Druid
Druid
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Druid
Level | Proficiency Bonus | Features | Primal Surges | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | — | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Primal Surges, Wild Shape, Wild Companion | 2 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Druid Circle | 2 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 2 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle feature | 2 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 2 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Druid Circle feature | 3 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Druid Circle feature | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Primal Torrent, Timeless Body | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Greater Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 18
Hit Points Gained at Each Druid Level After 1st: 8
Hit Points at 1st Level: 18
Hit Points Gained at Each Druid Level After 1st: 8
Proficiencies
Armor: Light and medium armor, light and medium shields
Weapons: Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Tools: Herbalism kit
Weapons: Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Tools: Herbalism kit
Saving Throws: Choose two from Strength, Intelligence, and Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Multiclassing
Ability Score Minimum: Wisdom 1
Proficiencies Gained: Light and medium armor, light and medium shields
Proficiencies Gained: Light and medium armor, light and medium shields
Equipment
You start with the following equipment:
- (a) a wooden round shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
Alternatively, you can forgo the equipment here and buy 2d4 × 10 gp worth of equipment.
Druidic
1st-level Druid feature
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
1st-level Druid feature
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list, shown in the Druid Spells table below. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom score + your druid level (minimum of one spell). The spells must be of a level for which you have druid spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a druid spell refers to your spellcasting ability. In addition, you use your Wisdom score when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom score
Spell attack modifier = your proficiency bonus + your Wisdom score
Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your druid spells.
Druid Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Control Flames | Transmutation | |||
Cantrip | Create Bonfire | concentration | Conjuration | ||
Cantrip | Druidcraft | Transmutation | |||
Cantrip | Frostbite | Evocation | |||
Cantrip | Guidance | Divination | |||
Cantrip | Gust | Transmutation | |||
Cantrip | Infestation | Conjuration | |||
Cantrip | Magic Stone | Transmutation | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Mold Earth | Transmutation | |||
Cantrip | Primal Savagery | Transmutation | |||
Cantrip | Produce Flame | Conjuration | |||
Cantrip | Resistance | Abjuration | |||
Cantrip | Rock Cannon | Transmutation | |||
Cantrip | Shape Water | Transmutation | |||
Cantrip | Shillelagh | Transmutation | |||
Cantrip | Stone Slam | Transmutation | |||
Cantrip | Thorn Whip | Transmutation | |||
Cantrip | Thunderclap | Evocation | |||
1st | Absorb Elements | Abjuration | |||
1st | Animal Friendship | Enchantment | |||
1st | Beast Bond | concentration | Divination | ||
1st | Charm Person | Enchantment | |||
1st | Create or Destroy Water | Transmutation | |||
1st | Cure Wounds | Evocation | |||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Detect Poison and Disease | ritual | concentration | Divination | |
1st | Earth Tremor | Evocation | |||
1st | Earthen Barrier | Transmutation | |||
1st | Entangle | concentration | Conjuration | ||
1st | Faerie Fire | concentration | Evocation | ||
1st | Feral Frenzy | concentration | Conjuration | ||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Goodberry | Transmutation | |||
1st | Healing Word | Evocation | |||
1st | Ice Knife | Conjuration | |||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Noxious Fumes | Conjuration | |||
1st | Protection from Evil and Good | concentration | Abjuration | ||
1st | Purify Food and Drink | ritual | Transmutation | ||
1st | Sand Blast | Conjuration | |||
1st | Seismic Sense | Transmutation | |||
1st | Speak with Animals | ritual | Divination | ||
1st | Stone Pillar | Transmutation | |||
1st | Thunderwave | Evocation | |||
2nd | Animal Messenger | ritual | Enchantment | ||
2nd | Augury | ritual | Divination | ||
2nd | Barkskin | concentration | Transmutation | ||
2nd | Beast Sense | ritual | concentration | Divination | |
2nd | Clay Armor | concentration | Transmutation | ||
2nd | Continual Flame | Evocation | |||
2nd | Darkvision | Transmutation | |||
2nd | Dust Devil | concentration | Conjuration | ||
2nd | Earthbind | concentration | Transmutation | ||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Enlarge/Reduce | concentration | Transmutation | ||
2nd | Entomb | concentration | Transmutation | ||
2nd | Far Sense | Divination | |||
2nd | Fiery Whip | concentration | Evocation | ||
2nd | Find Traps | Divination | |||
2nd | Flaming Sphere | concentration | Conjuration | ||
2nd | Ground Shift | Transmutation | |||
2nd | Gust of Wind | concentration | Evocation | ||
2nd | Healing Spirit | concentration | Conjuration | ||
2nd | Heat Metal | concentration | Transmutation | ||
2nd | Hold Person | concentration | Enchantment | ||
2nd | Lesser Restoration | Abjuration | |||
2nd | Moonbeam | concentration | Evocation | ||
2nd | Pass without Trace | concentration | Abjuration | ||
2nd | Protection from Poison | Abjuration | |||
2nd | Skywrite | ritual | concentration | Transmutation | |
2nd | Spike Growth | concentration | Transmutation | ||
2nd | Summon Beast | concentration | Conjuration | ||
2nd | Wall of Dirt | concentration | Transmutation | ||
2nd | Warding Wind | concentration | Evocation | ||
3rd | Aura of Vitality | concentration | Evocation | ||
3rd | Call Lightning | concentration | Conjuration | ||
3rd | Daylight | Evocation | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Earth Glide | concentration | Transmutation | ||
3rd | Elemental Weapon | concentration | Transmutation | ||
3rd | Erupting Earth | Transmutation | |||
3rd | Feign Death | ritual | Necromancy | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Meld into Stone | ritual | Transmutation | ||
3rd | Plant Growth | Transmutation | |||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Quicksand | concentration | Transmutation | ||
3rd | Revivify | Necromancy | |||
3rd | Sleet Storm | concentration | Conjuration | ||
3rd | Speak with Plants | Transmutation | |||
3rd | Summon Fey | concentration | Conjuration | ||
3rd | Tidal Wave | Conjuration | |||
3rd | Wall of Water | concentration | Evocation | ||
3rd | Water Breathing | ritual | Transmutation | ||
3rd | Water Walk | ritual | Transmutation | ||
3rd | Wind Wall | concentration | Evocation | ||
4th | Blight | Necromancy | |||
4th | Charm Monster | Enchantment | |||
4th | Confusion | concentration | Enchantment | ||
4th | Control Water | concentration | Transmutation | ||
4th | Divination | ritual | Divination | ||
4th | Dominate Beast | concentration | Enchantment | ||
4th | Elemental Bane | concentration | Transmutation | ||
4th | Fire Shield | Evocation | |||
4th | Freedom of Movement | Abjuration | |||
4th | Giant Insect | concentration | Transmutation | ||
4th | Grasping Vine | concentration | Conjuration | ||
4th | Guardian of Nature | concentration | Transmutation | ||
4th | Hallucinatory Terrain | Illusion | |||
4th | Ice Storm | Evocation | |||
4th | Locate | concentration | Divination | ||
4th | Polymorph | concentration | Transmutation | ||
4th | Stone Shape | Transmutation | |||
4th | Stoneskin | concentration | Abjuration | ||
4th | Summon Elemental | concentration | Conjuration | ||
4th | Wall of Fire | concentration | Evocation | ||
4th | Watery Sphere | concentration | Conjuration | ||
5th | Antilife Shell | concentration | Abjuration | ||
5th | Awaken | Transmutation | |||
5th | Commune with Nature | ritual | Divination | ||
5th | Cone of Cold | Evocation | |||
5th | Contagion | Necromancy | |||
5th | Control Winds | concentration | Transmutation | ||
5th | Crushing Corridor | Transmutation | |||
5th | Geas | Enchantment | curse | ||
5th | Greater Restoration | Abjuration | |||
5th | Insect Plague | concentration | Conjuration | ||
5th | Maelstrom | concentration | Evocation | ||
5th | Mass Cure Wounds | Evocation | |||
5th | Planar Binding | Abjuration | |||
5th | Reincarnate | Transmutation | |||
5th | Summon Dragon | concentration | Conjuration | ||
5th | Transmute Rock | Transmutation | |||
5th | Tree Stride | concentration | Conjuration | ||
5th | Wall of Stone | concentration | Evocation | ||
5th | Wrath of Nature | concentration | Evocation | ||
6th | Bones of the Earth | Transmutation | |||
6th | Druid Grove | Abjuration | |||
6th | Find the Path | concentration | Divination | ||
6th | Heal | Evocation | |||
6th | Heroes' Feast | Conjuration | |||
6th | Investiture of Flame | concentration | Transmutation | ||
6th | Investiture of Ice | concentration | Transmutation | ||
6th | Investiture of Stone | concentration | Transmutation | ||
6th | Investiture of Wind | concentration | Transmutation | ||
6th | Petrify | concentration | Transmutation | ||
6th | Primordial Ward | concentration | Abjuration | ||
6th | Sunbeam | concentration | Evocation | ||
6th | Terraform | concentration | Transmutation | ||
6th | Transport via Plants | Conjuration | |||
6th | Wall of Thorns | concentration | Conjuration | ||
6th | Wind Walk | Transmutation | |||
7th | Draconic Transformation | concentration | Transmutation | ||
7th | Fire Storm | Evocation | |||
7th | Mirage Arcane | Illusion | |||
7th | Plane Shift | Conjuration | |||
7th | Pyroclastic Blast | Transmutation | |||
7th | Regenerate | Transmutation | |||
7th | Reverse Gravity | concentration | Transmutation | ||
7th | Symbol | Abjuration | |||
7th | Whirlwind | concentration | Evocation | ||
8th | Animal Shapes | concentration | Transmutation | ||
8th | Antipathy/Sympathy | Enchantment | |||
8th | Control Weather | concentration | Transmutation | ||
8th | Earthquake | concentration | Evocation | ||
8th | Feeblemind | Enchantment | |||
8th | Incendiary Cloud | concentration | Conjuration | ||
8th | Sunburst | Evocation | |||
8th | Tsunami | concentration | Conjuration | ||
9th | Foresight | Divination | |||
9th | Shapechange | concentration | Transmutation | ||
9th | Storm of Vengeance | concentration | Conjuration | ||
9th | True Resurrection | Necromancy |
Primal Surges
2nd-level Druid feature
Representing nature's investiture in you, you have two primal surges, which power some of your druid features. You regain one primal surge at the end of each short rest, and all of them at the end of a long rest. The maximum number of primal surges you have increases as you gain levels in this class, as shown in the Primal Surges column of the Druid table.
Wild Shape
2nd-level Druid feature
You can adopt the shape of a beast as a minor Magic action, expending a spell slot and entering a beast form you know on the Beast Forms table below. The level of the expended spell slot must be at least half the beast form's druid level.
Beast Form. While in beast form, you are magically transformed with the following additional rules:
- You retain your Intelligence, Wisdom, and Charisma scores.
- You retain all of your skill and saving throw proficiencies, in addition to gaining those of the new form.
- You retain your proficiency bonus. Use your spell attack modifier and spell save DC in place of the creature's attack modifiers and save DCs.
- You retain your creature type, although you register as the type of the new form to anything that detects a creature's type.
- You retain your feats. As usual, you don't benefit from a feat if you don't meet its prerequisites.
- You retain your druid level, druid class features, and spell slots. You must expend a primal surge each time you cast a spell in beast form, however.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Duration. You can stay in beast form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another spell slot of sufficient level to reactivate this feature. The beast form ends early if the transformation ends, such as by dropping to 0 hit points, or if you use a minor action to end it.
Forms Known. When you gain this feature, you learn three 2nd-level forms from the Beast Forms table.
Learning New Forms. Each time you gain a level in this class, you learn two additional forms of your druid level or lower. You may also be able to learn the forms of beasts you encounter in the wild. If a creature appears in the Beast Forms table at a level less than or equal to your druid level, and you spend at least 1 hour peacefully interacting with it, you can learn its form.
Beast Forms
Druid Level ▼ | Name | Size | HP | AC | Walk | Swim | Fly |
---|---|---|---|---|---|---|---|
2nd | Rat | Tiny | 2 | 12 | 20 ft. | — | — |
2nd | Cat | Tiny | 3 | 12 | 40 ft. | — | — |
2nd | Weasel | Tiny | 3 | 13 | 30 ft. | — | — |
2nd | Toad | Tiny | 4 | 11 | 15 ft. | 15 ft. | — |
2nd | Frog | Minuscule | 2 | 12 | 10 ft. | 10 ft. | — |
2nd | Newt | Minuscule | 4 | 10 | 5 ft. | 5 ft. | — |
2nd | Chicken | Tiny | 3 | 11 | 10 ft. | — | 20 ft. |
2nd | Hare | Tiny | 3 | 13 | 40 ft. | — | — |
2nd | Fox | Small | 4 | 11 | 30 ft. | — | — |
2nd | Hound | Medium | 6 | 10 | 40 ft. | — | — |
2nd | Cow | Large | 21 | 10 | 40 ft. | — | — |
2nd | Deer | Medium | 5 | 14 | 50 ft. | — | — |
2nd | Pig | Medium | 14 | 9 | 30 ft. | — | — |
2nd | Sheep | Medium | 6 | 11 | 30 ft. | — | — |
2nd | Goat | Medium | 6 | 13 | 30 ft. | — | — |
2nd | Camel | Large | 16 | 11 | 45 ft. | — | — |
2nd | Llama | Medium | 6 | 12 | 40 ft. | — | — |
2nd | Donkey | Medium | 12 | 11 | 35 ft. | — | — |
2nd | Pony | Medium | 12 | 11 | 40 ft. | — | — |
2nd | Scorpion | Minuscule | 2 | 13 | 10 ft. | — | — |
2nd | Worm | Minuscule | 1 | 4 | — | — | — |
2nd | Gecko | Minuscule | 2 | 12 | 10 ft. | — | — |
2nd | Lizard | Tiny | 6 | 11 | 20 ft. | 10 ft. | — |
2nd | Chameleon | Tiny | 3 | 11 | 10 ft. | — | — |
2nd | Turtle | Tiny | 3 | 16 | 10 ft. | 10 ft. | — |
2nd | Sea Turtle | Medium | 14 | 15 | 5 ft. | 30 ft. | — |
2nd | Clam | Minuscule | 2 | 18 | — | 5 ft. | — |
2nd | Minnow | Minuscule | 2 | 11 | — | 20 ft. | — |
2nd | Bass | Tiny | 3 | 10 | — | 30 ft. | — |
2nd | Eel | Tiny | 3 | 12 | — | 30 ft. | — |
2nd | Jellyfish | Small | 4 | 5 | — | 5 ft. | — |
4th | Panther | Medium | 15 | 13 | 50 ft. | — | — |
4th | Skunk | Small | 5 | 10 | 30 ft. | — | — |
4th | Porcupine | Small | 8 | 15 | 25 ft. | — | — |
4th | Pangolin | Small | 10 | 18 | 20 ft. | — | — |
4th | Goliath Toad | Medium | 27 | 10 | 25 ft. | 25 ft. | — |
4th | Bear | Medium | 21 | 11 | 40 ft. | — | — |
4th | Axebeak | Large | 21 | 11 | 40 ft. | — | — |
4th | Hyena | Medium | 12 | 11 | 40 ft. | — | — |
4th | Wolf | Medium | 12 | 11 | 40 ft. | — | — |
4th | Bull | Large | 21 | 10 | 40 ft. | — | — |
4th | Elk | Large | 14 | 13 | 50 ft. | — | — |
4th | Badger | Tiny | 4 | 12 | 20 ft. | — | — |
4th | Snake | Tiny | 3 | 12 | — | — | — |
4th | King Boar | Large | 24 | 10 | 30 ft. | — | — |
4th | Mountain Goat | Large | 16 | 13 | 40 ft. | — | — |
4th | Horse | Large | 14 | 11 | 50 ft. | — | — |
4th | Tree Ape | Small | 10 | 12 | 25 ft. | — | — |
4th | Firefly | Minuscule | 1 | 11 | 5 ft. | — | 20 ft. |
4th | Spitbeetle | Minuscule | 3 | 12 | 5 ft. | — | 10 ft. |
4th | Web Spider | Minuscule | 1 | 13 | 10 ft. | — | — |
4th | Slinger Spider | Minuscule | 1 | 13 | 10 ft. | — | — |
4th | Centipede | Minuscule | 3 | 13 | 25 ft. | — | — |
4th | Roach | Minuscule | 3 | 11 | 10 ft. | — | 15 ft. |
4th | Monitor Lizard | Small | 10 | 12 | 30 ft. | 15 ft. | — |
4th | Snapping Turtle | Small | 10 | 16 | 10 ft. | 10 ft. | — |
4th | Tortoise | Medium | 18 | 18 | 10 ft. | — | — |
4th | Barracuda | Small | 8 | 11 | — | 40 ft. | — |
4th | Seal | Medium | 10 | 12 | 10 ft. | 40 ft. | — |
4th | Manatee | Large | 36 | 10 | — | 20 ft. | — |
4th | Reef Clam | Medium | 18 | 23 | — | — | — |
4th | Flying Fish | Tiny | 2 | 12 | — | 30 ft. | — |
4th | Catfish | Small | 8 | 10 | — | 30 ft. | — |
4th | Piranha | Tiny | 4 | 12 | — | 30 ft. | — |
4th | Anglerfish | Small | 8 | 11 | — | 20 ft. | — |
4th | Hagfish | Tiny | 6 | 14 | — | 20 ft. | — |
4th | Crab | Tiny | 3 | 15 | 10 ft. | 10 ft. | — |
4th | Hermit Crab | Minuscule | 1 | 16 | 5 ft. | — | — |
4th | Periwinkle | Minuscule | 2 | 14 | 5 ft. | — | — |
4th | Sea Worm | Small | 4 | 13 | — | 5 ft. | — |
6th | Hobrat | Small | 6 | 12 | 25 ft. | 25 ft. | — |
6th | Cheetah | Medium | 15 | 14 | 70 ft. | — | — |
6th | Lion | Large | 28 | 12 | 50 ft. | — | — |
6th | Spikerib Newt | Medium | 27 | 10 | 20 ft. | 30 ft. | — |
6th | Cave Bear | Large | 36 | 12 | 40 ft. | — | — |
6th | Hawk | Tiny | 4 | 12 | 5 ft. | — | 60 ft. |
6th | Owl | Tiny | 3 | 12 | 5 ft. | — | 60 ft. |
6th | Raven | Tiny | 3 | 12 | 5 ft. | — | 50 ft. |
6th | Parrot | Tiny | 3 | 12 | 5 ft. | — | 60 ft. |
6th | Bison | Large | 36 | 14 | 40 ft. | — | — |
6th | Rhinoceros | Large | 60 | 18 | 40 ft. | — | — |
6th | Pygmy Elephant | Medium | 21 | 12 | 40 ft. | — | — |
6th | Hippopotamus | Large | 40 | 9 | 35 ft. | 35 ft. | — |
6th | Crocodile | Large | 21 | 15 | 30 ft. | 40 ft. | — |
6th | Stone Snail | Small | 5 | 18 | 5 ft. | — | — |
6th | Viper | Tiny | 3 | 13 | — | — | — |
6th | Python | Medium | 21 | 11 | — | 30 ft. | — |
6th | Akararyx | Small | 8 | 14 | 30 ft. | — | — |
6th | Monkey | Tiny | 3 | 13 | 30 ft. | — | — |
6th | Bush Ape | Medium | 21 | 13 | 30 ft. | — | — |
6th | Fly | Minuscule | 1 | 13 | 5 ft. | — | 30 ft. |
6th | Butterfly | Minuscule | 1 | 10 | 5 ft. | — | 20 ft. |
6th | Tarantula | Tiny | 2 | 14 | 15 ft. | — | — |
6th | Dragonfly | Minuscule | 2 | 14 | 0 ft. | — | 40 ft. |
6th | Dolphin | Large | 21 | 12 | — | 50 ft. | — |
6th | Narwhal | Large | 24 | 11 | — | 30 ft. | — |
6th | Sea Lion | Medium | 10 | 14 | 20 ft. | 50 ft. | — |
6th | Walrus | Large | 32 | 11 | 10 ft. | 30 ft. | — |
6th | Nautilus | Tiny | 3 | 18 | — | 10 ft. | — |
6th | Shieldfish | Medium | 24 | 18 | — | 20 ft. | — |
6th | Swordfish | Medium | 15 | 12 | — | 40 ft. | — |
6th | Lightning Eel | Small | 6 | 13 | — | 30 ft. | — |
6th | Rock Crab | Small | 15 | 18 | 10 ft. | — | — |
8th | Sabre Cat | Large | 48 | 15 | 50 ft. | — | — |
8th | Hedgehog | Tiny | 3 | 14 | 20 ft. | — | — |
8th | Armadillo | Tiny | 4 | 17 | 20 ft. | — | — |
8th | Eagle | Small | 10 | 12 | 10 ft. | — | 50 ft. |
8th | Falcon | Tiny | 3 | 13 | 5 ft. | — | 80 ft. |
8th | Bat | Tiny | 2 | 12 | 5 ft. | — | 30 ft. |
8th | Dire Wolf | Large | 32 | 14 | 50 ft. | — | — |
8th | Tundra Bison | Large | 54 | 16 | 40 ft. | — | — |
8th | Giant Elk | Huge | 45 | 14 | 50 ft. | — | — |
8th | Murder Wasp | Minuscule | 2 | 14 | 5 ft. | — | 30 ft. |
8th | Assassin Spider | Minuscule | 3 | 14 | 20 ft. | — | — |
8th | Blade Spider | Medium | 18 | 17 | 30 ft. | — | — |
8th | Hairy Maneater | Large | 54 | 18 | 35 ft. | — | — |
8th | False Dragon | Large | 48 | 12 | 30 ft. | — | — |
8th | Ironback Tortoise | Large | 45 | 20 | 5 ft. | — | — |
8th | Medium | 18 | 11 | — | 30 ft. | — | |
8th | Octopus | Small | 4 | 16 | 5 ft. | 20 ft. | — |
8th | Devil Jellyfish | Tiny | 18 | 6 | — | 5 ft. | — |
10th | Dart Frog | Minuscule | 2 | 13 | 10 ft. | 10 ft. | — |
10th | Umber Bear | Huge | 66 | 14 | 40 ft. | — | — |
10th | Great Eagle | Large | 35 | 12 | 20 ft. | — | 60 ft. |
10th | Storm Falcon | Medium | 15 | 15 | 5 ft. | — | 90 ft. |
10th | Elephant | Huge | 100 | 12 | 40 ft. | — | — |
10th | Desert Cobra | Medium | 28 | 17 | — | — | — |
10th | Crimson Scorpion | Minuscule | 3 | 15 | 10 ft. | — | — |
10th | White Shark | Huge | 80 | 16 | — | 40 ft. | — |
10th | Ringed Octopus | Tiny | 3 | 17 | 5 ft. | 15 ft. | — |
10th | Razor Squid | Medium | 6 | 12 | — | 40 ft. | — |
12th | Sea Crocodile | Huge | 72 | 17 | 20 ft. | 50 ft. | — |
12th | Caligoboa | Gargantuan | 150 | 14 | — | 30 ft. | — |
12th | Orca | Huge | 90 | 10 | — | 40 ft. | — |
12th | Giant Octopus | Large | 42 | 16 | 10 ft. | 30 ft. | — |
14th | Steppe Rhinoceros | Huge | 104 | 23 | 40 ft. | — | — |
14th | Abyssal Squid | Gargantuan | 150 | 15 | — | 40 ft. | — |
16th | Roc | Gargantuan | 256 | 11 | 30 ft. | — | 80 ft. |
16th | Great Whale | Gargantuan | 360 | 7 | — | 40 ft. | — |
16th | Ram Whale | Gargantuan | 342 | 7 | — | 30 ft. | — |
16th | Deep Whale | Gargantuan | 288 | 9 | — | 40 ft. | — |
Wild Companion
2nd-level Druid feature
You can use a standard action and expend a primal surge to call a beast from the wild. You choose what beast to summon, but it must be Tiny or smaller, native to the area, and appear on the Beast Forms table at your druid level or lower. The beast arrives in an unoccupied space within 30 feet of you at the start of your next turn. If there is no path the beast could have taken to join you, it magically appears. It has the Companion trait in addition to its usual traits.
