritual)
If you roll the same number on both d8s, the chaotic
Casting Time: 1 hour energy leaps from the target to a different creature of
Range: Touch your choice within 30 feet of it. Make a new attack roll
Components: V, S , M (25 gp worth of powdered s ilver, agains t the new target, and make a new damage roll,
which could cause the chaotic energy to leap aga in.
which the s pell cons umes)
Duration: Instanta neous A creature can be ta rgeted only once by each casting
of this spell.
You perform a s pecia l religious ceremony that is infused
with magic. Whe n you cast the spell, choose one of the At Higher Levels. When you cast th is spell using
following rites, the ta rget of which must be within 10 a spell s lot of 2nd level or higher, each target takes
feet of you throughout the casting. ld6 extra da mage of the type rol led for each s lot level
above 1st.
Atonement. You touch one willing creature whose
alignment has cha nged, and you make a DC 20 Wisdom CHARM MONSTER
(Insight) check. On a s uccessful check, you restore the
target to its original a lignment. 4th-level enchantm ent

Bless Water. You touch one vial of wate r a nd cause it Casting Time: 1 action
to become holy water. Range: 30 feet
Components: V, S
Coming ofAge. You touch one humanoid who is a Duration: 1 hour
young adult. For the next 24 hours, whenever the ta rget
makes a n ability check, it can roll a d4 and add the num- You attempt to cha rm a creature you can see within
ber rolled to the ability check. A creature can benefit range. It must make a Wisdom saving throw, and it does
from this rite only once. so with adva ntage if you or your companions are fight-
ing it. If it fails the saving throw, it is charmed by you
Dedication. You touch one huma noid who wis hes unti l the s pell ends or until you or your compan ions do
to be dedicated to your god's service. For the next 24 anything harmful to it. The charmed creature is friendly
to you. When the spell ends, the creature k nows it was
charmed by you.

....

At Higher Levels . When you cas t this spell us ing Updraft. You cause a s us tained updraft w ithin the
a s pe ll s lot of 5t h level or higher, you ca n target o ne cube, rising upwa rd from the cube's bottom s ide. Crea-
additiona l creat ure for each slot level above 4th. The tures that e nd a fall within the cube take only half da m-
creatures mus t be within 30 feet of each other whe n you age from the fall . When a creature in the cube makes a
ta rget them. vertical jump, t he creature can jump up to 10 feet highe r
than normal.
CO NTROL F LAMES
CREAT E B O NFIRE
Trans mutation cantrip
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: S Range: 60 feet
Duration: Ins tanta neous or 1 hour (see below) Components: V, S
Duration: Concentra tion , up to 1 minute
You choose a nonmagical fla me that you can see within
range a nd tha t fits within a 5 -foot cube. You a ffect it in You create a bo nfire on g round tha t yo u can see w ith in
one of the following ways: ra nge. Until the s pe ll ends, the magic bonfire fills a
5 -foot cube. Aoy creature in the bo nfire's s pace whe n
• You ins tanta neous ly expand the fla me 5 feet in one you cas t the s pell must s ucceed on a D exterity s aving
direction, provided that wood or othe r fuel is present throw or take ld8 fire d am age. A creature mus t a lso
in the new location. ma ke the saving throw w hen it moves into t he bonfire's
s pace for the firs t time o n a turn or e nds its turn the re.
• You ins tanta neous ly extinguish the fla mes
within the cube. The bo nfire ignites fla mmable o bjects in its area t hat
a re n't being worn or carr ied.
• You double or ha lve the a rea of brig ht ligh t and dim
light cast by the fla me, change its color, or both . The The s pe ll's da mage increases by ld8 w hen you reach
cha nge lasts for 1 hour. 5th level (2d8), 11th leve l (3d8), and 17th level (4d8).