The beast knows the local terrain and can guide you from anywhere within 3 miles of where it was summoned to any major landmark in the same area.
The beast leaves after a number of hours equal to half your druid level, magically disappearing if necessary. You can use a minor action to dismiss it early. You can't have more than one wild companion at a time; if you summon a second one, the first one leaves.
Druid Circle
3rd-level Druid feature
You choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Circle of the Land
Source: 2D
You take it upon yourself to defend the land and the beasts that reside in it. As a member of this circle, you draw power from the land around you.
Bonus Cantrip
3rd-level Circle of the Land feature
You learn one additional druid cantrip of your choice.
Regional Spells
3rd-level Circle of the Land feature
Your mystical connection to the land infuses you with the ability to cast certain spells. When you are not within the walls of a settlement, you gain access to a set of spells associated with the surrounding biome plus the spells associated with all biomes, as shown in the Regional Spells table. These spells are called your regional spells. At 3rd, 5th, 7th, and 9th level, more spells are added to each set of regional spells.
Your regional spells are always prepared, and they don't count against the number of spells you can prepare each day. If one of your regional spells doesn't appear on the druid spell list, it is nonetheless a druid spell for you. You can never have more than one set of regional spells at a time; your regional spells change depending on the biome you are currently in.
You can cast one of your regional spells at its lowest level without expending a spell slot. You can't do so again until you finish a long rest.
Regional Spells
Biome | 3rd-Level Druid (1st-Level Spells) | 3rd-Level Druid (2nd-Level Spells) | 5th-Level Druid (3rd-Level Spells) | 7th-Level Druid (4th-Level Spells) | 9th-Level Druid (5th-Level Spells) |
---|---|---|---|---|---|
Arctic | armor of ice | binding ice | sleet storm | ice storm | cone of cold |
Coast/Water | thunderwave | mirror image | water breathing | control water | scrying |
Desert | silent image | flaming sphere | wall of sand | hallucinatory terrain | legend lore |
Forest | goodberry | barkskin | aura of vitality | guardian of nature | tree stride |
Grassland | longstrider | pass without trace | daylight | aura of life | insect plague |
Jungle | entangle | protection from poison | plant growth | giant insect | reincarnate |
Mountain | stone pillar | earthbind | erupting earth | divination | hallow |
Sky | feather fall | gust of wind | fly | storm sphere | control winds |
Swamp | faerie fire | phantasmal force | water walk | compulsion | cloudkill |
Underground | seismic sense | entomb | earth glide | crystal burst | wall of stone |
All | speak with animals | animal messenger | speak with plants | freedom of movement | commune with nature |
Land's Stride
6th-level Circle of the Land feature
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being hindered or harmed by them.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Heart of the Land
6th-level Circle of the Land feature
You foster a piece of nature in your heart that can be called upon when needed. You no longer lose access to your regional spells within the walls of a settlement.
Nature's Sanctuary
10th-level Circle of the Land feature
When you cast one of your regional spells, you can choose a number of creatures up to your Wisdom score (minimum of one creature). A chosen creature automatically succeeds on any saving throws against the spell and ignores difficult terrain created by it.
Planar Spells
10th-level Circle of the Land feature (optional)
You can attune to the energy of other planes of existence. While not on the Material Plane, you gain access to the set of spells associated with your current plane, as shown in the Planar Spells table. Being within the walls of a settlement does not prevent you from accessing regional spells from a plane of existence. Otherwise, they are normal sets of regional spells.
Some or all of these planes may not exist in your world, and there may be other planes not listed below. In all cases, your DM decides which set of regional spells applies to a given plane. For example, in the Forgotten Realms, the fifth layer of the Nine Hells is frozen over; therefore, your DM might rule that its associated set of regional spells is the Arctic set.
Planar Spells
Plane | 2nd-Level Druid | 3rd-Level Druid | 5th-Level Druid | 7th-Level Druid | 9th-Level Druid |
---|---|---|---|---|---|
Astral Sea | bless | lesser restoration | remove curse | divination | flame strike |
Elemental Chaos | absorb elements | scorching blast | erupting earth | storm sphere | maelstrom |
Ethereal Plane | magic missile | see invisibility | dispel magic | dimension door | wall of force |
Feywild | faerie fire | misty step | blink | phantasmal killer | modify memory |
Hell/Abyss | bane | scorching ray | stinking cloud | wall of fire | immolation |
Shadowfell | false life | silence | fear | cloak of shadow | negative energy flood |
Druids and the Plane of Shadow
Few druids would willingly enter to the Shadowfell, and almost none would channel its magic. It is well known for corrupting those who live there with malice, and the regional spells associated with the plane are a manifestation of its evil. Good-aligned druids, and even most neutral-aligned druids, avoid using these spells lest they invite the Shadowfell's gloom into their hearts.If you cast a regional spell associated with the Shadowfell, your DM could ask you to make a Wisdom saving throw against the Shadowfell's corruption. The DC equals 10 + the level of the spell, and you have disadvantage on the save if you cast the spell without using a spell slot using your Regional Spells feature. On a failed save, you are cursed. While cursed in this way, you never lose access to the Shadowfell regional spells, and you can't gain access to other regional spell sets.Additionally, the creatures you can become using Wild Shape or summon using Wild Companion are skeletal and deformed. A skeletal creature has the same statistics as its normal form, but with the following changes:Type. The creature's type changes from Beast to Undead, and it no longer requires air, food, drink, or sleep. Its alignment also becomes neutral evil.Immunities. The creature has immunity to poison, the poisoned and diseased conditions, and exhaustion.Vulnerabilities. The creature is vulnerable to bludgeoning damage.
Land's Wrath
14th-level Circle of the Land feature
As a major action, you can expend a primal surge and cause the land within 100 feet of you to magically animate and defend you, your allies, and itself. The land considers your enemies to be its enemies, as well as any creature that harms it.
The ground, water, and air within range becomes difficult terrain for the land's enemies, and the land's allies benefit from half cover in the same area. Additionally, each round at an initiative count of 20, enemy creatures and structures are attacked. A creature must succeed on a Dexterity saving throw against your druid spell save DC or take 2d6 damage of an appropriate type as the land attacks it with jagged rocks, choking plants, lightning, and other natural phenomena. A structure automatically fails the save and takes double damage.
The land remains animated for a number of hours equal to half your druid level. Once you use this feature, you can't use it again until you finish a long rest, and the land in the area can't be animated in this way again for 1 year.
Circle of the Claw
Source: 2D
You are as comfortable in beast form as your normal form. As a member of this circle, you can switch between forms on a whim.
Versatile Forms
3rd-level Circle of the Claw feature
When you finish a long rest, choose two beast forms of your druid level or lower. You know the forms until you use this feature again.
Instant Transformation
3rd-level Circle of the Claw feature
Entering or exiting a beast form with Wild Shape is a free action for you.
Improved Wild Shape
6th-level Circle of the Claw feature
Your Wild Shape becomes stronger. You gain the following benefits while in a beast form:
- You gain a +1 bonus to weapon attack and damage rolls.
- You have advantage on Constitution saving throws you make to maintain concentration.
Shifting Shapes
10th-level Circle of the Claw feature
You can suspend a beast form as a free action. You return to your normal form as normal, except you can later resume the form as a free action. Any of the suspended form's expended resources, such as hit points, remain expended when you resume it. Time continues to pass for the purpose of a suspended form's duration.
You can have up to three beast forms active at a time, including suspended forms and the form you're currently in (if any). You can end a suspended form at any time, no action required.
Primal Form
14th-level Circle of the Claw feature
When you use Wild Shape to enter a beast form, you can expend a primal surge to gain the following benefits while in that form:
- You can increase the form's size category by 1 (from Medium to Large, for example).
- The bonus to your weapon attack and damage rolls from Improved Wild Shape increases to +3.
- At the end of each of your turns, you gain temporary hit points equal to half your druid level.
- If you are reduced to 0 hit points, the form is automatically suspended as if you had used Suspended Shape. If you resume it, the form starts with 1 hit point.
Ability Score Improvement
4th-level Druid feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Relentless Form
7th-level Druid feature
If you would be reduced to 0 hit points while in beast form, you can expend a primal surge to be reduced to 1 hit point instead (no action required).
Primal Torrent
18th-level Druid feature
You regain two Primal Surges at the end of a short rest instead of one.
Timeless Body
18th-level Druid feature
The primal magic that you wield preserves you. You are immune to old age.
Greater Ability Score Improvement
19th-level Druid feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Archdruid
20th-level Druid feature
When you cast a druid spell, you can expend a primal surge to empower it in the following ways:
- You ignore the spell's verbal and somatic components, as well as any material components that lack a cost and aren't consumed by the spell.
- The spell's level is increased to 9.
- If the spell requires concentration, you automatically succeed on saving throws to maintain it.
Round Shield
Round Shield
Medium shield
Cost: 8 gp
Armor Class (AC): +2
Weight: 5 lb.
Properties: none
Armor Class (AC): +2
Weight: 5 lb.
Properties: none
Scimitar
Scimitar
Martial melee weapon
Cost: 25 gp
Damage: 1d6 slashing
Weight: 3 lb.
Properties: finesse, light
Damage: 1d6 slashing
Weight: 3 lb.
Properties: finesse, light
Finesse
Finesse
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Leather
Leather
Light armor
Cost: 10 gp
Armor Class (AC): 11 + Dex
Weight: 10 lb.
Properties: none
Armor Class (AC): 11 + Dex
Weight: 10 lb.
Properties: none
Absorb Elements
Absorb Elements
1st-level abjuration
Components
S
S
Duration
1 round
1 round
Casting Time
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range
Self
Self
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Animal Friendship
Animal Friendship
1st-level enchantment
Components
V, S, M (a morsel of food)
V, S, M (a morsel of food)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
This spell lets you convince a beast that you mean it no harm. Choose a Beast that you can see within range. It must see and hear you. If the beast's Intelligence score is 0 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional Beast for each slot level above 1st.
Charmed
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Animal Messenger
Animal Messenger
2nd-level enchantment
Components
V, S, M (a morsel of food)
V, S, M (a morsel of food)
Duration
24 hours
24 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
By means of this spell, you use an animal to deliver a message. Choose a Tiny Beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Animal Shapes
Animal Shapes
8th-level transmutation
Components
V, S
V, S
Duration
Up to 24 hours
Up to 24 hours
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You cause each target to be transformed into a Large or smaller Beast with a challenge rating of 4 or lower. On subsequent turns, you can use a standard action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target.
The target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target's gear melds into the new form, so it can't activate, wield, or otherwise benefit from any of its equipment.
Transformed
Transformed
While transformed into a creature, you experience the following effects:
- Your game statistics are replaced by the statistics of the creature, including hit points, hit dice, and mental ability scores. You retain your alignment and personality. If the creature has any legendary or lair actions, you can't use them.
- You are limited in the actions you can perform by the nature of your new form. You can't speak, cast spells, or take any other action that requires hands or speech, unless your new form is capable of such actions. Transforming doesn't break your concentration on a spell you've already cast, however, nor prevent you from taking actions that are part of a spell that you've already cast.
- Your equipment melds into your new form and has no effect.
While transformed into an object, you experience the following effects:
- Your game statistics are replaced by the statistics of the object.
- Your equipment melds into your new form and has no effect.
- You are incapacitated and are unaware of your surroundings.
- You have no memory of time spent in this form.
When you revert to your normal form, you return to the number of hit points you had before you transformed, assuming you didn't die. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Antilife Shell
Antilife Shell
5th-level abjuration
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than Undead and Constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Antipathy/Sympathy
Antipathy/Sympathy
8th-level enchantment
Components
V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
Duration
10 days
10 days
Casting Time
1 hour
1 hour
Range
60 feet
60 feet
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Augury
Augury
2nd-level divination
Components
V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Self
Self
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Aura of Vitality
Aura of Vitality
3rd-level evocation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a minor action to cause one creature in the aura (including you) to regain 2d6 hit points.
Awaken
Awaken
5th-level transmutation
Components
V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
8 hours
8 hours
Range
Touch
Touch
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller Beast, Plant creature, or ordinary plant. The target must have either no Intelligence score or an Intelligence of -1 or less. The target gains an Intelligence score of 0. The target also gains the ability to speak one language you know. If the target is an ordinary plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains base senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
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×
Awakened Shrub
Small Plant, unaligned
Armor Class
9
9
Speed
Walk 20 ft.
Walk 20 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
12
12
Senses
Blindsight 60 ft.
Blindsight 60 ft.
Skills
—
—
Hit Dice
3d6
3d6
Languages
One language known by its creator
One language known by its creator
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | -1 | 0 | 0 | 0 | -2 |
Damage Resistances: piercing
Damage Vulnerabilities: fire
Damage Vulnerabilities: fire
Traits
False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.
Senseless. The shrub has no sense of sight, hearing, or smell.
Attacks
Slam. Melee weapon attack; unarmed. -2 to hit. Hit: 1d4 - 1 piercing damage.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
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Awakened Tree
Huge Plant, unaligned
Armor Class
13
13
Speed
Walk 20 ft.
Walk 20 ft.
Proficiency Bonus
+2
+2
Hit Point Maximum
63
63
Senses
Blindsight 60 ft.
Blindsight 60 ft.
Skills
—
—
Hit Dice
7d12
7d12
Languages
One language known by its creator
One language known by its creator
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -2 | +2 | 0 | 0 | -2 |
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Damage Vulnerabilities: fire
Traits
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Senseless. The tree has no sense of sight, hearing, or smell.
Attacks
Slam. Melee weapon attack; reach (10 ft.), unarmed. +6 to hit. Hit: 3d6 + 4 bludgeoning damage.
Reach
Reach
The reach of a melee weapon with the "reach" property is given in parentheses after the property's listing.
Barkskin
Barkskin
2nd-level transmutation
Components
V, S, M (a handful of bark)
V, S, M (a handful of bark)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one willing creature to protect it with regenerating bark. Until the spell ends, the target's skin assumes a bark-like appearance, and at the end of each of the target's turns, the target gains a number of temporary hit points equal to your spellcasting ability score plus your proficiency bonus.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Beast Bond
Beast Bond
1st-level divination
Components
V, S, M (a bit of fur wrapped in a cloth)
V, S, M (a bit of fur wrapped in a cloth)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You establish a telepathic link with one Beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 0 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Beast Sense
Beast Sense
2nd-level divination
Components
S
S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing Beast. For the duration of the spell, you can use a repeatable standard action to gain the beast's senses of sight and hearing, replacing your own, or vice versa.
Blight
Blight
4th-level necromancy
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on Undead or Constructs.
If you target a Plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.
Bones of the Earth
Bones of the Earth
6th-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use a standard action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Difficult Terrain
Difficult Terrain
Each foot traveled through an area of difficult terrain costs 1 extra foot of movement unless otherwise stated. For example, the difficult terrain created by the plant growth costs 3 extra feet of movement per foot traveled. A creature traveling through an area of overlapping sources of difficult terrain only pays the movement cost of the most expensive terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Restrained
Restrained
Effects of This Condition
- Your speed is 0.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
- You have disadvantage on Dexterity saving throws.
Call Lightning
Call Lightning
3rd-level conjuration
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Rumbling stormclouds coalesce around you, staying within your space. When you cast the spell, choose a point you can see. A bolt of lightning flashes from the clouds to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use a standard action to call lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, you can call lightning down from the storm itself. When you do so, the lightning comes from the sky, and the spell's damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Charm Monster
Charm Monster
4th-level enchantment
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Charm Person
Charm Person
1st-level enchantment
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Clay Armor
Clay Armor
2nd-level transmutation
Components
V, S, M (a lump of clay)
V, S, M (a lump of clay)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
You form a shell of earth around your body, similar to a suit of armor. For the duration, your AC is 17, unless it's already higher. Additionally, you have resistance to lightning damage and are immune to forced movement while standing on earth or stone.
Commune with Nature
Commune with Nature
5th-level divination
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Self
Self
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful Celestials, Fey, Fiends, Elementals, or Undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Cone of Cold
Cone of Cold
5th-level evocation
Components
V, S, M (a small crystal or glass cone)
V, S, M (a small crystal or glass cone)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Confusion
Confusion
4th-level enchantment
Components
V, S, M (three nut shells)
V, S, M (three nut shells)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it (save ends).
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take a standard action this turn. |
2-6 | The creature doesn't take actions this turn. |
7-8 | The creature uses a standard action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally. |
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Contagion
Contagion
5th-level necromancy
Components
V, S
V, S
Duration
7 days
7 days
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is diseased for the duration (save ends). After three failed saving throws against this effect, the the target's sickness worsens: the condition ceases to be "save ends," and the target suffers one of the following symptoms of your choice while it persists:
Filth Fever. A raging fever sweeps through the creature's body, causing it to be weakened.
Seizure. The creature is overcome with shaking, causing it to be slowed.
Red Death. The creature bleeds at the slightest provocation, causing it to be vulnerable to all damage.
Mindfire. The creature's mind becomes feverish. The creature is addled, and in combat, it suffers the effects of the confusion spell.
Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature is inebriated and blinded.
Brain Rot. The creature's head decays from the inside out. The creature is gentled, and whenever it takes damage, it is dazed until the end of its next turn.
Diseased
Diseased
Effects of This Condition
- You have disadvantage on Constitution attack rolls, ability checks, and saving throws.
- You can't regain hit points.
Weakened
Weakened
Effects of This Condition
- You have disadvantage on Strength attack rolls, ability checks, and saving throws.
- Your weapon attacks deal half damage.
Slowed
Slowed
Effects of This Condition
- You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
- Your speed is halved.
Addled
Addled
Effects of This Condition
- You have disadvantage on Intelligence attack rolls, ability checks, and saving throws.
- You can't maintain concentration or take reactions.
Inebriated
Inebriated
Effects of This Condition
- You have disadvantage on Wisdom attack rolls, ability checks, and saving throws.
- The range of each of your special senses is halved.
Gentled
Gentled
Effects of This Condition
- You have disadvantage on Charisma attack rolls, ability checks, and saving throws.
- On each of your turns, you have one less action point.
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Continual Flame
Continual Flame
2nd-level evocation
Components
V, S, M (ruby dust worth 50 gp, which the spell consumes)
V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Control Flames
Control Flames
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as a standard action.
Control Water
Control Water
4th-level transmutation
Components
V, S, M (a drop of water and a pinch of dust)
V, S, M (a drop of water and a pinch of dust)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As a standard action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use a standard action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Control Weather
Control Weather
8th-level transmutation
Components
V, S, M (burning incense and bits of earth and wood mixed in water)
V, S, M (burning incense and bits of earth and wood mixed in water)
Duration
Up to 8 hours
Up to 8 hours
Casting Time
10 minutes
10 minutes
Range
Self
Self
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Temperature
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Wind
Stage | Condition |
---|---|
1 | Calm |
2 | Moderate wind |
3 | Strong wind |
4 | Gale |
5 | Storm |
Control Winds
Control Winds
5th-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use a standard action on a later turn to switch to a different effect. You can also use a standard action to temporarily halt the effect or to restart one you‘ve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Create Bonfire
Create Bonfire
Conjuration cantrip
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Create or Destroy Water
Create or Destroy Water
1st-level transmutation
Components
V, S, M (a drop of water if creating water, or a few grains of sand if destroying it)
V, S, M (a drop of water if creating water, or a few grains of sand if destroying it)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Crushing Corridor
Crushing Corridor
5th-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You create two parallel walls of stone and smash them together. Each target in a 60-foot-long, 25-foot-wide, 10-foot-tall line must make a Strength saving throw. The line must be along the ground and emanates from you. On a failed save, a target takes 5d8 bludgeoning damage, is pushed to the center of the line, and is restrained by residual stone (save ends). On a successful save, a target takes half damage as it destroys a section of the wall. The wall reforms after passing the target.
The debris from the collapsed walls cause the middle 5 feet of the line becomes difficult terrain until cleared. Each foot traveled through this difficult terrain requires 3 extra feet of movement instead of 1. Each 5-foot square section of the difficult terrain requires at least 5 minutes to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Cure Wounds
Cure Wounds
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability score. This spell has no effect on Undead or Constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Darkvision
Darkvision
2nd-level transmutation
Components
V, S, M (either a pinch of dried carrot or an agate)
V, S, M (either a pinch of dried carrot or an agate)
Duration
Until the target finishes a long rest
Until the target finishes a long rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature to grant it darkvision (60 ft.) for the duration.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Daylight
Daylight
3rd-level evocation
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Detect Magic
Detect Magic
1st-level divination
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use a standard action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease
Detect Poison and Disease
1st-level divination
Components
V, S, M (a yew leaf)
V, S, M (a yew leaf)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Dispel Magic
Dispel Magic
3rd-level abjuration
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Divination
Divination
4th-level divination
Components
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Dominate Beast
Dominate Beast
4th-level enchantment
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You attempt to beguile a Beast that you can see within range. It must succeed on a Charisma saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use a standard action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use a reaction of your own as well.
Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Draconic Transformation
Draconic Transformation
7th-level transmutation
Components
V, S, M (a statuette of a dragon, worth at least 500 gp)
V, S, M (a statuette of a dragon, worth at least 500 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
- You have the Dragon creature type in addition to your other types.
- You have blindsight (30 ft.).
- When you cast this spell, and as a minor action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in the area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
- Incorporeal wings sprout from your back, giving you a fly speed of 60 feet.
Fly
Fly
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a fly speed to fly, you fall if your fly speed is 0.
Flying
Flying
Flying lets you move through the air. If you are knocked prone while flying, you fall.
Druid Grove
Druid Grove
6th-level abjuration
Components
V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
Duration
24 hours
24 hours
Casting Time
10 minutes
10 minutes
Range
Touch
Touch
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
- A constant gust of wind in two locations of your choice.
- Spike growth in one location of your choice.
- Wind wall in two locations of your choice.
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Entangle
Entangle
1st-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use a standard action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
○
×
Awakened Tree
Huge Plant, unaligned
Armor Class
13
13
Speed
Walk 20 ft.
Walk 20 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
63
63
Senses
Blindsight 60 ft.
Blindsight 60 ft.
Skills
—
—
Hit Dice
7d12
7d12
Languages
One language known by its creator
One language known by its creator
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -2 | +2 | 0 | 0 | -2 |
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Damage Vulnerabilities: fire
Traits
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Senseless. The tree has no sense of sight, hearing, or smell.
Attacks
Slam. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 3d6 + 4 bludgeoning damage.
Gust of Wind
Gust of Wind
2nd-level evocation
Components
V, S, M (a legume seed)
V, S, M (a legume seed)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a minor action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Spike Growth
Spike Growth
2nd-level transmutation
Components
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Wind Wall
Wind Wall
3rd-level evocation
Components
V, S, M (a tiny fan and a feather of exotic origin)
V, S, M (a tiny fan and a feather of exotic origin)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Druidcraft
Druidcraft
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Dust Devil
Dust Devil
2nd-level conjuration
Components
V, S, M (a pinch of dust)
V, S, M (a pinch of dust)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a minor action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Earth Glide
Earth Glide
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature and grant it the ability to move through solid earth or stone as if it was air and without destabilizing it. If the target ends its movement there, it is ejected to the nearest unoccupied space and takes 1d10 force damage for every 5 feet it travels.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Earth Tremor
Earth Tremor
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Earthbind
Earthbind
2nd-level transmutation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must make a Strength saving throw. On a failed save, each of its fly speed and hover speed (if any) is reduced to 0 feet for the spell's duration, or halved on a success. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Earthen Barrier
Earthen Barrier
1st-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 reaction, which you take when you or a creature within range you can see is hit by an attack or fails a Dexterity saving throw
1 reaction, which you take when you or a creature within range you can see is hit by an attack or fails a Dexterity saving throw
Range
10 feet
10 feet
One or more protective barriers rise from the earth to intercept the triggering attack or effect. Choose any number of creatures you can see within range that are standing on earth or stone, including yourself. Each target gains half cover against the triggering attack or effect, potentially causing the attack to miss or its save to succeed. This cover applies against an effect that would normally go around cover, such as a fireball.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Earthquake
Earthquake
8th-level evocation
Components
V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
500 feet
500 feet
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as a standard action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Elemental Bane
Elemental Bane
4th-level transmutation
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Elemental Weapon
Elemental Weapon
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a nonmagical weapon and imbue it with elemental power, causing it to be magical for the spell's duration. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d8 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d8. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d8.
Enhance Ability
Enhance Ability
2nd-level transmutation
Components
V, S, M (fur or a feather from a beast)
V, S, M (fur or a feather from a beast)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
Eagle's Splendor. The target has advantage on Charisma checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enlarge/Reduce
Enlarge/Reduce
2nd-level transmutation
Components
V, S, M (a pinch of powdered iron)
V, S, M (a pinch of powdered iron)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. While enlarged in this way, the target gains the following benefits:
- Its reach increases by 5 feet.
- It has advantage on Strength checks and Strength saving throws.
- Its weapon attacks deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. While reduced in this way, the target suffers the following effects:
- Its reach decreases by 5 feet (to a minimum of 5 feet).
- It has disadvantage on Strength checks and Strength saving throws.
- Its weapon attacks deal 1d4 less damage. This can't reduce an attack's damage below 1.
Entomb
Entomb
2nd-level transmutation
Components
S
S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose up to three creatures you can see on the ground within range. Each target must make a Strength saving throw as stone slabs burst out of the ground to trap it. A target takes 3d4 bludgeoning damage on a failed save, or half as much damage on a successful one. A target that fails its save becomes trapped in a stone tomb for the duration. An entombed target is restrained and has three-quarters cover from all sources.
Each tomb is an object with AC 15, 20 hit points, and immunity to poison and psychic damage. A tomb fills the target's space and blocks movement. An entombed target can use a standard action to make a Strength check against your spell save DC, breaking the tomb on a success. A tomb also breaks apart when the spell ends.
When a tomb breaks, or when a target succeeds on the initial saving throw, the target's space becomes difficult terrain. Each 5-foot square of difficult terrain takes at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Erupting Earth
Erupting Earth
3rd-level transmutation
Components
V, S, M (a piece of obsidian)
V, S, M (a piece of obsidian)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Faerie Fire
Faerie Fire
1st-level evocation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light (10 ft.).
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Far Sense
Far Sense
2nd-level divination
Components
V, S, M (a bit of fur from a bloodhound)
V, S, M (a bit of fur from a bloodhound)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
5 miles
5 miles
Describe or name a specific kind of creature or object. Concentrating on the magical currents in your surroundings, you learn the direction to the closest creature or object of that kind within 5 miles, if any are present.
Feeblemind
Feeblemind
8th-level enchantment
Components
V, S, M (a handful of clay, crystal, glass, or mineral spheres)
V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become -5. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration or heal.
Feign Death
Feign Death
3rd-level necromancy
Components
V, S, M (a pinch of graveyard dirt)
V, S, M (a pinch of graveyard dirt)
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use a standard action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.
Feral Frenzy
Feral Frenzy
1st-level conjuration
Components
V, S, M (an acorn)
V, S, M (an acorn)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You summon a frenzied squirrel, rat, or other Tiny Beast in the space of one Small or larger creature within range. The summoned beast uses the frenzied critter statblock and acts at the start of each of your turns.
The critter climbs onto the target, repeatedly clawing and biting it. The critter acts at the start of each of your turns and automatically hits with its Bite attack. While the critter remains on the target, the target has disadvantage on Constitution saving throws made to maintain concentration.
The critter can be attacked and targeted by effects as normal, but it has half cover against all sources other than the target. The critter disappears if it is reduced to 0 hit points, the spell ends, or it stops being in the target's space.
At Higher Levels. When cast with a spell slot of 2nd level or higher, you summon an additional frenzied critter in the target's space for each slot level above 1st.
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×
Frenzied Critter
Tiny Beast, unaligned
Armor Class
12
12
Speeds
Walk 20 ft., climb 20 ft.
Walk 20 ft., climb 20 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
1
1
Senses
—
—
Skills
—
—
Hit Dice
None
None
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -2 | -5 | -1 | -2 |
Traits
Minion. The critter never takes damage from a missed attack or an effect that it successfully saved against, and nothing can change its hit point maximum or grant it temporary hit points.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Fiery Whip
Fiery Whip
2nd-level evocation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 minor action
1 minor action
Range
Self
Self
A whip of fire appears in your free hand. The whip is a weapon with the finesse, light, and reach 15 properties. On a hit, the whip deals 2d4 fire damage, and if the target is no more than one size larger than you, you can pull it up to 10 feet towards you. The whip sheds light (15/30 ft.).
If you let go of the whip, it disappears, but you can resummon it as a minor Magic action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Find the Path
Find the Path
6th-level divination
Components
V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
Duration
Up to 24 hours
Up to 24 hours
Casting Time
1 minute
1 minute
Range
Self
Self
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Find Traps
Find Traps
2nd-level divination
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Fire Shield
Fire Shield
4th-level evocation
Components
V, S, M (a bit of phosphorus or a firefly)
V, S, M (a bit of phosphorus or a firefly)
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
Thin and wispy flames wreathe your body for the duration, shedding light (10/20 ft.). You can end the spell early by using a standard action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Fire Storm
Fire Storm
7th-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Flame Arrows
Flame Arrows
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Flaming Sphere
Flaming Sphere
2nd-level conjuration
Components
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a minor action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds light (20/40 ft.) and ignites flammable objects not being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Fog Cloud
Fog Cloud
1st-level conjuration
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Foresight
Foresight
9th-level divination
Components
V, S, M (a hummingbird feather)
V, S, M (a hummingbird feather)
Duration
Until the target finishes a long rest
Until the target finishes a long rest
Casting Time
1 minute
1 minute
Range
Touch
Touch
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
Freedom of Movement
Freedom of Movement
4th-level abjuration
Components
V, S, M (a leather strap, bound around the arm or a similar appendage)
V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration
Until the target finishes a short rest
Until the target finishes a short rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Frostbite
Frostbite
Evocation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage and suffers no other effects.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Geas
Geas
5th-level enchantment
Components
V
V
Duration
30 days
30 days
Casting Time
1 minute
1 minute
Range
60 feet
60 feet
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Charisma saving throw or become cursed for the duration. While cursed in this way, the target is charmed by you. A creature is unaffected by the spell if it can't understand you or is immune to being charmed.
You can issue any command you choose to the charmed target, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. Otherwise, if the target acts in a manner directly counter to your instructions, it takes 5d10 psychic damage. The target can't take this damage more than once per day.
You can end the spell early as a standard action.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Giant Insect
Giant Insect
4th-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature has the Companion trait in addition to its usual traits and understands your verbal commands. You can command any number of these insects with a single Command action, issuing the same or different commands to each one.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use a standard action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
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×
Giant Centipede
Small Beast, unaligned
Armor Class
13
13
Speeds
Walk 30 ft., climb 30 ft.
Walk 30 ft., climb 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5
5
Senses
Blindsight 30 ft.
Blindsight 30 ft.
Skills
—
—
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +2 | +1 | -5 | -2 | -4 |
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 2 piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or take 3d6 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Poisoned
Poisoned
Effects of This Condition
You have disadvantage on attack rolls and ability checks.
Paralyzed
Paralyzed
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
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×
Giant Spider
Large Beast, unaligned
Armor Class
14
14
Speeds
Walk 30 ft., climb 30 ft.
Walk 30 ft., climb 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
28
28
Senses
Blindsight 10 ft., darkvision 10 ft.
Blindsight 10 ft., darkvision 10 ft.
Skills
Stealth ×2
Stealth ×2
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +3 | +1 | -4 | 0 | -3 |
Traits
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d8 + 3 piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged weapon attack; ammunition (none; 30/60 ft.). Your spell attack modifier to hit. Hit: The target is restrained by webbing. As a standard action, the restrained target can make a Strength ability check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Stealth
Stealth
Ability: Dexterity
Appears in: Hide, unstealthy
Appears in: Hide, unstealthy
Stealth is for sneaking around.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Unstealthy
Unstealthy
A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.
Ammunition
Ammunition
When you make an attack with a weapon that has the "ammunition" property, you use it to fire a piece of ammunition at the target. The type of ammunition appears in parentheses after this property's listing. Drawing the ammunition from an appropriate container such as a quiver is part of the attack. You can recover half your expended ammunition after a battle by searching the battlefield.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range, in that order.
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×
Giant Wasp
Medium Beast, unaligned
Armor Class
12
12
Speeds
Walk 10 ft., fly 50 ft.
Walk 10 ft., fly 50 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
15
15
Senses
—
—
Skills
—
—
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +2 | 0 | -5 | 0 | -4 |
Attacks
Sting. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
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×
Giant Scorpion
Large Beast, unaligned
Armor Class
15
15
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
56
56
Senses
Blindsight 60 ft.
Blindsight 60 ft.
Skills
—
—
Hit Dice
7d10
7d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +1 | +2 | -5 | -1 | -4 |
Attacks
Claw. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 bludgeoning damage, and the target is grappled. The scorpion has two claws, each of which can grapple only one target.
Sting. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + 2 piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 4d10 poison damage on a failed save, or half as much damage on a successful one.
Special Actions
(2 AP) Multiattack. The scorpion makes two Claw attacks and one Sting attack.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
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×
Companion
A creature with the Companion trait follows the commands of its leader, which is another creature. The companion is friendly to its leader and its leader's allies.
In combat, the companion shares a turn with its leader. The companion has its own action points and movement, although it doesn't roll initiative and can interleave its actions with its leader's actions. A companion can use reactions on its own, but it doesn't take any action that targets a creature other than itself unless its leader uses the Command action to instruct it to do so. If the leader is incapacitated or unable to contact the companion, the companion can take any actions of its choice.
Command
Command
Cost: 1 AP (repeatable)
You command one of your companions that has the Companion trait.
Goodberry
Goodberry
1st-level transmutation
Components
V, S, M (a sprig of mistletoe)
V, S, M (a sprig of mistletoe)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use a standard action to eat one berry. Eating a berry restores 1 hit point.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Grasping Vine
Grasping Vine
4th-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a minor action on each of your turns.
Greater Restoration
Greater Restoration
5th-level abjuration
Components
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Ground Shift
Ground Shift
2nd-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You cause the ground to shift beneath your enemies' feet. Up to three 5-foot wide, 1-inch tall square platforms rise from the ground at points you can see within range. Each platform then moves up to 30 feet along a straight line before sinking back into the ground. A platform safely lifts and carries any object or creature supported by the platform when it appeared, unless the target succeeds on a Dexterity saving throw to jump off.
When a platform enters a creature or object's space, the target must make a Dexterity saving throw. On a success, the target can safely jump onto the platform or out of the way (its choice). Otherwise, the target is knocked prone, and if there is space on the platform for it to fit without squeezing, it is carried along with the platform.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional platform for each slot level above 2nd.
Guardian of Nature
Guardian of Nature
4th-level transmutation
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Self
Self
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
- Your walk speed increases by 10 feet.
- You gain darkvision (120 ft.).
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls with advantage.
- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Guidance
Guidance
Divination cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 reaction, which you take in response to you or an ally within 10 feet of you failing an ability check
1 reaction, which you take in response to you or an ally within 10 feet of you failing an ability check
Range
10 feet
10 feet
You channel magical insight to the creature who failed the ability check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.
Gust
Gust
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Hallucinatory Terrain
Hallucinatory Terrain
4th-level illusion
Components
V, S, M (a stone, a twig, and a bit of green plant)
V, S, M (a stone, a twig, and a bit of green plant)
Duration
24 hours
24 hours
Casting Time
10 minutes
10 minutes
Range
300 feet
300 feet
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature can use the Study action to inspect the terrain, making an Investigation check against your spell save DC. On a success, the creature discovers that the terrain is illusory. A creature who discerns the illusion for what it is sees it as a vague image superimposed on the terrain.
Heal
Heal
6th-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points and ending each effect on it that can be ended by the lesser restoration spell. This spell has no effect on Constructs or Undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Lesser Restoration
Healing Spirit
Healing Spirit
2nd-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
60 feet
60 feet
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent Beast or Fey of your choice.
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal Constructs or Undead. The spirit can heal a number of times equal to 1 + your spellcasting ability score (minimum of twice). After healing that number of times, the spirit disappears.
As a minor action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Healing Word
Healing Word
1st-level evocation
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
60 feet
60 feet
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability score. This spell has no effect on Constructs or Undead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Heat Metal
Heat Metal
2nd-level transmutation
Components
V, S, M (a piece of iron and a flame)
V, S, M (a piece of iron and a flame)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a minor action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Heroes' Feast
Heroes' Feast
6th-level conjuration
Components
V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
10 minutes
10 minutes
Range
30 feet
30 feet
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of the diseased, poisoned, and frightened conditions, becomes immune to those conditions, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Hold Person
Hold Person
2nd-level enchantment
Components
V, S, M (a small, straight piece of iron)
V, S, M (a small, straight piece of iron)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Choose a Humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration (save ends).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional Humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Ice Knife
Ice Knife
1st-level conjuration
Components
S, M (a drop of water or a piece of ice)
S, M (a drop of water or a piece of ice)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Ice Storm
Ice Storm
4th-level evocation
Components
V, S, M (a pinch of dust and a few drops of water)
V, S, M (a pinch of dust and a few drops of water)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Incendiary Cloud
Incendiary Cloud
8th-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Infestation
Infestation
Conjuration cantrip
Components
V, S, M (a living flea)
V, S, M (a living flea)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage and, if its speed is at least 5 feet, it moves 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. On a successful save, it takes half as much damage and doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Insect Plague
Insect Plague
5th-level conjuration
Components
V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Investiture of Flame
Investiture of Flame
6th-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
Flames race across your body, shedding light (30/60 ft.) for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use a standard action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saying throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Investiture of Ice
Investiture of Ice
6th-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
Until the spell ends, ice rimes your body, and you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- You can use a standard action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Investiture of Stone
Investiture of Stone
6th-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can use a standard action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or take 2d12 bludgeoning damage and be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space and take 1d10 force damage for every 5 feet you travel.
Investiture of Wind
Investiture of Wind
6th-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
Until the spell ends, wind whirls around you, and you gain the following benefits:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a hover speed of 60 feet.
- You can use a standard action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Hover
Hover
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you have a hover speed, you are immune to the prone condition.
Jump
Locate
Locate
4th-level divination
Components
V, S, M (a forked twig)
V, S, M (a forked twig)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
10 miles
10 miles
Describe or name a creature or object that is familiar to you. You sense the direction to the target's location, as long as that target is within range. If the target is moving, you know the direction of its movement.
The spell can locate a specific creature or object known to you, or the nearest creature or object of a specific kind (such as a human or a piece of furniture), so long as you have seen such a target up close—within 30 feet—at least once. If the target you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate it.
This spell can't locate an creature or object if any thickness of lead, even a thin sheet, blocks a direct path between you and the target.
At Higher Levels. When you cast this spell using a spell slot of 6th, 7th, or 8th level, it has a range of 1000 miles. When you cast this spell using a spell slot of 9th level, its range is unlimited, and you can sense what plane the target is on in additional to the spell's normal effects.
Longstrider
Longstrider
1st-level transmutation
Components
V, S, M (a pinch of dirt)
V, S, M (a pinch of dirt)
Duration
Until the target finishes a short rest
Until the target finishes a short rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the speed bonus increases by 5 feet for each slot level above 1st.
Maelstrom
Maelstrom
5th-level evocation
Components
V, S, M (paper or leaf in the shape of a funnel)
V, S, M (paper or leaf in the shape of a funnel)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Magic Stone
Magic Stone
Transmutation cantrip
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting attack modifier, not the attacker's usual bonus, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability score. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
Mass Cure Wounds
Mass Cure Wounds
5th-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability score. This spell has no effect on Constructs or Undead.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Meld into Stone
Meld into Stone
3rd-level transmutation
Components
V, S
V, S
Duration
8 hours
8 hours
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Mending
Mending
Transmutation cantrip
Components
V, S, M (two lodestones)
V, S, M (two lodestones)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Touch
Touch
This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or destroyed Construct, but the spell can't restore magic to such an object.
Mirage Arcane
Mirage Arcane
7th-level illusion
Components
V, S
V, S
Duration
10 days
10 days
Casting Time
10 minutes
10 minutes
Range
Sight
Sight
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Mold Earth
Mold Earth
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
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 a standard action.
Moonbeam
Moonbeam
2nd-level evocation
Components
V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use a standard action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Noxious Fumes
Noxious Fumes
1st-level conjuration
Components
V, S, M (a skunk's scent gland)
V, S, M (a skunk's scent gland)
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
Self (30-foot cone)
Self (30-foot cone)
You eject a terrible scent into the air that clings to creatures it touches. Each creature in a 30-foot cone must succeed on a Constitution saving throw or take 1d6 poison damage and be poisoned until the end of its next turn. A creature with supersmell makes its saving throw with disadvantage.