• You cause s imple s ha pes-such as the vague form of a C REATE HOMUNCULUS
creature, a n inanima te object, or a location- to appear
within the fl a mes a nd a nimate as you like. The s ha pes 6th-level trans mutation
last for 1 hour.
Casting Time: 1 hour
Ifyou cast this s pe ll multiple times, you can have up to Range: Touch
three non-ins tantaneous effects created by it active a t a Components: V, S , M (clay, ash, a nd m a ndrake root, all
time, a nd you can dis miss s uch an effect as an action.
of which the spell cons umes, a nd a j ewel-encrus ted
C O NTROL W IN DS dagger wor th a t least 1,000 gp)
Duration: Ins ta nta neous
5th-le vel trans mutation
While s peaking a n intricate incantation, you cut your-
Casting Time: 1 actio n self with a jewel-encrus ted dagger, ta king 2d4 piercing
Range: 3 00 feet da mage that can't be reduced in a ny way. You t hen drip
Components: V, S your blood on t he spell's othe r compo ne nts a nd touch
Duration: Concentra tio n, up to 1 hour the m, transforming them into a special construct called
a ho munculus.
You ta ke control o f the a ir in a 100-foo t cube that you
can see wit hin range. Choose one of the following e f- T he s tatis tics of t he ho munc ulus a re in t he Mons ter
fects whe n you cast the s pell. The e ffect lasts fo r the Manual. It is your fa ithful compa nion, a nd it dies if you
s pell's duratio n, unless you use your action on a late r die. Whenever you fini s h a lo ng rest, you can spend up
turn to switch to a differe nt e ffect. Yo u can also use your to ha lf your H it Dice if th e ho mu nculus is on t he same
action to tempora rily halt the effect or to resta rt one pla oe of exis tence as you. When you do so, roll each
you've ha lted. die a nd add your Constitution modifie r to it. Your hit
point max imum is reduced by the tota l, a nd the ho mun-
Gusts. A wind picks up within the cube, continu- culus's hit point maximum a nd current hit points a re
ally blowing in a horizonta l direction you designate. both increased by it. T his process can reduce you to no
You choose the inte ns ity o f the wind: calm, moderate, lower than 1 hit point, a nd the change to your and the
o r s trong. If the w ind is moderate or s trong, ra nged homunculus's hit points ends when you finis h your nex t
weapo n attacks that ente r or leave the cube or pass long rest. The reductio n to you r hi t point max im um can't
thro ug h it have disadvantage on t he ir attack ro lls. ff be removed by any mea ns before t hen, except by the ho-
the w ind is s trong, a ny creature moving agains t the muoculus's death.
wind mus t s pe nd 1 ex tra foot of moveme nt for each
foot moved. You can have only o ne ho munculus at a time. If
you cast this s pell while your homunculus lives, the
Downdraft. You cause a s us ta ined blast o f s trong s pell fai ls .
wind to blow downwa rd from t he top of the cube.
Ra nged weapon attacks that pass thro ug h t he cube CROWN OF STA R S
or tha t are made agains t targets within it have dis ad-
vantage on the ir attack rolls . A creature mus t ma ke a 7th-level e vocation
Strength saving throw if it flies into the cube for the firs t
time on a turn o r s tarts its turn there flying. On a failed Casting Time: 1 action
s ave, the creature is knocked prone . Range: Self

CHAPTER 3 I SPELLS

Components: V, S OllNSE MACllBRE
Duration: 1 hour
s ter Manual), and it gains a bonus to its a ttack and dam-
Seven star-like motes of light appea r a nd o rbit your age rolls eq ual to your spellcasting ability modifier.
head until the s pell ends. You can use a bonus action to
send one of the motes streaking toward one c reature You ca n use a bonus action to mentally command the
or obj ect within 120 feet of you. When you do so, make creatures you make with t his spell , issui ng the same
a ra nged s pell a ttack. On a hit, the ta rget takes 4dl2 command to a ll of the m. To receive the command,
radia nt damage. Whethe r you hit or m iss, the mote is ex- a creature must be within 60 feet of you. You decide
pended. T he s pell e nds early if you expe nd t he last mote. what action the creatures will ta ke a nd where they wiU
move durin g t hei r next turn, or you can issue a general
Ifyou have fou r or more motes remaining, they s hed command , s uch as to guard a chambe r or passageway
bright light in a 30 -foot rad ius and dim lig ht for a n addi- aga ins t your foes. If you issue no commands, the crea-
tional 3 0 feet. Ifyou have one to three motes re ma ining, tures d o nothing except defend t he mselves against
they s hed dim light in a 30-foot radius. hostile creatures. Once g iven an orde r, the creatures
continue to follow it until the ir task is complete.
AtHigher Levels. When you cast this s pell us ing a
s pell slot of 8th level or higher, the numbe r of motes c re- The creatu res a re unde r your control until the spell
ated inc reases by two for each s lot level above 7th. ends, after which t hey become inan imate once more.

D ANSE MACABRE At Higher Levels. When you cast this spell using a
spell slotof 6th level or higher, you a nimate up to two
5th-level necromancy add itiona l corpses for each s lot level above 5th.

Casting Time: 1 action DAWN
Range: 60 feet
Components: V, S 5th-level evocation
Duration: Concentration, up to 1 hour
Casting Time: 1 action
T hreads of dark power leap from your fingers to pierce Range : 60 feet
up to five Small or Medium corpses you can see within Components: V, S, M (a sunburst pe ndant worth a t
ra nge. Each corpse immedia tely s tands up and becomes
undead. You decide whe ther it is a zombie or a s keleton least 100 gp)
(the statis tics for zombies and s keletons are in the Mon- Duration: Concentrat ion, up to 1 minute

The Lig ht of dawn s hines down on a location you spec-
ify within ra nge. Until the spell e nds, a 30 -foot-rad ius,

CJlAPTER 3
















































































Click to View FlipBook Version