Additionally, each creature in the 30-foot line centered within the cone must succeed on a Dexterity saving throw or be covered in a reeking fluid for the duration (standard action ends). While covered in this fluid, the target and each creature within 5 feet of it must make a saving throw against the above poison effect at the end of the each of the reeking target's turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage inflicted by the initial cone increases by 1d6 for each slot level above 1st.
Pass without Trace
Pass without Trace
2nd-level abjuration
Components
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Petrify
Petrify
6th-level transmutation
Components
V, S, M (a pinch of lime, water, and earth)
V, S, M (a pinch of lime, water, and earth)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target an additional creature for each slot level above 6th.
Petrified
Petrified
Effects of This Condition
- You are transformed into a solid inanimate substance (usually stone). Your game statistics are the same as your original form.
- Your weight increases by a factor of ten, and you cease aging.
- Attack rolls against you have advantage.
- You automatically fail Strength and Dexterity saving throws.
- You have resistance to all damage.
- You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.
Planar Binding
Planar Binding
5th-level abjuration
Components
V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration
24 hours
24 hours
Casting Time
1 hour
1 hour
Range
60 feet
60 feet
With this spell, you attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
Plane Shift
Plane Shift
7th-level conjuration
Components
V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Plant Growth
Plant Growth
3rd-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
This spell channels vitality into plants within a specific area. All normal plants in a 100-foot radius centered on a point within range become thick and overgrown, constituting difficult terrain. You can exclude one or more areas of any size within the spell's area from being affected. A creature moving through this difficult terrain must spend an additional 3 feet of movement for every 1 foot it travels instead of the usual 1 extra foot.
Polymorph
Polymorph
4th-level transmutation
Components
V, S, M (a caterpillar cocoon)
V, S, M (a caterpillar cocoon)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You transform a creature that you can see within range. An unwilling target must succeed on a Charisma saving throw to resist the transformation. The spell has no effect on an unwilling shapechanger or a creature with 0 hit points.
The target is transformed for the duration. The new form can be any Beast you have seen whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The spell ends if the target drops to 0 hit points or dies.
Primal Savagery
Primal Savagery
Transmutation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Primordial Ward
Primordial Ward
6th-level abjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.
When you take damage of one of those types, you can use a reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Produce Flame
Produce Flame
Conjuration cantrip
Components
V, S
V, S
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds light (10/20 ft.). The spell ends if you dismiss it as a standard action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as a standard action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Protection from Energy
Protection from Energy
3rd-level abjuration
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Protection from Evil and Good
Protection from Evil and Good
1st-level abjuration
Components
V, S, M (holy water or powdered silver and iron, which the spell consumes)
V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Until the spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Protection from Poison
Protection from Poison
2nd-level abjuration
Components
V, S
V, S
Duration
Until the target finishes a short rest
Until the target finishes a short rest
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Purify Food and Drink
Purify Food and Drink
1st-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Pyroclastic Blast
Pyroclastic Blast
7th-level transmutation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You release an explosive cloud of hot gas and ash in a 60 foot cone. Each creature in the area must succeed on a Dexterity saving throw or take 14d6 fire damage and be blinded for 1 minute (save ends). A target that succeeds on its saving throw takes half as much damage and isn't blinded.
The cloud created by the blast lingers in the spell’s area for 1 minute after you cast this spell, or until dispersed by a strong wind. The cloud is heavily obscured, and its heat and poisonous gases make breathing difficult. When a creature enters the cloud for the first time on a turn or starts its turn there, it must make a Constitution saving throw. It takes 2d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also poisoned unless it holds its breath.
The initial blast damages objects in the area and ignites flammable objects that aren't being worn or carried.
Quicksand
Quicksand
3rd-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You turn the ground within 10 feet of a point you can see within range into treacherous quicksand. The area becomes difficult terrain, requiring 4 feet of movement spent for every 1 foot traveled.
A creature that ends its turn on the sand must make a Dexterity saving throw. On a failed save, the target sinks halfway into the ground. A half-sunken target is hindered, has half cover from all sources, can't fly, and is immune to forced movement.
At the end of a half-sunken creature's turn, it must succeed on a Strength saving throw or sink further down, becoming mostly-sunken. In addition to the above effects, a mostly-sunken target is restrained and has three-quarters cover from all sources.
At the end of a mostly-sunken creature's turn, it must succeed on a Strength saving throw or become fully-sunken. In addition to the above effects, a fully-sunken target is suffocating and has total cover from all sources.
A sunken target immediately stops sinking if it leaves the area, and any time it succeeds on a Strength saving throw against the spell, its sunkenness decreases by one stage, potentially freeing itself. Additionally, a sunken target or nearby creature can use a standard action to make a Strength check against your spell save DC to attempt to pull the target out. On a success, the target's sunkenness decreases by one stage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of effect increases by 5 feet in radius for each slot level above 3rd.
Hindered
Hindered
Effects of This Condition
- Each foot you travel costs 1 additional foot of movement.
- Attack rolls against you have advantage.
- Your attack rolls and Dexterity saving throws have disadvantage.
Suffocating
Suffocating
While you are suffocating, keep track of how many rounds go by. For a number of rounds equal to your Constitution score (minimum of 1 round), nothing happens. At the start of your next turn, you drop to 0 hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.
You can hold your breath for a number of minutes equal to 1 + your Constitution score (minimum of 30 seconds). After that, you start suffocating.
Dying
Dying
While you are dying, make a DC 10 Constitution saving throw—called a death saving throw—at the start of each of your turns. Keep track of your successes and failures. You automatically suffer 1 failure each time you take damage while dying, or 2 failures if the damage was from a critical hit. If you reach 3 failures, you die. If you reach 3 successes, you stop dying. If you stop dying for any reason, stop tracking your successes and failures; the counts don't carry over to the next time you are dying.
On a roll of 20 or higher on a death saving throw, you regain 1 hit point.
Ending This Condition
The condition ends if you regain hit points. This condition can also be ended without healing you, such as via the Heal action.
Causes of This Condition
If you aren't already dying, you start dying when you are reduced to 0 hit points (you also fall unconscious) and there is at least 1 point of excess damage.
Regenerate
Regenerate
7th-level transmutation
Components
V, S, M (a prayer wheel and holy water)
V, S, M (a prayer wheel and holy water)
Duration
1 hour
1 hour
Casting Time
1 minute
1 minute
Range
Touch
Touch
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
If one of the target's body parts has been severed, it can be reattached as a standard action by holding it in its proper place at any point during the spell.
Reincarnate
Reincarnate
5th-level transmutation
Components
V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 hour
1 hour
Range
Touch
Touch
You touch a dead Humanoid or a piece of a dead Humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.
d100 | Race |
---|---|
01-04 | Dragonborn |
05-13 | Dwarf, hill |
14-21 | Dwarf, mountain |
22-25 | Elf, dark |
26-34 | Elf, high |
35-42 | Elf, wood |
43-46 | Gnome, forest |
47-52 | Gnome, rock |
53-56 | Half-elf |
57-60 | Half-orc |
61-68 | Halfling, lightfoot |
69-76 | Halfling, stout |
77-96 | Human |
97-00 | Tiefling |
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
Resistance
Resistance
Abjuration cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 reaction, which you take in response to you or an ally within 10 feet of you failing a saving throw
1 reaction, which you take in response to you or an ally within 10 feet of you failing a saving throw
Range
10 feet
10 feet
You channel magical protection to the creature who failed the saving throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.
Reverse Gravity
Reverse Gravity
7th-level transmutation
Components
V, S, M (a lodestone and iron filings)
V, S, M (a lodestone and iron filings)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
100 feet
100 feet
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Revivify
Revivify
3rd-level necromancy
Components
V, S, M (diamonds worth 300 gp, which the spell consumes)
V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Rock Cannon
Rock Cannon
Transmutation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
You launch a chunk of rock at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage to a creature. An object or structure takes an additional 1d10 bludgeoning damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10 or 3d10), 11th level (3d10 or 4d10), and 17th level (4d10 or 5d10).
Sand Blast
Sand Blast
1st-level conjuration
Components
S, M (a pouch of sand)
S, M (a pouch of sand)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You conjure a blast of coarse sand in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. A target takes 2d4 slashing damage on a failed save, or half as much on a successful one. A target that fails its save is also blinded by the sand in its eyes (minor action ends).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Seismic Sense
Seismic Sense
1st-level transmutation
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain a supernatural ability to sense vibrations in the ground. You have tremorsense (30 ft.) for the duration.
Tremorsense
Tremorsense
Base sense: touch
A creature with tremorsense can pinpoint the location of moving creatures and moving objects within a specific range, provided that the creature with tremorsense and anything it's detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.
Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight.
Shape Water
Shape Water
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
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 a standard action.
Shapechange
Shapechange
9th-level transmutation
Components
V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You are transformed into different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a Construct or an Undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
When you transform in this way, you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You use the new form's senses instead of your own. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use a standard action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Shillelagh
Shillelagh
Transmutation cantrip
Duration
1 minute
1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Skywrite
Skywrite
2nd-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Sight
Sight
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Sleet Storm
Sleet Storm
3rd-level conjuration
Components
V, S, M (a pinch of dust and a few drops of water)
V, S, M (a pinch of dust and a few drops of water)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Speak with Animals
Speak with Animals
1st-level divination
Components
V, S
V, S
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain the ability to comprehend and verbally communicate with Beasts for the duration. The knowledge and awareness of many beasts is limited by their Intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Speak with Plants
Speak with Plants
3rd-level transmutation
Components
V, S
V, S
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a Plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Stone Pillar
Stone Pillar
1st-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You cause a solid pillar to rapidly extrude from an earth or stone surface that you can see within range. The pillar is a cylinder with a diameter of 5 feet and a length of up to 30 feet. The surface must be large enough in area to contain the diameter of the cylinder.
Each target in the path of the pillar must succeed on a Dexterity saving throw or be pushed along with the pillar and any other targets in the way. A creature can willingly fail this save. Due to the speed of the pillar's growth, you can cause each target that failed its save to be pushed up to 10 feet beyond where the pillar stops.
The pillar's growth is stopped by an immovable obstacle or a Huge or larger target. The blocking obstacle and each target pushed by the pillar takes 1d8 bludgeoning damage, or 2d8 bludgeoning damage if the original surface was difficult terrain. Whether or not it reached its full length, the pillar retracts immediately after its growth stops.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional pillar within range for each slot level above 1st.
Stone Shape
Stone Shape
4th-level transmutation
Components
V, S, M (soft clay, to be crudely worked into the desired shape for the stone object)
V, S, M (soft clay, to be crudely worked into the desired shape for the stone object)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Stone Slam
Stone Slam
Transmutation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You cause a slab of earth or stone to slam into a creature you can see within range. The creature must succeed on a Strength saving throw or take 1d4 bludgeoning damage and be pushed up to 5 feet in a direction you choose, or 1d6 bludgeoning damage if the target was in difficult terrain made of earth or stone.
This spell's damage increases by one die when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6), and 17th level (4d4 or 4d6).
Stoneskin
Stoneskin
4th-level abjuration
Components
V, S, M (a perfectly cut stone worth 100 gp)
V, S, M (a perfectly cut stone worth 100 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.
Storm of Vengeance
Storm of Vengeance
9th-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 major action
1 major action
Range
Sight
Sight
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 1 mile, affecting the space down to 1 mile below the cloud. Lightning flashes, thunder booms, and strong winds roar.
The clouds obstruct the sun, reducing the natural light levels to dim light. Powerful winds blow in the area, making flight impossible, dispersing gases and other clouds, and causing ranged attacks to automatically miss. A creature that starts its turn in the area or that enters it for the first time on a turn must succeed on a Constitution saving throw to maintain concentration.
When you cast the spell and as a major action on each of your turns for the duration of the spell, you can cause one of the following effects:
Torrential Rain. A deluge of water pours from the sky. Any open fires in the area are extinguished, the ground becomes difficult terrain for 1 minute, and any holes less than 10 feet deep are filled with water. The area is heavily obscured by the driving rain until the start of your next turn.
Crashing Lightning. Tremendous bolts of lightning strike up to six points beneath the cloud of your choice that you can see. Each creature or object within 5 feet of one or more points must make a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, each creature within 100 feet of one or more points must succeed on a Constitution saving throw or take 2d6 thunder damage and become deafened for 5 minutes.
Pounding Hail. Massive hailstones fall from the clouds. Until the start of your next turn, each creature that starts its turn in the area or that enters it for the first time on a turn takes 2d6 bludgeoning damage, and the ground becomes difficult terrain for 1 minute.
Gale Winds. Howling winds blow through the area in a direction of your choice. Until the start of your next turn, every foot traveled against the wind costs an additional 3 feet of movement, and movement downwind is quadrupled. Additionally, each creature that starts its turn in the area or that enters it for the first time on a turn must succeed on a Strength saving throw or be blown 30 feet downwind and knocked prone.
Summon Beast
Summon Beast
2nd-level conjuration
Components
V, S, M (rare honeys and preserved meat worth at least 200 gp)
V, S, M (rare honeys and preserved meat worth at least 200 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You summon a beast of your choice: a panther, shark, or raptor. It appears in an unoccupied space that you can see within range. The creature has the Companion trait in addition to its usual traits.
The beast disappears when it drops to 0 hit points or when the spell ends. If you concentrate on the spell for the full duration and feed the beast the material components used to cast this spell, the beast loses the Companion trait and does not disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
○
×
Panther
Medium Beast, unaligned
Armor Class
11 + the spell's level
11 + the spell's level
Speeds
Walk 50 ft., climb 40 ft.
Walk 50 ft., climb 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
Darkvision 60 ft., supersmell 10 ft.
Darkvision 60 ft., supersmell 10 ft.
Skills
Acrobatics, Perception, Stealth ×2
Acrobatics, Perception, Stealth ×2
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | 0 | -4 | +2 | -1 |
Traits
Safe Landing. Any falling damage the panther takes is reduced by 10.
Pouncer. When the panther takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects after. Additionally, if the panther makes the attack as part of a running jump and hits, the target is grappled and the panther can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score piercing damage.
Supersmell
Supersmell
Base sense: smell
A creature with supersmell automatically detects the presence—but not the location—of creatures within a specified range. Supersmell goes around cover but can't penetrate barriers, including going from air to water or vice versa. Additionally, having supersmell of any range grants a creature advantage on Perception checks that rely on smell.
Acrobatics
Acrobatics
Ability: Dexterity
Appears in: jumping, falling
Appears in: jumping, falling
Acrobatics is for balancing and flexibility of the body.
Perception
Perception
Ability: Wisdom
Appears in: Search, hidden
Appears in: Search, hidden
Perception is for noticing things using your senses.
Search
Search
Cost: 2 AP (repeatable)
When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.
Search
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Charge
Charge
Cost: 3 AP
You move in a straight line up to your speed and can then make a melee weapon attack. If you make this attack, you become vulnerable as you recover from the burst of strength: your speed is halved until the end of your next turn, and the first attack made against you before then has advantage.
○
×
Shark
Large Beast, unaligned
Armor Class
9 + the spell's level
9 + the spell's level
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Blindsight 10 ft., supersmell 20 ft.
Blindsight 10 ft., supersmell 20 ft.
Skills
Athletics, Stealth, Perception ×2
Athletics, Stealth, Perception ×2
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | -1 | +1 | -6 | +2 | -5 |
Traits
Blood Frenzy. The shark has advantage on melee attack rolls against bloodied creatures.
Rough Skin. A creature that hits the shark with an unarmed attack takes 1 slashing damage.
Water Breathing. The shark can breathe only underwater.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d6 + your spellcasting ability score piercing damage, and if the target is smaller than the shark, it is grappled. If the shark is grappling a creature in this way, it can't Bite any other target.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Athletics
Athletics
Ability: Strength
Appears in: climbing, jumping, grappling, push, pull, trip
Appears in: climbing, jumping, grappling, push, pull, trip
Athletics is for feats of sport and strength.
Push
Push
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to push an opponent. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pushed up to 5 feet away from you.
Pull
Pull
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to pull an opponent with an empty hand or other suitable appendage. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pulled up to 5 feet closer to you.
Trip
Trip
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to knock an opponent to the ground. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or fall prone.
○
×
Raptor
Small Beast, unaligned
Armor Class
12 + the spell's level
12 + the spell's level
Speeds
Walk 10 ft., fly 50 ft.
Walk 10 ft., fly 50 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
3 × the spell's level
3 × the spell's level
Senses
—
—
Skills
Acrobatics, Perception ×2
Acrobatics, Perception ×2
Hit Dice
A number of d6s equal to the spell's level
A number of d6s equal to the spell's level
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +2 | +1 | -5 | +3 | -2 |
Traits
Evasive Flight. If the raptor is subjected to an effect that allows it to make a Dexterity 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. It must be flying to use this trait.
Flyby. The raptor doesn't provoke opportunity attacks when it flies.
Keen Sight. The raptor has advantage on Perception checks that rely on sight.
Attacks
Talons. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + your spellcasting ability score slashing damage.
Summon Dragon
Summon Dragon
5th-level conjuration
Components
V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You summon a dragon of your choice: a dragon of destruction, dragon of wisdom, or dragon of isolation. It appears in an unoccupied space that you can see within range. The dragon has the Companion trait in addition to its usual traits.
The dragon disappears when it drops to 0 hit points or when the spell ends. If you give this spell's material component to the dragon and concentrate on this spell for the full duration, the dragon loses the Companion trait and does not disappear until the item is taken from it.
Variant: Different Dragons
Different kinds of dragons may satisfy the archetypes presented in this spell. At your DM's discretion, you may be able to summon a dragon with a different damage immunity, type of elemental damage dealt, and Breath Weapon shape (a 60-foot line instead of a 30-foot cone) and saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
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×
Dragon of Destruction
Large Dragon, any evil
Armor Class
13 + the spell's level
13 + the spell's level
Speeds
Walk 30 ft., fly 50 ft.
Walk 30 ft., fly 50 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Darkvision 60 ft., blindsight 10 ft.
Darkvision 60 ft., blindsight 10 ft.
Skills
Intimidation ×2, Perception
Intimidation ×2, Perception
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Draconic
Draconic
Saving Throws
Charisma
Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | +1 | +3 | 0 | +2 | +2 |
Damage Immunities: fire
Attacks
Claw. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score piercing damage plus 1d6 fire damage.
Special Actions
(2 AP) Multiattack. The dragon makes two Claw attacks.
(3 AP) Breath Weapon. The dragon exhales a torrent of fire in a 30-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC. A target takes 4d6 fire damage on a failed save, or half as much on a success.
Intimidation
Intimidation
Ability: Charisma
Appears in: Frighten
Appears in: Frighten
Intimidation is for scaring others and making yourself appear more threatening.
Frighten
Frighten
Cost: 2 AP (repeatable)
You attempt to scare one creature within 60 feet of you. Make an Intimidation check, which becomes your Frighten DC. The target must succeed on a Wisdom saving throw against your Frighten DC or be frightened of you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
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×
Dragon of Wisdom
Large Dragon, any good
Armor Class
13 + the spell's level
13 + the spell's level
Speeds
Walk 30 ft., fly 50 ft.
Walk 30 ft., fly 50 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Darkvision 60 ft., blindsight 10 ft.
Darkvision 60 ft., blindsight 10 ft.
Skills
Insight ×2, Perception
Insight ×2, Perception
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Draconic
Draconic
Saving Throws
Wisdom
Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | 0 | +3 | +1 | +3 | +2 |
Damage Immunities: cold
Attacks
Claw. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score piercing damage plus 1d6 cold damage.
Special Actions
(2 AP) Multiattack. The dragon makes two Claw attacks.
(3 AP) Breath Weapon. The dragon exhales a chilling mist in a 30-foot cone. Each creature in the area must succeed on a Charisma saving throw against your spell save DC or be slowed until the start of the dragon's next turn.
Insight
Insight
Ability: Wisdom
Appears in: Search
Appears in: Search
Insight is for judging people's nature and intent.
○
×
Dragon of Isolation
Large Dragon, any neutral
Armor Class
13 + the spell's level
13 + the spell's level
Speeds
Walk 30 ft., fly 40 ft., swim 40 ft.
Walk 30 ft., fly 40 ft., swim 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Darkvision 60 ft., blindsight 10 ft.
Darkvision 60 ft., blindsight 10 ft.
Skills
Arcana, History, Perception
Arcana, History, Perception
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Draconic
Draconic
Saving Throws
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +1 | +2 | +2 | +2 | +1 |
Damage Immunities: poison
Attacks
Claw. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score piercing damage plus 1d6 poison damage.
Special Actions
(2 AP) Multiattack. The dragon makes two Claw attacks.
(3 AP) Breath Weapon. The dragon exhales a poisonous cloud in a 30-foot cone. Each creature in the area must make a Constitution saving throw against your spell save DC. On a failed save, a target takes 2d6 poison damage and is poisoned until the start of the dragon's next turn. On a success, a target takes half damage and isn't poisoned.
Arcana
Arcana
Ability: Intelligence
Appears in: Study, Recognize Spell
Appears in: Study, Recognize Spell
Arcana is for knowledge of, and reasoning about, magic.
Study
Study
Cost: 2 AP (repeatable)
When you take the Study action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable when you take this action, depending on the area of knowledge the check is about.
Areas of Knowledge
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Recognize Spell
Recognize Spell
Trigger: you see or hear a creature within 60 feet of you casting a spell
You attempt to identify the triggering spell before it is cast. Make an Arcana check. The DC equals 15 + the spell's level, and you have advantage on the check if the spell is cast as a class spell and you're a member of that class. On a success, you learn which spell is about to be cast.
History
History
Ability: Intelligence
Appears in: Study
Appears in: Study
History is for knowledge of past people, places, and events.
Summon Elemental
Summon Elemental
4th-level conjuration
Components
V, S, M (a bottle containing elemental air, earth, fire, or water, which can be prepared in a 1-hour ritual by expending at least 400 gp worth of special materials)
V, S, M (a bottle containing elemental air, earth, fire, or water, which can be prepared in a 1-hour ritual by expending at least 400 gp worth of special materials)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You summon an elemental based on the material component used to cast this spell: a fire elemental for fire, a water elemental for water, an earth elemental for earth, or an air elemental for air. It appears in an unoccupied space that you can see within range. The creature has the Companion trait in addition to its usual traits.
The elemental disappears when it drops to 0 hit points or when the spell ends.
You can cast this spell on an existing Medium or Large mass of nonmagical fire, water, earth, or air within range instead of summoning an elemental from nothing. This casting of the spell animates the mass to form an elemental of the corresponding element and size, assuming you also have the matching material component. If you pour the spell's material component into the animated elemental, consuming it, and concentrate on the spell for the full duration, the elemental loses the Companion trait and does not disappear.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
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×
Fire Elemental
Large Elemental, neutral
Armor Class
13 + the spell's level
13 + the spell's level
Speed
Hover 30 ft.
Hover 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
—
—
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | +3 | +2 | 0 | -1 | +3 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: fire, poison
Damage Resistances: bludgeoning, piercing, slashing
Damage Immunities: fire, poison
Damage Resistances: bludgeoning, piercing, slashing
Traits
Fire Body. The elemental's body is a raging fire, shedding light (30/60 ft.). Any creature that starts its turn in the elemental's space or that enters it for the first time on a turn takes 1d4 fire damage.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score fire damage.
○
×
Water Elemental
Large Elemental, neutral
Armor Class
8 + the spell's level
8 + the spell's level
Speeds
Walk 30 ft., swim 30 ft.
Walk 30 ft., swim 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
15 × the spell's level
15 × the spell's level
Senses
—
—
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | 0 | +3 | -1 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: acid, poison
Damage Resistances: bludgeoning, piercing, slashing, cold, fire
Damage Immunities: acid, poison
Damage Resistances: bludgeoning, piercing, slashing, cold, fire
Traits
Water Body. The elemental's body is pure water. Its space counts as underwater, and if it takes cold damage, it is slowed until the end of its next turn.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score bludgeoning damage.
Special Actions
(3 AP) Whelm. The elemental surges forward up to half its speed, sweeping up creatures and debris in its path. Each creature and loose object that the elemental passes through must make a Strength saving throw against your spell save DC. On a failed save, a target takes 2d6 bludgeoning damage and is grappled by the elemental. While grappled in this way, a creature does not get to use a reaction to attempt to escape when the elemental moves it. The elemental grapples creatures by keeping them fully within its space, and can't grapple more creatures than its space can accomodate.
Underwater
Underwater
The following rules apply underwater:
- Melee weapon attack rolls have disadvantage.
- Ranged weapon attack rolls have disadvantage, and a ranged weapon attack against a target beyond the weapon's normal range automatically misses.
- Fire damage and acid damage are halved.
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×
Earth Elemental
Large Elemental, neutral
Armor Class
12 + the spell's level
12 + the spell's level
Speeds
Walk 30 ft., burrow 30 ft.
Walk 30 ft., burrow 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Tremorsense 30 ft.
Tremorsense 30 ft.
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | 0 | +3 | 0 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: lightning, poison
Damage Resistances: piercing, slashing
Damage Vulnerabilities: thunder
Damage Immunities: lightning, poison
Damage Resistances: piercing, slashing
Damage Vulnerabilities: thunder
Traits
Earth Body. The elemental's body is solid earth and stone. It can burrow through solid earth and stone without leaving a trace of its passage.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d12 + your spellcasting ability score bludgeoning damage.
Burrow
Burrow
Natural Movement Modes: Burrowing
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
When you use a burrow speed to crawl, you ignore difficult terrain due to loose substrate.
Burrowing
Burrowing
Burrowing lets you dig through dirt, mud, sand, snow, or other loose substrate and ignore difficult terrain created by them. While burrowing, such substrates don't reduce your space. You can't burrow through solid material such as rock or ice unless you have a special trait that lets you do so, nor do you leave behind a tunnel.
○
×
Air Elemental
Large Elemental, neutral
Armor Class
14 + the spell's level
14 + the spell's level
Speed
Hover 40 ft.
Hover 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
—
—
Skills
—
—
Hit Dice
A number of d10s equal to the spell's level
A number of d10s equal to the spell's level
Languages
Primordial
Primordial
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | +4 | +1 | 0 | +1 | -2 |
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, suffocating, unconscious
Damage Immunities: poison, thunder
Damage Resistances: bludgeoning, piercing, slashing
Damage Immunities: poison, thunder
Damage Resistances: bludgeoning, piercing, slashing
Traits
Air Body. The elemental's space is clean, breathable air. Underwater counts as difficult terrain for the elemental.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + your spellcasting ability score bludgeoning damage.
Special Actions
(3 AP) Whirlwind. The elemental becomes a living whirlwind. Each creature and loose object within 5 feet of the elemental must make on a Strength saving throw against your spell save DC. On a failed save, a target takes 2d6 bludgeoning damage and is hurled up to 15 feet in a random direction and knocked prone. On a success, a target takes half damage and isn't hurled or knocked prone. Any gases in the area are dispersed.
Summon Fey
Summon Fey
3rd-level conjuration
Components
V, S, M (a gilded flower, flask of fine wine, or golden tooth, worth at least 300 gp)
V, S, M (a gilded flower, flask of fine wine, or golden tooth, worth at least 300 gp)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You summon a fey creature based on the material component used to cast the spell: a reclusive pixie for the flower, a suave satyr for the wine, or a murderous redcap for the tooth. It appears in an unoccupied space that you can see within range. The creature has the Companion trait in addition to its usual traits.
The creature disappears when it drops to 0 hit points or when the spell ends. If you concentrate on the spell for the full duration and give the creature the material component used to cast the spell, the creature loses the Companion trait and does not disappear unless the item is taken from it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
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×
Pixie
Tiny Fey, chaotic good
Armor Class
10 + the spell's level
10 + the spell's level
Speeds
Walk 10 ft., fly 20 ft.
Walk 10 ft., fly 20 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
5 × the spell's level
5 × the spell's level
Senses
—
—
Skills
Insight, Stealth
Insight, Stealth
Hit Dice
A number of d4s equal to the spell's level
A number of d4s equal to the spell's level
Languages
Sylvan
Sylvan
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +3 | 0 | 0 | +1 | +2 |
Condition Immunities: charmed
Special Actions
(2 AP) Sleep Dust. The pixie showers a creature within 5 feet of it with somnolent dust. The target must succeed on a Wisdom saving throw against your spell save DC or fall unconscious until the end of the pixie's next turn. The target wakes up early if it takes any damage, is forced to make a saving throw, or is shaken awake by another creature as a standard action.
(2 AP) Flight Dust. The pixie showers a creature within 5 feet of it with sparkling dust. The target gains a hover speed of 10 feet until the end of the pixie's next turn.
(1 AP) Invisibility Dust. The pixie covers itself in wispy dust. The pixie turns invisible until the end of this turn. The invisibility ends early if the pixie attacks or forces another creature to make a saving throw.
Unconscious
Unconscious
Effects of This Condition
- You are incapacitated and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Causes of This Condition
You are automatically unconscious while you have 0 hit points and while sleeping.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
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×
Satyr
Medium Fey, chaotic neutral
Armor Class
11 + the spell's level
11 + the spell's level
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
—
—
Skills
Deception, Performance
Deception, Performance
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Sylvan
Sylvan
Saving Throws
Intelligence
Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +2 | 0 | +1 | 0 | +3 |
Condition Immunities: charmed
Attacks
Shortsword. Melee weapon attack; finesse. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score piercing damage.
Special Actions
(3 AP) Enchanting Pipes. The satyr plays an enchanting melody on its panflute. Each creature of the satyr's choice within 10 feet of it that can hear the melody must succeed on a Wisdom saving throw or be charmed by you and the satyr until the end of the satyr's next turn. The charm ends early on a target if it takes any damage or is forced to make a saving throw.
(1 AP) Fey Step. The satyr teleports up to 30 feet to an unoccupied space it can see. It can then choose one creature it can see within 5 feet of it and gain advantage on the next attack roll it makes against it before the end of this turn.
Deception
Deception
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Deception is for keeping a straight face and convincing people of facts you know to be false.
Taunt
Taunt
Cost: 2 AP (repeatable)
You attempt to goad one creature within 60 feet of you into attacking you. Make a Deception, Performance, or Persuasion check, which becomes your Taunt DC. The target must succeed on a Wisdom saving throw against your Taunt DC or be taunted by you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Taunted
Taunted
Effects of This Condition
You have disadvantage on attacks against all creatures except the one taunting you.
Ending This Condition
If a creature taunts you while you are already taunted, the first taunt ends.
Causes of This Condition
This condition can be commonly applied via the Taunt action.
Performance
Performance
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Performance is for acting a part or playing a musical instrument.
Teleporting
Teleporting
Teleporting lets you instantaneously travel from one location to another without going through the intervening space. You don't provoke opportunity attacks when you teleport.
When you teleport, all the equipment you are wearing and carrying teleports with you. If you are touching another creature when you teleport, that creature doesn't teleport with you unless otherwise specified.
If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.
Unless otherwise specified, you must see your destination when you teleport.
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×
Redcap
Small Fey, chaotic evil
Armor Class
13 + the spell's level
13 + the spell's level
Speed
Walk 30 ft.
Walk 30 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Athletics, Intimidation
Athletics, Intimidation
Hit Dice
A number of d6s equal to the spell's level
A number of d6s equal to the spell's level
Languages
Sylvan
Sylvan
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | +2 | 0 | +1 |
Condition Immunities: charmed
Traits
Iron Boots. The redcap wears heavy iron boots, causing it to have disadvantage on Stealth checks and advantage on Strength saving throws made to resist forced movement.
Attacks
Sickle. Melee weapon attack. Your spell attack modifier to hit. Hit: 1d4 + your spellcasting ability score slashing damage.
Special Actions
(2 AP) Multiattack. The redcap makes two Sickle attacks.
(1 AP) Fey Step. The redcap teleports up to 30 feet to an unoccupied space it can see. Laughing maniacally, it can then choose one creature it can see within 5 feet of it. That creature must succeed on a Wisdom saving throw against your spell save DC or be taunted by the redcap until the end of the redcaps' next turn.
Sunbeam
Sunbeam
6th-level evocation
Components
V, S, M (a magnifying glass)
V, S, M (a magnifying glass)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and Oozes have disadvantage on this saving throw.
You can create a new line of radiance as a standard action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand, shedding light (30/60 ft.). This light is sunlight.
Sunburst
Sunburst
8th-level evocation
Components
V, S, M (fire and a piece of sunstone)
V, S, M (fire and a piece of sunstone)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute (save ends). On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and Oozes have disadvantage on this saving throw.
This spell dispels any darkness in its area that was created by a spell.
Symbol
Symbol
7th-level abjuration
Components
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
1 minute
1 minute
Range
Touch
Touch
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring a successful Investigation check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Wisdom saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make a Wisdom saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses a standard action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Stunned
Stunned
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
Terraform
Terraform
6th-level transmutation
Components
V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Duration
Up to 2 hours
Up to 2 hours
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Thorn Whip
Thorn Whip
Transmutation cantrip
Components
V, S, M (the stem of a plant with thorns)
V, S, M (the stem of a plant with thorns)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thunderclap
Thunderclap
Evocation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
5 feet
5 feet
You create a burst of thunderous sound that can be heard up to 100 feet away. Each other creature within range must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage, or half as much damage on a successful one.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thunderwave
Thunderwave
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Tidal Wave
Tidal Wave
3rd-level conjuration
Components
V, S, M (a drop of water)
V, S, M (a drop of water)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Transmute Rock
Transmute Rock
5th-level transmutation
Components
V, S, M (clay and water)
V, S, M (clay and water)
Duration
Until dispelled
Until dispelled
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use a standard action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use a standard action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Transport via Plants
Transport via Plants
6th-level conjuration
Components
V, S
V, S
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Tree Stride
Tree Stride
5th-level conjuration
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
True Resurrection
True Resurrection
9th-level necromancy
Components
V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration
Instantaneous
Instantaneous
Casting Time
1 hour
1 hour
Range
Touch
Touch
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Tsunami
Tsunami
8th-level conjuration
Components
V, S
V, S
Duration
Up to 6 rounds
Up to 6 rounds
Casting Time
1 minute
1 minute
Range
Sight
Sight
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
Wall of Dirt
Wall of Dirt
2nd-level transmutation
Components
S
S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
A nonmagical wall of compact dirt rises from the ground at a point you choose within range. The wall is 3 inches thick, up to 10 feet high, and up to 20 feet long.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use a reaction to move up to its speed so that it is no longer enclosed by the wall
The wall is an object that can be damaged and thus breached. Each 5-foot long section has AC 8, 10 hit points, and immunity to poison and psychic damage. Reducing a panel to 0 hit points destroys it, leaving behind a 5-foot square of difficult terrain that takes at least 1 minute to clear by hand.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can extend the length of the wall by 5 feet for each slot level above 2nd.
Wall of Fire
Wall of Fire
4th-level evocation
Components
V, S, M (a small piece of phosphorus)
V, S, M (a small piece of phosphorus)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d8 for each slot level above 4th.
Wall of Stone
Wall of Stone
5th-level evocation
Components
V, S, M (a small block of granite)
V, S, M (a small block of granite)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use a reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional panels for each slot level above 5th.
Wall of Thorns
Wall of Thorns
6th-level conjuration
Components
V, S, M (a handful of thorns)
V, S, M (a handful of thorns)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Wall of Water
Wall of Water
3rd-level evocation
Components
V, S, M (a drop of water)
V, S, M (a drop of water)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the walls space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the walls water doesn't fill it.
Warding Wind
Warding Wind
2nd-level evocation
Components
V
V
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Water Breathing
Water Breathing
3rd-level transmutation
Components
V, S, M (a short reed or piece of straw)
V, S, M (a short reed or piece of straw)
Duration
Until the target finishes a long rest
Until the target finishes a long rest
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. When a target finishes a long rest, the spell only ends on that target.
Water Walk
Water Walk
3rd-level transmutation
Components
V, S, M
V, S, M
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Watery Sphere
Watery Sphere
4th-level conjuration
Components
V, S, M (a droplet of water)
V, S, M (a droplet of water)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the spheres space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water (save ends).
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As a standard action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Whirlwind
Whirlwind
7th-level evocation
Components
V, M (a piece of straw)
V, M (a piece of straw)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use a standard action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use a standard action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Wind Walk
Wind Walk
6th-level transmutation
Components
V, S, M (fire and holy water)
V, S, M (fire and holy water)
Duration
8 hours
8 hours
Casting Time
1 minute
1 minute
Range
30 feet
30 feet
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a hover speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Wrath of Nature
Wrath of Nature
5th-level evocation
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use a standard action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a minor action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Rat
Rat
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
12
12
Speeds
Walk 20 ft., climb 20 ft.
Walk 20 ft., climb 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
Stealth
Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -1 | -4 | -1 | -4 |
Traits
Keen Hearing. The rat has advantage on Perception checks that rely on hearing.
Poor Sight. The rat has disadvantage on Perception checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the rat has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
Hobrat
Hobrat
Small Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speeds
Walk 25 ft., climb 25 ft., swim 25 ft.
Walk 25 ft., climb 25 ft., swim 25 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
—
—
Skills
—
—
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +1 | -1 | -4 | -1 | -3 |
Traits
Hobwart. All hobrats carry a disease called hobwart, which hobrats are immune to. A creature that touches the eponymous warts, including the warts on a hobrat, is exposed to hobwart. Upon exposure, a creature must succeed on a Constitution saving throw against your spell save DC or be infected. An infected creature becomes diseased after 1 hour, which causes wart-like growths to appear near the infection site. A diseased creature repeats the save every 24 hours, recovering from the disease on a success. On a failed save, the creature's hit point maximum is reduced by 1. This reduction is cumulative and lasts for the duration of the disease.
Keen Hearing. The hobrat has advantage on Perception checks that rely on hearing.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Poor Sight. The hobrat has disadvantage on Perception checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the hobrat has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage plus 1 necrotic damage, and the target is exposed to Hobwart.
Special Actions
(2 AP) Multiattack. The hobrat makes two Bite attacks.
Flanked
Flanked
Effects of This Condition
While flanked, melee attack rolls against you have advantage.
Ending This Condition
Creatures with blindsight or multiple heads are immune to this condition.
Cat
Cat
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
12
12
Speeds
Walk 40 ft., climb 30 ft.
Walk 40 ft., climb 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Darkvision 60 ft., supersmell 5 ft.
Darkvision 60 ft., supersmell 5 ft.
Skills
Acrobatics, Perception, Stealth ×2
Acrobatics, Perception, Stealth ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +2 | 0 | -4 | +1 | -2 |
Traits
Safe Landing. Any falling damage the cat takes is reduced by 10.
Pouncer. When the cat takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, if the cat makes the attack as part of a running jump and hits, the target is grappled and the cat can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. Your spell attack modifier to hit. Hit: 1 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Panther
Panther
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
13
13
Speeds
Walk 50 ft., climb 40 ft.
Walk 50 ft., climb 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
15
15
Senses
Darkvision 60 ft., supersmell 10 ft.
Darkvision 60 ft., supersmell 10 ft.
Skills
Acrobatics, Perception, Stealth ×2
Acrobatics, Perception, Stealth ×2
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | 0 | -4 | +2 | -1 |
Traits
Safe Landing. Any falling damage the panther takes is reduced by 10.
Pouncer. When the panther takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, if the panther makes the attack as part of a running jump and hits, the target is grappled and the panther can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 piercing damage.
Cheetah
Cheetah
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
14
14
Speed
Walk 70 ft.
Walk 70 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
15
15
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Skills
Perception, Stealth ×2
Perception, Stealth ×2
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +3 | 0 | -4 | +2 | -1 |
Traits
Long Jump. The cheetah's horizontal jump distance is doubled.
Pouncer. When the cheetah takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, if the cheetah makes the attack as part of a running jump and hits, the target is grappled and the cheetah can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. Your spell attack modifier to hit. Hit: 1d6 + 3 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 piercing damage.
Special Actions
(1 AP) Sprint. The cheetah moves up to half its speed.
Lion
Lion
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
28
28
Senses
Darkvision 60 ft., supersmell 10 ft.
Darkvision 60 ft., supersmell 10 ft.
Skills
Athletics, Perception, Stealth ×2
Athletics, Perception, Stealth ×2
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +1 | +1 | -4 | +1 | 0 |
Traits
Long Jump. The lion's horizontal jump distance is doubled.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Pouncer. When the lion takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, if the lion makes the attack as part of a running jump and hits, the target is grappled and the lion can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. Your spell attack modifier to hit. Hit: 1d6 + 1 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 3 piercing damage.
Special Actions
(2 AP) Multiattack. The lion makes two Claws attacks.
Sabre Cat
Sabre Cat
Large Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
15
15
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
48
48
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Skills
Perception, Athletics ×2, Stealth ×2
Perception, Athletics ×2, Stealth ×2
Hit Dice
6d10
6d10
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | +3 | +2 | -4 | +1 | +1 |
Traits
Long Jump. The cat's horizontal jump distance is doubled.
Pouncer. When the cat takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, if the cat makes the attack as part of a running jump and hits, the target is grappled and the cat can make a Bite attack against it as part of the same action.
Attacks
Claws. Melee weapon attack; finesse, light, unarmed. Your spell attack modifier to hit. Hit: 2d8 + 3 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d10 + 4 piercing damage, and if the target's speed is 0, this attack is a critical hit.
Special Actions
(2 AP) Multiattack. The cat makes two Claws attacks and a Bite attack.
Skunk
Skunk
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
10
10
Speed
Walk 30 ft.
Walk 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
5
5
Senses
—
—
Skills
Intimidation ×2
Intimidation ×2
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | 0 | +1 | -5 | -1 | -2 |
Traits
Intimidating Display. The skunk has advantage on Intimidation checks against creatures that can see it.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(2 AP) Threaten Spray. The skunk uses the Frighten action, targeting each creature in a 15-foot cone instead of the usual target. The skunk can Ready Skunk Spray as part of the same action, and will use it on any creature that approaches it.
(2 AP) Skunk Spray (Recharges after a Short or Long Rest). The skunk turns around and sprays a noxious odor. Each creature in a 15-foot line must succeed on a Dexterity saving throw against your spell save DC or reek with skunk fumes for 24 hours. A reeking creature has disadvantage on Charisma checks.
For the first hour of the 24-hour duration, a reeking creature must make a Constitution saving throw against your spell save DC at the start of each of its turns. A creature with supersmell has disadvantage on this save. On a failure, the creature is poisoned until the start of its next turn.
Ready
Ready
Cost: varies
The Ready action lets you postpone another action until later. When you take the Ready action, you choose a perceivable trigger, the action you intend to take in response to that trigger, and a general description of how you would use that action. The Ready action costs the same number of action points as the action being readied. Examples of readying an action include "If the cultist moves onto the trapdoor, I'll take the Interact action to pull the lever that opens it," and "If the goblin moves to within 5 feet of me, I'll take the Attack action to attack it."
When the trigger occurs, you can use a reaction to take the readied action after the trigger finishes. You can also choose to ignore the trigger, and possibly use your readied action later for a subsequent occurance of the trigger. Once you use the readied action, it stops being readied.
When you ready the Magic action to cast a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding onto the spell's magic requires concentration unless it is a cantrip. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Weasel
Weasel
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
13
13
Speeds
Walk 30 ft., climb 20 ft.
Walk 30 ft., climb 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Supersmell 5 ft.
Supersmell 5 ft.
Skills
Acrobatics
Acrobatics
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +3 | 0 | -5 | +1 | -2 |
Traits
Evasive Steps. The weasel has advantage on Dexterity ability checks made to resist being restrained or grappled, and its movement doesn't provoke opportunity attacks.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Porcupine
Porcupine
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
15
15
Speeds
Walk 25 ft., climb 25 ft.
Walk 25 ft., climb 25 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
8
8
Senses
—
—
Skills
Intimidation
Intimidation
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +1 | 0 | -5 | -1 | -2 |
Traits
Intimidating Display. The porcupine has advantage on Intimidation checks against creatures that can see it.
Barbed Quills. The porcupine is covered in barbed quills. A creature that hits it with a melee attack takes 1d4 piercing damage from dislodged quills. If the attack was an unarmed attack, the creature is also slowed as if it were hit by a Quill Swipe and can't attack with the same body part until the quills are removed.
Attacks
Quill Swipe. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 1 piercing, and the target is slowed until it or another creature uses the Interact action to remove the quills. The creature takes 1 piercing damage when the quills are removed.
Special Actions
(2 AP) Quill Spray. Each creature in a 15-foot cone must succeed on a Dexterity saving throw against your spell save DC or take 1d4 piercing damage.
Interact
Interact
Cost: 0 AP
When you take the Interact action, you manipulate one object or feature of the environment in a trivial way. For example, you could open a door or pick up a dropped weapon. You can also use this action to grapple a willing creature.
If you need to interact with more than one thing on a turn, subsequent interactions require the Use action.
Use
Use
Cost: varies (repeatable)
The Use action allows you to manipulate one object or feature of the environment in a potentially involved way. Activating an item's effect requires the Use action, which takes 2 AP unless otherwise specified. You can also take this action to do anything that the Interact action can do, and unlike the Interact action, it is repeatable.
Hedgehog
Hedgehog
Tiny Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
14
14
Speeds
Walk 20 ft., burrow 5 ft.
Walk 20 ft., burrow 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Darkvision 30 ft.
Darkvision 30 ft.
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | 0 | 0 | -5 | -1 | -4 |
Traits
Poison Resistance. The hedgehog has advantage on saving throws against poison.
Quills. The hedgehog is covered in quills. A creature that hits it with an unarmed melee attack takes 1 piercing damage from the quills.
Special Actions
(1 AP) Defensive Curl. The hedgehog curls up into a ball. Until it uncurls itself (no action required), its speed is 0, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +2 bonus to AC and Dexterity saving throws.
Armadillo
Armadillo
Tiny Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
17
17
Speeds
Walk 20 ft., burrow 10 ft.
Walk 20 ft., burrow 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
Supersmell 5 ft.
Supersmell 5 ft.
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | -1 | +1 | -5 | -2 | -4 |
Special Actions
(1 AP) Defensive Curl. The armadillo curls up into a ball. Until it uncurls itself (no action required), its speed is 0, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +2 bonus to AC and Dexterity saving throws.
Pangolin
Pangolin
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
18
18
Speeds
Walk 20 ft., climb 20 ft.
Walk 20 ft., climb 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
10
10
Senses
Darkvision 30 ft., supersmell 5 ft.
Darkvision 30 ft., supersmell 5 ft.
Skills
—
—
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | 0 | +1 | -5 | 0 | -4 |
Special Actions
(1 AP) Defensive Curl. The pangolin curls up into a ball. Until it uncurls itself (no action required), its speed is 0, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +2 bonus to AC and Dexterity saving throws.
Dart Frog
Dart Frog
Minuscule Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
13
13
Speeds
Walk 10 ft., climb 10 ft., swim 10 ft.
Walk 10 ft., climb 10 ft., swim 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
—
—
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +3 | +1 | -7 | +1 | -5 |
Traits
Standing Leap. The frog doesn't need to take a running start when it jumps.
Toxic Skin. A creature that touches the frog must succeed on a Constitution saving throw against your spell save DC or take 10d6 poison damage, or half as much on a success. A creature that hits the frog with a Bite attack has disadvantage on this save.
Warning Colors. The frog is brightly colored, signaling its Toxic Skin to other beasts and any creature with an Intelligence score of 0 or higher. The frog also has disadvantage on Stealth checks.
Dry Skin. The frog's hit point maximum decreases by 1 at the end of each hour it spends outside of water. This reduction lasts until the frog is fully submerged in water.
Toad
Toad
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speeds
Walk 15 ft., swim 15 ft.
Walk 15 ft., swim 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
—
—
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +1 | +1 | -7 | +1 | -6 |
Traits
Amphibious. The toad can breathe air and water.
Standing Leap. The toad doesn't need to take a running start when it jumps.
Poisonous Skin. A creature that hits the toad with an attack using the creature's mouth, such as a Bite or Tongue attack, must succeed on a Constitution saving throw against your spell save DC or take 1 poison damage and be poisoned until the end of its next turn.
Attacks
Tongue. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: If the target is smaller than the toad, it is grappled.
Special Actions
(2 AP) Bite. A target grappled by the toad's Tongue takes 1 bludgeoning damage.
Goliath Toad
Goliath Toad
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
10
10
Speeds
Walk 25 ft., swim 25 ft.
Walk 25 ft., swim 25 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
27
27
Senses
—
—
Skills
—
—
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -1 | +4 | -7 | 0 | -5 |
Traits
Amphibious. The toad can breathe air and water.
Standing Leap. The toad doesn't need to take a running start when it jumps.
Poisonous Skin. A creature that hits the toad with an attack using the creature's mouth, such as a Bite or Tongue attack, must make a Constitution saving throw against your spell save DC. The attacker takes 2d4 poison damage and is poisoned until the end of its next turn on a failed save, or half as much damage and isn't poisoned on a success.
Attacks
Tongue. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: The target is grappled. The target must also succeed on a Strength saving throw against your spell save DC or be pulled up to 5 feet closer to the toad.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d4 + 2 bludgeoning damage. This attack is made with advantage against a target that's grappled by the toad's tongue.
Special Actions
(2 AP) Multiattack. The toad makes a Tongue attack and a Bite attack.
Frog
Frog
Minuscule Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
12
12
Speeds
Walk 10 ft., swim 10 ft.
Walk 10 ft., swim 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +2 | 0 | -7 | +1 | -6 |
Traits
Amphibious. The frog can breathe air and water.
Standing Leap. The frog doesn't need to take a running start when it jumps.
Dry Skin. The frog's hit point maximum decreases by 1 at the end of each hour it spends outside of water. This reduction lasts until the frog is fully submerged in water.
Attacks
Tongue. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: If the target is smaller than the frog, it is grappled.
Special Actions
(2 AP) Bite. A target grappled by the frog's Tongue takes 1 bludgeoning damage.
Newt
Newt
Minuscule Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
10
10
Speeds
Walk 5 ft., swim 5 ft.
Walk 5 ft., swim 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | 0 | +1 | -7 | +1 | -4 |
Traits
Amphibious. The newt can breathe air and water.
Toxic Skin. A creature that touches the newt must succeed on a Constitution saving throw against your spell save DC or take 1 poison damage. A creature that hits the newt with a Bite attack has disadvantage on this save.
Warning Colors. The newt is brightly colored, signaling its Toxic Skin to other beasts and any creature with an Intelligence score of 0 or higher. The newt also has disadvantage on Stealth checks.
Dry Skin. The newt's hit point maximum decreases by 1 at the end of each hour it spends outside of water. This reduction lasts until the newt is fully submerged in water.
Rapid Regeneration. The newt regains 1 hit point at the end of each of its turns.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 bludgeoning damage.
Spikerib Newt
Spikerib Newt
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
10
10
Speeds
Walk 20 ft., swim 30 ft.
Walk 20 ft., swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
27
27
Senses
—
—
Skills
—
—
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | 0 | +4 | -7 | +2 | -4 |
Traits
Amphibious. The newt can breathe air and water.
Rapid Regeneration. The newt regains 1d8 hit point at the end of each of its turns.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 bludgeoning damage.
Barbed Tail. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 piercing damage, and the target must make a Constitution saving throw against your spell save DC saving throw. The target takes 2d4 poison damage and is poisoned until the end of the newt's next turn on a failed save, or half as much damage on a success.
Reactions
Ribspikes. When a creature hits the newt with an unarmed attack, the newt can cause its ribs to pierce through its own skin to harm the attacker. The newt and the attacker both take 1d4 piercing damage, and the attacker must make a Constitution saving throw against your spell save DC saving throw. The attacker takes 2d4 poison damage and is poisoned until the end of the newt's next turn on a failed save, or half as much damage on a success.
Bear
Bear
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speeds
Walk 40 ft., climb 30 ft.
Walk 40 ft., climb 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
Darkvision 30 ft., supersmell 10 ft.
Darkvision 30 ft., supersmell 10 ft.
Skills
Athletics, Survival
Athletics, Survival
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +2 | -4 | +1 | -1 |
Traits
Hibernator. When the bear takes a short rest, it automatically rolls the maximum value on any hit dice it spends to regain hit points.
Attacks
Claws. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 piercing damage.
Special Actions
(2 AP) Multiattack. The bear makes a Claws attack and a Bite attack.
Survival
Survival
Ability: Wisdom
Appears in: Search
Appears in: Search
Survival is for following tracks, navigating on foot, and obtaining resources in the wilderness.
Cave Bear
Cave Bear
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
36
36
Senses
Darkvision 60 ft., supersmell 15 ft.
Darkvision 60 ft., supersmell 15 ft.
Skills
Athletics, Survival
Athletics, Survival
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | 0 | +3 | -4 | +1 | 0 |
Traits
Hibernator. When the bear takes a short rest, it automatically rolls the maximum value on any hit dice it spends to regain hit points.
Attacks
Claws. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d6 + 4 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d8 + 4 piercing damage.
Special Actions
(2 AP) Multiattack. The bear makes two Claws attacks and a Bite attack.
Umber Bear
Umber Bear
Huge Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
14
14
Speeds
Walk 40 ft., burrow 10 ft.
Walk 40 ft., burrow 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
66
66
Senses
Darkvision 30 ft., supersmell 15 ft.
Darkvision 30 ft., supersmell 15 ft.
Skills
Athletics, Survival
Athletics, Survival
Hit Dice
6d12
6d12
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+6 | 0 | +4 | -4 | +1 | +1 |
Traits
Dirt Shield. When the bear burrows through dirt or mud, its fur traps earth and small rocks and the bear gains a number of temporary hit points equal to the distance burrowed. These temporary hit points are cumulative, but the bear can't accumulate more than 20.
Hibernator. When the bear takes a short rest, it automatically rolls the maximum value on any hit dice it spends to regain hit points.
Attacks
Claws. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d10 + 6 slashing damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d12 + 6 piercing damage.
Special Actions
(2 AP) Multiattack. The bear makes two Claws attacks and a Bite attack.
Eagle
Eagle
Small Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
12
12
Speeds
Walk 10 ft., fly 50 ft.
Walk 10 ft., fly 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
10
10
Senses
—
—
Skills
Athletics, Perception ×2
Athletics, Perception ×2
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | +2 | +1 | -4 | +4 | -2 |
Traits
Eagle Eyes. The eagle doesn't suffer from passive Perception falloff when it uses its sight.
Keen Sight. The eagle has advantage on Perception checks that rely on sight.
Attacks
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 - 2 piercing damage.
Talons. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 2d4 + 2 slashing damage, and if the target is the same size as the eagle or smaller, it is grappled. The eagle can grapple two smaller targets in this way, or one target of the eagle's size.
Special Actions
(2 AP) Multiattack. The eagle makes a Talons attack and a Beak attack.
Great Eagle
Great Eagle
Large Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
12
12
Speeds
Walk 20 ft., fly 60 ft.
Walk 20 ft., fly 60 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
35
35
Senses
—
—
Skills
Athletics, Perception ×2
Athletics, Perception ×2
Hit Dice
5d10
5d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +2 | +1 | -2 | +4 | -1 |
Traits
Eagle Eyes. The eagle doesn't suffer from passive Perception falloff when it uses its sight.
Keen Sight. The eagle has advantage on Perception checks that rely on sight.
Attacks
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 3 piercing damage.
Talons. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 2d6 + 3 slashing damage, and if the target is the same size as the eagle or smaller, it is grappled. The eagle can grapple two smaller targets in this way, or one target of the eagle's size.
Special Actions
(2 AP) Multiattack. The eagle makes two Talons attacks and a Beak attack.
Roc
Roc
Gargantuan Beast, unaligned
16th-level beast form
16th-level beast form
Armor Class
11
11
Speeds
Walk 30 ft., fly 80 ft.
Walk 30 ft., fly 80 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
256
256
Senses
—
—
Skills
Athletics, Perception ×2
Athletics, Perception ×2
Hit Dice
16d20
16d20
Languages
—
—
Saving Throws
Wisdom, Charisma
Wisdom, Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+9 | 0 | +5 | -1 | +1 | 0 |
Traits
Eagle Eyes. The eagle doesn't suffer from passive Perception falloff when it uses its sight.
Keen Sight. The roc has advantage on Perception checks that rely on sight.
Attacks
Beak. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 4d10 + 9 piercing damage.
Talons. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 4d6 + 9 slashing damage, and if the target is the same size as the roc or smaller, it is grappled. If the target is two or more sizes smaller than the roc, this grapple only requires one foot.
Special Actions
(1 AP, Repeatable) Attack. The roc makes two Talons attacks and a Beak attack.
(1 AP, Repeatable) Hurl. The roc whips in the air, hurling a creature or object in one of its talons. The roc makes an Athletics check and can hurl the target a number of feet equal 5 times the result in any direction. The horizontal traveled as part of the hurl counts as falling for the purpose of fall damage. If the thrown target would hit a creature, that creature must succeed on a Dexterity saving throw against your spell save DC or take bludgeoning damage equal to the thrown target's fall damage.
(1 AP, Repeatable) Wing Buffet. The roc flaps its wings, making a gust of wind. Each creature within 10 feet of the roc that isn't grappled by it must make a Strength saving throw against your spell save DC. A creature is pushed up to 20 feet and knocked prone on a failed save, or is pushed up to 10 feet and isn't knocked prone on a success.
Falcon
Falcon
Tiny Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
13
13
Speeds
Walk 5 ft., fly 80 ft.
Walk 5 ft., fly 80 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Acrobatics, Perception ×2
Acrobatics, Perception ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +3 | 0 | -5 | +2 | -2 |
Traits
Eagle Eyes. The falcon doesn't suffer from passive Perception falloff when it uses its sight.
Hit and Run. When the falcon makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Keen Sight. The falcon has advantage on Perception checks that rely on sight.
Attacks
Beak. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d1 + 3 piercing damage.
Special Actions
(1 AP) Sprint. The falcon moves up to half its speed.
(3 AP) Divebomb. The falcon flies up to twice its speed at any downwards angle. It then makes a Beak attack with advantage. If the attack hits and the target is no more than 1 size larger than the falcon, the target falls prone.
Storm Falcon
Storm Falcon
Medium Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
15
15
Speeds
Walk 5 ft., fly 90 ft.
Walk 5 ft., fly 90 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
15
15
Senses
Darkvision 300 ft.
Darkvision 300 ft.
Skills
Stealth, Acrobatics ×2, Perception ×2
Stealth, Acrobatics ×2, Perception ×2
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +4 | 0 | -2 | +4 | -1 |
Traits
Eagle Eyes. The falcon doesn't suffer from passive Perception falloff when it uses its sight.
Hit and Run. When the falcon makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Keen Sight. The falcon has advantage on Perception checks that rely on sight.
Storm Camouflage. The falcon has advantage on Stealth checks made to Hide in clouds or rain, and it only needs to be lightly obscured to do so.
Storm Sight. Within the range of its darkvision, the falcon sees through lightly obscured clouds, mists, and rain as if it were clear, and through heavily obscured clouds, mists, and rain as if it were lightly obscured.
Attacks
Beak. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 2d8 + 4 piercing damage.
Special Actions
(1 AP) Sprint. The falcon moves up to half its speed.
(1 AP) Vanish. The falcon takes the Hide action. It must be in cloud cover or rain to use this action.
(3 AP) Divebomb. The falcon flies up to twice its speed at any downwards angle. It then makes a Beak attack with advantage. If the attack hits and the target is no more than 1 size larger than the falcon, the target falls prone.
Hawk
Hawk
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speeds
Walk 5 ft., fly 60 ft.
Walk 5 ft., fly 60 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
—
—
Skills
Perception ×2
Perception ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +2 | +1 | -5 | +3 | -2 |
Traits
Eagle Eyes. The eagle doesn't suffer from passive Perception falloff when it uses its sight.
Keen Sight. The hawk has advantage on Perception checks that rely on sight.
Attacks
Talons. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 2 piercing damage, and if the target is Tiny, it is grappled.
Owl
Owl
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speeds
Walk 5 ft., fly 60 ft.
Walk 5 ft., fly 60 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Darkvision 120 ft.
Darkvision 120 ft.
Skills
Perception ×2, Stealth ×2
Perception ×2, Stealth ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +2 | 0 | -5 | +3 | -3 |
Traits
Hit and Run. When the owl makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Keen Hearing and Sight. The owl has advantage on Perception checks that rely on hearing or sight, and it doesn't suffer from passive Perception falloff when it uses its sight.
Attacks
Talons. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 2 piercing damage.
Raven
Raven
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speeds
Walk 5 ft., fly 50 ft.
Walk 5 ft., fly 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Deception, Perception, Performance
Deception, Perception, Performance
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +2 | 0 | -3 | +1 | -3 |
Traits
Keen Sight. The raven has advantage on Perception checks that rely on sight.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Insight check.
Attacks
Beak. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Parrot
Parrot
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speeds
Walk 5 ft., climb 5 ft., fly 60 ft.
Walk 5 ft., climb 5 ft., fly 60 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Deception, Perception, Performance
Deception, Perception, Performance
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +2 | 0 | -3 | +1 | -3 |
Traits
Bright Colors. The parrot has disadvantage on Stealth checks.
Keen Sight. The parrot has advantage on Perception checks that rely on sight.
Mimicry. The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 11 Insight check.
Attacks
Beak. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Chicken
Chicken
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speeds
Walk 10 ft., fly 20 ft.
Walk 10 ft., fly 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +1 | 0 | -5 | +1 | -4 |
Traits
Bad Flier. The chicken can't fly without moving. Unless its fly speed is 0, it safely falls 60 feet per round when not moving, taking no damage on impact.
Attacks
Beak. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Axebeak
Axebeak
Large Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
—
—
Skills
—
—
Hit Dice
3d10
3d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +1 | +1 | -5 | 0 | -2 |
Attacks
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 slashing damage.
Kick. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 bludgeoning damage.
Special Actions
(2 AP) Multiattack. The axebeak makes a Beak attack and a Kick attack, or two Kick attacks.
Bat
Bat
Tiny Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
12
12
Speeds
Walk 5 ft., fly 30 ft.
Walk 5 ft., fly 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
Blindsight 60 ft. (requires hearing)
Blindsight 60 ft. (requires hearing)
Skills
Acrobatics, Perception
Acrobatics, Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -1 | -5 | +1 | -4 |
Traits
Keen Hearing. The bat has advantage on Perception checks that rely on hearing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Fox
Fox
Small Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speeds
Walk 30 ft., burrow 5 ft.
Walk 30 ft., burrow 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
—
—
Skills
Perception, Stealth
Perception, Stealth
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
Dexterity, Intelligence
Dexterity, Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +1 | 0 | -4 | +2 | -3 |
Traits
Keen Hearing. The fox has advantage on Perception checks that rely on hearing.
Winter Coat. In winter months, the fox has resistance to cold damage and advantage on Stealth checks made to hide in snow.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d1 + 1 piercing damage.
Hound
Hound
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
10
10
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Skills
Perception ×2, Survival ×2
Perception ×2, Survival ×2
Hit Dice
1d8
1d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | -1 | +1 | -4 | +1 | 0 |
Traits
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 + 1 piercing damage, and if the target is the same size as the hound or smaller, it is grappled.
Hyena
Hyena
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
12
12
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Skills
Athletics, Perception
Athletics, Perception
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | -4 | 0 | -1 |
Traits
Natural Immunity. The hyena is immune to being diseased.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 piercing damage, and if the target is the same size as the hyena or smaller, it is grappled. Additionally, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
A creature that is grappled by two or more hyenas in this way is restrained unless it is two or more sizes larger than the hyenas.
Special Actions
(2 AP) Crushing Bite. The hyena makes a Bite attack against a restrained creature. For this attack, the target's AC equals 10 + the target's Dexterity score. If the attack hits, it is automatically a critical hit and the target's armor is destroyed.
Wolf
Wolf
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
12
12
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Skills
Athletics, Perception, Stealth, Survival
Athletics, Perception, Stealth, Survival
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | 0 | +1 | -4 | +1 | +1 |
Traits
Hit and Run. When the wolf makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Long-Limbed. The wolf ignores difficult terrain due to deep snow.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 1 piercing damage, and if the target is the same size as the wolf or smaller, it is grappled. Additionally, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
A creature that is grappled by two or more wolves in this way is restrained unless it is two or more sizes larger than the wolves.
Special Actions
(2 AP) Howl. The wolf howls, and is audible for at least 300 feet. The wolf and each of its allies that hears the howl gains 1d4 temporary hit points, and can't gain temporary hit points from any wolf's Howl again until it finishes a short or long rest. Additionally, each of the wolf's allies that hears the howl can repeat a saving throw against each effect causing it to be frightened.
Dire Wolf
Dire Wolf
Large Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
14
14
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
32
32
Senses
Supersmell 15 ft.
Supersmell 15 ft.
Skills
Athletics ×2, Perception ×2, Survival ×2
Athletics ×2, Perception ×2, Survival ×2
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | 0 | +2 | -4 | +1 | +1 |
Traits
Long-Limbed. The wolf ignores difficult terrain due to deep snow.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d8 + 4 piercing damage, and if the target is the same size as the wolf or smaller, it is grappled. Additionally, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
A creature that is grappled by two or more wolves in this way is restrained unless it is two or more sizes larger than the wolves.
Special Actions
(2 AP) Multiattack. The wolf makes two Bite attacks.
(2 AP) Howl. The wolf howls, and is audible for at least 1000 feet. The wolf and each of its allies that hears the howl gains 3d4 temporary hit points, and can't gain temporary hit points from any dire wolf's Howl again until it finishes a short or long rest. Additionally, each of the wolf's allies that hears the howl can repeat a saving throw against each effect causing it to be frightened.
Cow
Cow
Large Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
10
10
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
3d10
3d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -1 | +1 | -4 | -1 | -3 |
Traits
Group Defense. The cow can't be flanked while it has an ally with the Group Defense trait within 5 feet of it that isn't incapacitated.
Attacks
Horns. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 2 piercing damage, and if the target is smaller than the cow, it is pushed up to 5 feet.
Bull
Bull
Large Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
10
10
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
3d10
3d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -1 | +1 | -4 | -1 | -2 |
Traits
Bloodied Rage. When the bull is bloodied, its weapon attack rolls have advantage.
Trampler. When the bull takes the Charge action, it doesn't suffer the usual ill effects afterwards, and it can enter the space of any smaller creatures. If the bull enters the space of a prone creature, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d6 bludgeoning damage. If the bull enters the space of a non-prone creature, it makes a Horns attack against it.
Attacks
Horns. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 + 2 piercing damage, and if the target is smaller than the bull, it is pushed up to 5 feet.
Bison
Bison
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
14
14
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
36
36
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | 0 | +3 | -5 | -1 | -3 |
Traits
Bloodied Rage. When the bison is bloodied, its weapon attack rolls have advantage.
Group Defense. The bison can't be flanked while it has an ally with the Group Defense trait within 5 feet of it that isn't incapacitated.
Poor Sight. The bison has disadvantage on Perception checks that rely on sight.
Trampler. When the bison takes the Charge action, it doesn't suffer the usual ill effects afterwards, and it can enter the space of any smaller creatures. If the bison enters the space of a prone creature, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d6 bludgeoning damage. If the bison enters the space of a non-prone creature, it makes a Horns attack against it.
Attacks
Horns. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + 3 piercing damage, and if the target is smaller than the bison, it is pushed up to 10 feet and knocked prone
Tundra Bison
Tundra Bison
Large Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
16
16
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
54
54
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
6d10
6d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -1 | +3 | -5 | -1 | -3 |
Traits
Bloodied Rage. When the bison is bloodied, its weapon attack rolls have advantage.
Group Defense. The bison can't be flanked while it has an ally with the Group Defense trait within 5 feet of it that isn't incapacitated.
Poor Sight. The bison has disadvantage on Perception checks that rely on sight.
Trampler. When the bison takes the Charge action, it doesn't suffer the usual ill effects afterwards, and it can enter the space of any smaller creatures. If the bison enters the space of a prone creature, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d6 bludgeoning damage. If the bison enters the space of a non-prone creature, it makes a Horns attack against it.
Attacks
Horns. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d10 + 4 piercing damage, and if the target is smaller than the bison, it is pushed up to 10 feet and knocked prone
Special Actions
(2 AP) Multiattack. The bison makes two Horns attacks.
Rhinoceros
Rhinoceros
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
18
18
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
60
60
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
6d10
6d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+5 | -2 | +4 | -5 | -2 | -3 |
Traits
Bloodied Rage. When the rhinoceros is bloodied, its weapon attack rolls have advantage.
Poor Sight. The rhinoceros has disadvantage on Perception checks that rely on sight.
Trampler. When the rhinoceros takes the Charge action, it doesn't suffer the usual ill effects afterwards, and it can enter the space of any smaller creatures. If the rhinoceros enters the space of a prone creature, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d6 bludgeoning damage. If the rhinoceros enters the space of a non-prone creature, it makes a Horns attack against it.
Attacks
Horn. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d12 + 5 piercing damage, and if the target is no more than one size larger than the rhinoceros, it is pushed up to 10 feet and knocked prone
Steppe Rhinoceros
Steppe Rhinoceros
Huge Beast, unaligned
14th-level beast form
14th-level beast form
Armor Class
23
23
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
104
104
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
8d12
8d12
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+7 | -2 | +6 | -5 | -2 | -3 |
Traits
Bloodied Rage. When the rhinoceros is bloodied, its weapon attack rolls have advantage.
Poor Sight. The rhinoceros has disadvantage on Perception checks that rely on sight.
Trampler. When the rhinoceros takes the Charge action, it doesn't suffer the usual ill effects afterwards, and it can enter the space of any smaller creatures. If the rhinoceros enters the space of a prone creature, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d6 bludgeoning damage. If the rhinoceros enters the space of a non-prone creature, it makes a Horns attack against it.
Attacks
Horn. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 4d12 + 7 piercing damage, and if the target is no more than one size larger than the rhinoceros, it is pushed up to 15 feet and knocked prone
Special Actions
(2 AP) Multiattack. The rhinoceros makes three Horn attacks.
Elephant
Elephant
Huge Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
12
12
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
100
100
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
10d12
10d12
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+6 | -1 | +3 | -2 | 0 | 0 |
Traits
Group Defense. The elephant can't be flanked while it has an ally with the Group Defense trait within 5 feet of it that isn't incapacitated.
Trampler. When the elephant takes the Charge action, it doesn't suffer the usual ill effects afterwards, and it can enter the space of any smaller creatures. If the elephant enters the space of a prone creature, the creature must succeed on a Dexterity saving throw against your spell save DC or take 1d6 bludgeoning damage. If the elephant enters the space of a non-prone creature, it makes a Horns attack against it.
Attacks
Tusk. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 2d12 + 6 piercing damage, and if the target is smaller than the elephant, it is pushed up to 10 feet.
Trunk. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d1 + 6 bludgeoning damage, and if the target is smaller than the elephant, it is grappled. If the target is smaller by two or more sizes, it is restrained while grappled in this way.
Special Actions
(2 AP) Multiattack. The elephant makes two Tusk attacks.
(1 AP) Quick Grab. The elephant makes a Trunk attack.
Pygmy Elephant
Pygmy Elephant
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | 0 | +2 | -2 | +1 | 0 |
Traits
Cooperative Riding. A friendly creature riding the elephant benefits from the Group Defense trait, so the elephant and rider can't be flanked as long as neither is incapacitated.
Group Defense. The elephant can't be flanked while it has an ally with the Group Defense trait within 5 feet of it that isn't incapacitated.
Attacks
Tusk. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + 3 piercing damage, and if the target is smaller than the elephant, it is pushed up to 5 feet.
Trunk. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d1 + 3 bludgeoning damage, and if the target is smaller than the elephant, it is grappled. If the target is smaller by two or more sizes, it is restrained while grappled in this way.
Special Actions
(1 AP) Quick Grab. The elephant makes a Trunk attack.
Hippopotamus
Hippopotamus
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
9
9
Speeds
Walk 35 ft., swim 35 ft.
Walk 35 ft., swim 35 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
40
40
Senses
—
—
Skills
Intimidation
Intimidation
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -1 | +4 | -5 | 0 | -3 |
Traits
Dense Body. The hippopotamus sinks when it isn't moving.
Hold Breath. The hippopotamus can hold its breath for up to 10 minutes.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d8 + 4 piercing damage.
Crocodile
Crocodile
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
15
15
Speeds
Walk 30 ft., swim 40 ft.
Walk 30 ft., swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Athletics, Perception, Stealth
Athletics, Perception, Stealth
Hit Dice
3d10
3d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | -6 | +2 | -3 |
Traits
Hold Breath. The crocodile can hold its breath for up to 1 hour.
Powerful Jaws. A creature grappled by the crocodile's Bite has disadvantage on saving throws made to escape.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 piercing damage, and if the target the same size as the crocodile or smaller, it is grappled. While grappled in this way, the target is also restrained.
Special Actions
(1 AP) Clench Teeth. If the crocodile has a creature grappled by its Bite, the creature takes 1d4 piercing damage.
(2 AP) Multiattack. The crocodile makes 2 Bite attacks.
(3 AP) Death Roll. The crocodile spins violently in water to devastate its prey. It must be swimming to use this action. A creature grappled by the crocodile's Bite makes a Strength saving throw against your spell save DC, taking 4d6 bludgeoning damage on a failed save or half as much on a success.
Sea Crocodile
Sea Crocodile
Huge Beast, unaligned
12th-level beast form
12th-level beast form
Armor Class
17
17
Speeds
Walk 20 ft., swim 50 ft.
Walk 20 ft., swim 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
72
72
Senses
Darkvision 120 ft.
Darkvision 120 ft.
Skills
Athletics, Perception, Stealth
Athletics, Perception, Stealth
Hit Dice
8d12
8d12
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+5 | 0 | +2 | -6 | +2 | -3 |
Traits
Hold Breath. The crocodile can hold its breath for up to 1 hour.
Powerful Jaws. A creature grappled by the crocodile's Bite has disadvantage on saving throws made to escape.
Attacks
Bite. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 3d8 + 5 piercing damage, and if the target the same size as the crocodile or smaller, it is grappled. While grappled in this way, the target is also restrained.
Tail. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d10 + 5 bludgeoning damage.
Special Actions
(1 AP) Clench Teeth. If the crocodile has a creature grappled by its Bite, the creature takes 2d4 piercing damage.
(2 AP) Multiattack. The crocodile makes two Bite attacks and a Tail attack.
(3 AP) Death Roll. The crocodile spins violently in water to devastate its prey. It must be swimming to use this action. A creature grappled by the crocodile's Bite makes a Strength saving throw against your spell save DC, taking 8d6 bludgeoning damage on a failed save or half as much on a success.
Stone Snail
Stone Snail
Small Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
18
18
Speeds
Walk 5 ft., climb 5 ft.
Walk 5 ft., climb 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
5
5
Senses
—
—
Skills
—
—
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | -3 | +1 | -9 | 0 | -10 |
Traits
Cling Climb. The snail can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
False Appearance. While the snail remains motionless, it is indistinguishable from a rock.
Stony Slime. The snail leaves behind a coat of slime when it moves. The slime turns to a hard, stone-like substance as it dries over the course of a minute. The slime can be preserved in its liquid form if it is scraped off and kept in an air-tight container, such as a vial. It takes 10 feet's worth of scraping to collect an ounce of slime.
Special Actions
(1 AP) Withdraw. The snail withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Giant Elk
Giant Elk
Huge Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
14
14
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
45
45
Senses
—
—
Skills
—
—
Hit Dice
5d12
5d12
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | +2 | +2 | -5 | +1 | -3 |
Traits
Long-Limbed. The elk ignores difficult terrain due to deep snow.
Tossing Charge. When the elk takes the Charge action, it doesn't suffer the usual ill effects afterwards. Additionally, it can make an Antlers attack against each creature that comes within its reach as it moves. Each creature smaller than the elk that's hit by one of these attacks is thrown up to 20 feet vertically, potentially taking fall damage when it lands.
Attacks
Antlers (Male Only). Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 2d10 + 4 piercing damage.
Hooves. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 + 4 bludgeoning damage.
Special Actions
(2 AP) Multiattack. The elk makes two Antlers or Hooves attacks.
(2 AP) Sweeping Rack (Male Only). Each creature within reach of the elk's Antlers makes a Dexterity saving throw against your spell save DC. A target takes 4d6 piercing damage on a failed save, or half as much on a success.
Elk
Elk
Large Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
13
13
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
14
14
Senses
—
—
Skills
—
—
Hit Dice
2d10
2d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +1 | -5 | +2 | -3 |
Traits
Long-Limbed. The elk ignores difficult terrain due to deep snow.
Goring Charge (Male Only). When the elk takes the Charge action and makes an Antlers attack, the attack deals an additional 1d6 damage on a hit and the elk doesn't suffer the usual ill effects afterwards.
Attacks
Antlers (Male Only). Melee weapon attack; unarmed, reach (10 ft.). Your spell attack modifier to hit. Hit: 1d10 + 2 piercing damage.
Hooves. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 2 bludgeoning damage.
Special Actions
(2 AP) Sweeping Rack (Male Only). Each creature within reach of the elk's Antlers makes a Dexterity saving throw against your spell save DC. A target takes 2d6 piercing damage on a failed save, or half as much on a success.
Deer
Deer
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
14
14
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
5
5
Senses
—
—
Skills
—
—
Hit Dice
1d8
1d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +3 | 0 | -5 | +2 | -3 |
Attacks
Antlers (Male Only). Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 + 1 piercing damage.
Hooves. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 1 bludgeoning damage.
Special Actions
(1 AP) Sprint. The deer moves up to half its speed.
Badger
Badger
Tiny Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speeds
Walk 20 ft., burrow 10 ft.
Walk 20 ft., burrow 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
Darkvision 30 ft., supersmell 5 ft.
Darkvision 30 ft., supersmell 5 ft.
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | 0 | +1 | -5 | +1 | -2 |
Traits
Poison Resistance. The badger has advantage on saving throws against poison.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Snake
Snake
Tiny Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speeds
Climb 15 ft., crawl 15 ft.
Climb 15 ft., crawl 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Supersmell 5 ft.
Supersmell 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +2 | 0 | -6 | +1 | -4 |
Traits
Poor Hearing and Sight. The snake has disadvantage on Perception checks that rely on hearing or sight.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Crawl
Crawl
Natural Movement Modes: Crawling
Other Movement Modes (+1 Cost): Jumping, sneaking
Other Movement Modes (+1 Cost): Jumping, sneaking
When you have a crawl speed, being prone doesn't cause you to have disadvantage on attack rolls or cause creatures within 5 feet of you to have advantage on attack rolls against you.
Viper
Viper
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
13
13
Speeds
Climb 15 ft., crawl 15 ft.
Climb 15 ft., crawl 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Blindsight 10 ft., supersmell 5 ft.
Blindsight 10 ft., supersmell 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +3 | 0 | -6 | +1 | -2 |
Traits
Poor Hearing and Sight. The snake has disadvantage on Perception checks that rely on hearing or sight.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage plus 1d6 poison damage, and the target must succeed on a Constitution saving throw against your spell save DC or be poisoned (save ends). While poisoned in this way, the target takes ongoing 1d6 poison damage and is incapacitated due to intense pain.
Ongoing Damage
Ongoing Damage
Ongoing damage is damage that you take at the end of each of your turns. When ongoing damage is "save ends", make the saving throw first; you take no damage on a successful save.
Python
Python
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
11
11
Speeds
Climb 15 ft., crawl 15 ft., swim 30 ft.
Climb 15 ft., crawl 15 ft., swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
Blindsight 10 ft., supersmell 5 ft.
Blindsight 10 ft., supersmell 5 ft.
Skills
Athletics, Stealth
Athletics, Stealth
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | +1 | +2 | -6 | +1 | -4 |
Traits
Poor Hearing and Sight. The snake has disadvantage on Perception checks that rely on hearing or sight.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 3 piercing damage, and the target is grappled.
Special Actions
(2 AP) Constrict. The python wraps itself around a creature it is grappling with its Bite. The creature is restrained for the duration of the grapple if it is the same size as the python or smaller. While restrained in this way, the creature has disadvantage on Strength saving throws made to escape the grapple.
(1 AP) Crush. The python tightens its grasp around a creature it is restraining with its Constrict. The target takes 1d6 bludgeoning damage and begins suffocating until the end of the python's next turn or until it's no longer restrained by the python.
Desert Cobra
Desert Cobra
Medium Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
17
17
Speeds
Burrow 10 ft., crawl 30 ft.
Burrow 10 ft., crawl 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
28
28
Senses
Blindsight 10 ft., supersmell 5 ft.
Blindsight 10 ft., supersmell 5 ft.
Skills
Intimidation, Stealth
Intimidation, Stealth
Hit Dice
4d8
4d8
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +6 | +2 | -6 | +2 | -1 |
Traits
Poor Hearing and Sight. The snake has disadvantage on Perception checks that rely on hearing or sight.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d1 + 6 piercing damage plus 4d6 poison damage, and the target must succeed on a Constitution saving throw against your spell save DC or be poisoned (save ends). While poisoned in this way, the target takes ongoing 4d6 poison damage and is paralyzed due to excruciating pain and nerve damage. If the ongoing damage of this bite deals 15 damage or more in a single turn, the target is slowed until it finishes a long rest or is healed by a spell such as lesser restoration.
Spit Venom. Ranged weapon attack; range 10/30 ft. Your spell attack modifier to hit. Hit: 1 poison damage, and the target is blinded until it uses a major action to clear its eyes.
Special Actions
(2 AP) Multiattack. The cobra makes two Bite or Spit Venom attacks.
Caligoboa
Caligoboa
Gargantuan Beast, unaligned
12th-level beast form
12th-level beast form
Armor Class
14
14
Speeds
Climb 20 ft., crawl 20 ft., swim 30 ft.
Climb 20 ft., crawl 20 ft., swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
150
150
Senses
Blindsight 10 ft., supersmell 10 ft.
Blindsight 10 ft., supersmell 10 ft.
Skills
Stealth, Athletics ×2
Stealth, Athletics ×2
Hit Dice
10d20
10d20
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+7 | +1 | +4 | -6 | +1 | -4 |
Traits
Poor Hearing and Sight. The boa has disadvantage on Perception checks that rely on hearing or sight.
Mist Camouflage. The boa has advantage on Stealth checks made to Hide in mist, and it only needs to be lightly obscured to do so.
Attacks
Bite. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 2d10 + 7 piercing damage, and the target is grappled.
Special Actions
(2 AP) Multiattack. The boa makes three Bite attacks.
(2 AP) Constrict. The boa wraps itself around a creature it is grappling with its Bite. The creature is restrained for the duration of the grapple if it is the same size as the boa or smaller. While restrained in this way, the creature has disadvantage on Strength saving throws made to escape the grapple.
(1 AP) Crush. The boa tightens its grasp around a creature it is restraining with its Constrict. The target takes 8d6 bludgeoning damage and begins suffocating until the end of the boa's next turn or until it's no longer restrained by the boa.
Akararyx
Akararyx
Small Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
14
14
Speeds
Walk 30 ft., climb 30 ft.
Walk 30 ft., climb 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
8
8
Senses
—
—
Skills
Acrobatics, Athletics, Perception
Acrobatics, Athletics, Perception
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-2 | +3 | 0 | -3 | +2 | -3 |
Traits
Glide. While not suitable for true flight, the akaryx's wings allow it to glide. For each foot it descends vertically, it can spend 1 foot of movement to move 2 feet horizontally.
Keen Sight. The akararyx has advantage on Perception checks that rely on sight.
Natural Immunity. The akararyx is immune to being diseased.
Pouncer. When the akararyx takes the Charge action to make a Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, if the akararyx makes the attack as part of a running jump and hits, the target is grappled and the akararyx can make a Bite attack against it as part of the same action.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d1 + 3 piercing damage.
Claw. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 3 slashing damage.
Special Actions
(2 AP) Multiattack. The akararyx makes a Bite attack and a Claw attack.
Pig
Pig
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
9
9
Speed
Walk 30 ft.
Walk 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
14
14
Senses
Supersmell 5 ft.
Supersmell 5 ft.
Skills
Investigation
Investigation
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | -1 | +2 | -4 | +1 | -3 |
Traits
Poison Resistance. The pig has advantage on saving throws against poison.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Tusk (Male Only). Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 + 1 piercing damage.
Investigation
Investigation
Ability: Intelligence
Appears in: Search
Appears in: Search
Investigation is for finding information based on knowledge you already have and readily available resources.
King Boar
King Boar
Large Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
10
10
Speed
Walk 30 ft.
Walk 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
24
24
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Skills
Investigation
Investigation
Hit Dice
3d10
3d10
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | -1 | +2 | -4 | +1 | -3 |
Traits
Poison Resistance. The boar has advantage on saving throws against poison.
Goring Charge (Male Only). When the boar takes the Charge action and makes a Tusk attack, the attack deals an additional 1d6 damage on a hit and the boar doesn't suffer the usual ill effects afterwards.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 3 piercing damage.
Tusk (Male Only). Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 3 piercing damage.
Sheep
Sheep
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speed
Walk 30 ft.
Walk 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
—
—
Skills
—
—
Hit Dice
1d8
1d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | 0 | +1 | -5 | -2 | -4 |
Traits
Poor Sight. The sheep has disadvantage on Perception checks that rely on sight.
Ramming Charge. When the sheep takes the Charge action, it doesn't suffer the usual ill effects afterwards. Additionally, if the attack hits and the target is the same size as the sheep or smaller, the target is pushed up to 5 feet.
Attacks
Headbutt. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 bludgeoning damage.
Goat
Goat
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
13
13
Speeds
Walk 30 ft., climb 15 ft.
Walk 30 ft., climb 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
1d8
1d8
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +2 | +1 | -5 | 0 | -3 |
Traits
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws against effects that would knock it prone.
Ramming Charge. When the goat takes the Charge action, it doesn't suffer the usual ill effects afterwards. Additionally, if the attack hits and the target is the same size as the goat or smaller, the target is pushed up to 10 feet.
Attacks
Headbutt. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 bludgeoning damage.
Mountain Goat
Mountain Goat
Large Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
13
13
Speeds
Walk 40 ft., climb 20 ft.
Walk 40 ft., climb 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
16
16
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
2d10
2d10
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | -5 | +1 | -3 |
Traits
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws against effects that would knock it prone.
Acclimated. The goat is acclimated to high altitudes.
Ramming Charge. When the goat takes the Charge action, it doesn't suffer the usual ill effects afterwards. Additionally, if the attack hits and the target is the same size as the goat or smaller, the target is pushed up to 10 feet.
Attacks
Headbutt. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d4 + 2 bludgeoning damage.
Camel
Camel
Large Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speed
Walk 45 ft.
Walk 45 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
16
16
Senses
—
—
Skills
Survival
Survival
Hit Dice
2d10
2d10
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +2 | -5 | 0 | -3 |
Traits
Water Reserves. The camel can go up to 10 days without needing water.
Wide Hooves. The camel ignores difficult terrain due to loose sand or snow.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Hooves. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 2 bludgeoning damage.
Llama
Llama
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
12
12
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
—
—
Skills
Perception, Survival
Perception, Survival
Hit Dice
1d8
1d8
Languages
—
—
Saving Throws
Wisdom
Wisdom
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +1 | +1 | -5 | +1 | -3 |
Traits
Acclimated. The llama is acclimated to high altitudes.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Spit. Ranged weapon attack; range 20/60 ft. Your spell attack modifier to hit. Hit: 1 acid damage.
Horse
Horse
Large Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speed
Walk 50 ft.
Walk 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
14
14
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
2d10
2d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | -5 | 0 | -3 |
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Hooves. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 2 bludgeoning damage.
Special Actions
(1 AP) Sprint. The horse moves up to half its speed.
Donkey
Donkey
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speed
Walk 35 ft.
Walk 35 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
12
12
Senses
—
—
Skills
—
—
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
Wisdom, Charisma
Wisdom, Charisma
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | -4 | 0 | -3 |
Traits
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Hooves. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 2 bludgeoning damage.
Pony
Pony
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speed
Walk 40 ft.
Walk 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
12
12
Senses
—
—
Skills
Athletics
Athletics
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | -5 | +1 | -3 |
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Hooves. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 2 bludgeoning damage.
Special Actions
(1 AP) Sprint. The pony moves up to half its speed.
Monkey
Monkey
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
13
13
Speeds
Walk 30 ft., climb 40 ft.
Walk 30 ft., climb 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Acrobatics, Athletics, Perception
Acrobatics, Athletics, Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +3 | 0 | -4 | +1 | -2 |
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(2 AP) Distract. The monkey uses the Taunt action targeting one creature within 5 feet of one of the monkey's allies. That ally can use a reaction to move without provoking opportunity attacks from the target of the Taunt, regardless of the Taunt's outcome.
(1 AP) Harass. The monkey uses the Help action to aid an ally's attack.
Help
Help
Cost: 2 AP (repeatable)
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Tree Ape
Tree Ape
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speeds
Walk 25 ft., climb 30 ft.
Walk 25 ft., climb 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
10
10
Senses
—
—
Skills
Athletics, Perception
Athletics, Perception
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +2 | +1 | -2 | +2 | -1 |
Traits
Savage Assault. The ape has advantage on attack rolls against a target it is grappling.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 + 1 piercing damage.
Smack. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 1 bludgeoning damage, and the target is grappled.
Special Actions
(2 AP) Multiattack. The ape makes two Smack attacks, or one Smack attack and a Bite attack.
(2 AP) Hurl Debris. The ape makes an improvised attack by throwing a rock or stick.
Bush Ape
Bush Ape
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
13
13
Speeds
Walk 30 ft., climb 20 ft.
Walk 30 ft., climb 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
—
—
Skills
Perception, Athletics ×2
Perception, Athletics ×2
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +2 | -3 | +1 | -1 |
Traits
Savage Assault. The ape has advantage on attack rolls against a target it is grappling.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 2 piercing damage.
Smack. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 bludgeoning damage, and the target is grappled.
Special Actions
(2 AP) Multiattack. The ape makes two Smack attacks and a Bite attack.
(2 AP) Hurl Debris. The ape makes an improvised attack by throwing a rock or stick.
Murder Wasp
Murder Wasp
Minuscule Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
14
14
Speeds
Walk 5 ft., climb 5 ft., fly 30 ft.
Walk 5 ft., climb 5 ft., fly 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | +4 | 0 | -8 | 0 | -2 |
Traits
Evasive Flight. If the wasp is subjected to an effect that allows it to make a Dexterity 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. It must be flying and not incapacitated to gain this benefit.
Flyby. The wasp doesn't provoke opportunity attacks when it flies.
Swarm Frenzy. When there is at least one ally within 5 feet of the wasp that isn't incapacitated, the wasp gains an additional action point on each of its turns.
Attacks
Sting. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage plus 4d6 poison damage, and the target must succeed on a Constitution saving throw against your spell save DC or be poisoned (save ends), taking ongoing 1d6 poison damage while poisoned in this way. If the target was already poisoned by a previous Sting attack, it instead becomes incapacitated while poisoned and the ongoing damage increases by 1d6, to a maximum of 4d6.
Special Actions
(2 AP) Multiattack. The wasp makes two Sting attacks.
Fly
Fly
Minuscule Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
13
13
Speeds
Walk 5 ft., climb 5 ft., fly 30 ft.
Walk 5 ft., climb 5 ft., fly 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
1
1
Senses
—
—
Skills
—
—
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
Dexterity, Constitution
Dexterity, Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-9 | +3 | -1 | -9 | +1 | -10 |
Traits
Evasive Flight. If the fly is subjected to an effect that allows it to make a Dexterity 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. It must be flying and not incapacitated to gain this benefit.
Flyby. The fly doesn't provoke opportunity attacks when it flies.
Firefly
Firefly
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speeds
Walk 5 ft., climb 5 ft., fly 20 ft.
Walk 5 ft., climb 5 ft., fly 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
1
1
Senses
—
—
Skills
—
—
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | +1 | -1 | -9 | 0 | -10 |
Traits
Flyby. The firefly doesn't provoke opportunity attacks when it flies.
Special Actions
(2 AP) Glow. The firefly lights up, shedding dim light (1 ft.) until the start of its next turn.
Spitbeetle
Spitbeetle
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speeds
Walk 5 ft., climb 5 ft., fly 10 ft.
Walk 5 ft., climb 5 ft., fly 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
—
—
Hit Dice
3d1
3d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | 0 | -1 | -9 | +2 | -8 |
Special Actions
(2 AP) Spit. The spitbeetle launches a blob of hot acid at a target within 5 feet. The target must succeed on a Dexterity saving throw against your spell save DC or take 1 acid damage.
Butterfly
Butterfly
Minuscule Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
10
10
Speeds
Walk 5 ft., climb 5 ft., fly 20 ft.
Walk 5 ft., climb 5 ft., fly 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
1
1
Senses
—
—
Skills
—
—
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-9 | 0 | -1 | -9 | -1 | -10 |
Traits
Bright Colors. The butterfly has disadvantage on Stealth checks.
Special Actions
(0 AP) Erratic Flight. The butterfly flies and takes the Dodge action. It loses the benefits of the Dodge action early if it stops flying.
Dodge
Dodge
Cost: 2 AP
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if your speed drops to 0.
Scorpion
Scorpion
Minuscule Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
13
13
Speeds
Walk 10 ft., burrow 5 ft.
Walk 10 ft., burrow 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
Blindsight 10 ft.
Blindsight 10 ft.
Skills
Stealth
Stealth
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +2 | 0 | -9 | -1 | -7 |
Traits
Desert Camouflage. The scorpion has advantage on Stealth checks made to Hide in sand or sandstone, and it only needs to be lightly obscured to do so.
Attacks
Pincers. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage, and if the target is the same size or smaller than the scorpion, it is grappled. The scorpion has two pincers to grapple with.
Sting. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage plus 1 poison damage.
Special Actions
(2 AP) Multiattack. The scorpion makes two Pincers attacks.
(1 AP, Repeatable) Quick Attack. The scorpion makes a Sting attack.
Crimson Scorpion
Crimson Scorpion
Minuscule Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
15
15
Speeds
Walk 10 ft., burrow 5 ft.
Walk 10 ft., burrow 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Blindsight 10 ft.
Blindsight 10 ft.
Skills
Stealth
Stealth
Hit Dice
3d1
3d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +4 | 0 | -9 | -1 | -5 |
Traits
Desert Camouflage. The scorpion has advantage on Stealth checks made to Hide in sand or sandstone, and it only needs to be lightly obscured to do so.
Attacks
Pincers. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage, and if the target is the same size or smaller than the scorpion, it is grappled. The scorpion has two pincers to grapple with.
Sting. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage plus 1d6 poison damage, and the target is must succeed on a Constitution saving throw against your spell save DC or be poisoned (save ends). While poisoned in this way, the target takes ongoing 10d6 piercing damage due to profuse bleeding. The target takes 5d6 piercing damage when it succeeds on a saving throw against this effect.
Special Actions
(2 AP) Multiattack. The scorpion makes two Pincers attacks.
(1 AP, Repeatable) Quick Attack. The scorpion makes a Sting attack.
Web Spider
Web Spider
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
13
13
Speeds
Walk 10 ft., climb 10 ft.
Walk 10 ft., climb 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
1
1
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | +3 | -1 | -9 | 0 | -8 |
Traits
Cling Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 poison damage. If this damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Special Actions
(3 AP) Web Wrap. The spider wraps an incapacitated creature in the spider's space in silk. The target must be the same size as the spider or smaller. The target is restrained while wrapped. The target or another creature can use a standard action and make a DC 13 Strength check to break the silk and free the target. Any slashing damage dealt to the silk also frees the target (the silk has 10 AC).
The spider can also use this action to construct a web. Making a 5-foot diameter web takes 1 hour, using this action every turn. Noticing the web requires a DC 13 Perception check. A Tiny creature that touches the web must succeed on a Strength saving throw against your spell save DC or be restrained, as if by the usual use of this action. The web itself is destroyed if it takes any slashing or fire damage (it has 10 AC).
Assassin Spider
Assassin Spider
Minuscule Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
14
14
Speeds
Walk 20 ft., climb 20 ft.
Walk 20 ft., climb 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
Athletics, Stealth ×2
Athletics, Stealth ×2
Hit Dice
3d1
3d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | +4 | -1 | -8 | +2 | -7 |
Traits
Cling Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The spider doesn't need to take a running start when it jumps.
Web Walker. The spider ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 poison damage and the target must make a Constitution saving throw against your spell save DC, taking 6d6 poison damage on a failed save or half as much on a success. If this poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Special Actions
(1 AP) Silk Tether. The spider tethers itself to its space with silk. Until it cuts the tether as a free action or the tether takes any slashing damage (it has 10 AC), the spider can't be moved away from the spot. The spider can willingly move away from the spot by extending the length of the tether. It can also retract the tether by spending 1 foot of movement per foot retracted, bringing it closer to the spot without provoking opportunity attacks.
(2 AP) Multiattack. The spider makes two Bite attacks.
Slinger Spider
Slinger Spider
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
13
13
Speeds
Walk 10 ft., climb 10 ft.
Walk 10 ft., climb 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
1
1
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +3 | -1 | -8 | +1 | -8 |
Traits
Cling Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 poison damage and the target must make a Constitution saving throw against your spell save DC, taking 2d6 poison damage on a failed save or half as much on a success. If this poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Silk Net. Ranged weapon attack; range 5/5 ft. Your spell attack modifier to hit. Hit: If the target is the same size or smaller than the spider, it is restrained. The target or another creature can use a standard action and make a Strength saving throw against your spell save DC to break the silk net and free the target. Any slashing damage dealt to the silk also frees the target (the silk has 10 AC).
Special Actions
(2 AP) Multiattack. The spider makes two Bite attacks, or one Bite attack and one Silk Net attack.
Blade Spider
Blade Spider
Medium Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
17
17
Speeds
Walk 30 ft., climb 20 ft.
Walk 30 ft., climb 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
18
18
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
—
—
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +3 | +1 | -9 | +1 | -5 |
Traits
Cling Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 3 piercing damage plus 1d6 poison damage.
Legs. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d6 + 3 slashing damage.
Special Actions
(2 AP) Multiattack. The spider makes four Legs attacks and a Bite attack.
Tarantula
Tarantula
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
14
14
Speeds
Walk 15 ft., climb 15 ft., burrow 5 ft.
Walk 15 ft., climb 15 ft., burrow 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
Stealth
Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +3 | -1 | -9 | 0 | -7 |
Traits
Cling Climb. The tarantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The tarantula ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage plus 1d4 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Special Actions
(1 AP) Bristles. The tarantula sprays barbed bristles in a 5-foot cone. Each creature in the cone must succeed on a Dexterity saving throw against your spell save DC or take 1 piercing damage and be blinded by the hairs (save ends).
(2 AP) Multiattack. The tarantula makes two Bite attacks.
Hairy Maneater
Hairy Maneater
Large Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
18
18
Speeds
Walk 35 ft., climb 20 ft., burrow 5 ft.
Walk 35 ft., climb 20 ft., burrow 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
54
54
Senses
Tremorsense 5 ft.
Tremorsense 5 ft.
Skills
Stealth
Stealth
Hit Dice
6d10
6d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +3 | +3 | -8 | -1 | -4 |
Traits
Cling Climb. The maneater can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the maneater knows the exact location of any other creature in contact with the same web.
Web Walker. The maneater ignores movement restrictions caused by webbing.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 2d8 + 3 piercing damage and the target must make a Constitution saving throw against your spell save DC, taking 4d6 poison damage on a failed save or half as much on a success. If this poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Silk Garrote. Melee weapon attack; finesse, reach (10 ft.). Your spell attack modifier to hit. Hit: If the target is smaller than the maneater, it is restrained by silk cords. The target is suffocating while restrained in this way. The target or another creature can use a standard action and make a DC 17 Strength check to break the silk and free the target. Any slashing damage dealt to the silk also frees the target (the silk has 13 AC).
Special Actions
(2 AP) Multiattack. The maneater makes two Silk Garrote attacks and a Bite attack, or two Bite attacks.
(1 AP) Bristles. The maneater sprays barbed bristles in a 15-foot cone. Each creature in the cone must succeed on a Dexterity saving throw against your spell save DC or take 2d4 piercing damage and be blinded by the hairs (save ends).
Centipede
Centipede
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
13
13
Speeds
Walk 25 ft., climb 25 ft.
Walk 25 ft., climb 25 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
—
—
Hit Dice
3d1
3d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +2 | 0 | -9 | -2 | -8 |
Traits
Poor Sight. The centipede has disadvantage on Perception checks that rely on sight.
Warning Colors. The centipede is brightly colored, signaling its venemous Bite to other beasts and any creature with an Intelligence score of 0 or higher. The centipede also has disadvantage on Stealth checks.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage and the target must make a Constitution saving throw against your spell save DC, taking 1d6 poison damage on a failed save or half as much on a success. A target that fails its saving throw is also poisoned (save ends), and suffocating while poisoned in this way.
Special Actions
(2 AP) Multiattack. The centipede makes two Bite attacks.
Dragonfly
Dragonfly
Minuscule Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
14
14
Speeds
Walk 0 ft., fly 40 ft.
Walk 0 ft., fly 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
Acrobatics, Perception
Acrobatics, Perception
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | +4 | 0 | -8 | +4 | -8 |
Traits
Evasive Flight. If the dragonfly is subjected to an effect that allows it to make a Dexterity 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. It must be flying and not incapacitated to gain this benefit.
Keen Sight. The dragonfly has disadvantage on Perception checks that rely on sight.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(2 AP) Multiattack. The dragonfly makes two Bite attacks.
Worm
Worm
Minuscule Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
4
4
Speeds
Crawl 5 ft., burrow 5 ft.
Crawl 5 ft., burrow 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
1
1
Senses
—
—
Skills
—
—
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-9 | -4 | -2 | -9 | -3 | -10 |
Traits
Sightless. The worm has no sense of sight.
Roach
Roach
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speeds
Walk 10 ft., climb 5 ft., fly 15 ft.
Walk 10 ft., climb 5 ft., fly 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
Darkvision 30 ft., supersmell 5 ft.
Darkvision 30 ft., supersmell 5 ft.
Skills
—
—
Hit Dice
3d1
3d1
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-8 | 0 | 0 | -9 | -2 | -10 |
Traits
Poison Resistance. The roach has advantage on saving throws against poison.
Gecko
Gecko
Minuscule Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
12
12
Speeds
Walk 10 ft., climb 10 ft.
Walk 10 ft., climb 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +2 | -1 | -6 | +1 | -5 |
Traits
Cling Climb. The gecko can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Keen Senses. The gecko has advantage on Perception checks.
Attacks
Tongue. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: If the target is the same size as the gecko or smaller, it is grappled.
Special Actions
(2 AP) Bite. A target grappled by the gecko's Tongue takes 1 bludgeoning damage.
(1 AP) Tail Drop (Recharges after a Long Rest). The gecko takes 1 damage and detaches its tail. If the gecko is grappled, it escapes. The gecko can then move up to half its speed without provoking opportunity attacks.
Lizard
Lizard
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speeds
Walk 20 ft., swim 10 ft., climb 10 ft.
Walk 20 ft., swim 10 ft., climb 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
—
—
Skills
—
—
Hit Dice
2d4
2d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +1 | 0 | -6 | +1 | -5 |
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Chameleon
Chameleon
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speeds
Walk 10 ft., climb 10 ft.
Walk 10 ft., climb 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Athletics, Perception
Athletics, Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | 0 | 0 | -6 | +2 | -5 |
Traits
Keen Sight. The chameleon has advantage on Perception checks that rely on sight.
Forest Camouflage. The chameleon has advantage on Stealth checks made to Hide in vegetation, and it only needs to be lightly obscured to do so.
Attacks
Tongue. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: If the target is smaller than the chameleon, it is grappled.
Special Actions
(2 AP) Bite. A target grappled by the chameleon's Tongue takes 1 bludgeoning damage.
Monitor Lizard
Monitor Lizard
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speeds
Walk 30 ft., climb 15 ft., swim 15 ft.
Walk 30 ft., climb 15 ft., swim 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
10
10
Senses
Supersmell 5 ft.
Supersmell 5 ft.
Skills
Athletics, Stealth
Athletics, Stealth
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-3 | +1 | +1 | -6 | +1 | -3 |
Traits
Rusher. When the lizard takes the Charge action to make a Bite or Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, it makes the attack roll with advantage, and if the attack hits, it deals an additional 1 damage.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or take ongoing 1 acid damage. If the target is already afflicted by this ongoing damage, the ongoing damage increases by 1 instead. Additionally, if the target is the same size as the lizard or smaller, it is grappled. While grappled in this way, the target automatically fails its saving throws against the ongoing damage, including the initial save.
While the lizard is grappling a creature in this way, it has advantage on Bite and Claws attacks against that creature, and it can't Bite a different creature.
Claws. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 slashing damage.
Tail. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 bludgeoning damage.
Special Actions
(2 AP) Multiattack. The lizard makes a Bite attack and a Claws attack, or two Claws attacks.
False Dragon
False Dragon
Large Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
12
12
Speeds
Walk 30 ft., climb 15 ft.
Walk 30 ft., climb 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
48
48
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Skills
Athletics, Stealth
Athletics, Stealth
Hit Dice
6d10
6d10
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | +1 | +2 | -6 | +1 | -2 |
Traits
Rusher. When the false dragon takes the Charge action to make a Bite or Claws attack, it doesn't suffer the usual ill effects afterwards. Additionally, it makes the attack roll with advantage, and if the attack hits, it deals an additional 2d6 damage.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 3d6 + 4 piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or take ongoing 1d6 acid damage. If the target is already afflicted by this ongoing damage, the ongoing damage increases by 1d6 instead. Additionally, if the target is the same size as the lizard or smaller, it is grappled. While grappled in this way, the target automatically fails its saving throws against the ongoing damage, including the initial save.
While the lizard is grappling a creature in this way, it has advantage on Bite and Claws attacks against that creature, and it can't Bite a different creature.
Claws. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d6 + 4 slashing damage.
Tail. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d4 + 4 bludgeoning damage.
Special Actions
(1 AP, Repeatable) Quick Attack. The false dragon makes a Tail attack.
(2 AP) Multiattack. The false dragon makes a Bite attack and two Claws attacks.
Turtle
Turtle
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
16
16
Speeds
Walk 10 ft., swim 10 ft.
Walk 10 ft., swim 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Strength, Dexterity
Strength, Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | -2 | 0 | -6 | 0 | -5 |
Traits
Hold Breath. The turtle can hold its breath for up to 1 hour.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 slashing damage.
Special Actions
(1 AP) Withdraw. The turtle withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Sea Turtle
Sea Turtle
Medium Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
15
15
Speeds
Walk 5 ft., swim 30 ft.
Walk 5 ft., swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
14
14
Senses
—
—
Skills
—
—
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | -1 | +2 | -6 | +1 | -5 |
Traits
Hold Breath. The turtle can hold its breath for up to 2 hours.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 slashing damage.
Snapping Turtle
Snapping Turtle
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
16
16
Speeds
Walk 10 ft., swim 10 ft.
Walk 10 ft., swim 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
10
10
Senses
—
—
Skills
—
—
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
Strength, Dexterity
Strength, Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | -2 | +1 | -6 | 0 | -4 |
Traits
Hold Breath. The turtle can hold its breath for up to 1 hour.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d6 slashing damage.
Special Actions
(2 AP) Multiattack. The turtle makes two Bite attacks.
(1 AP) Withdraw. The turtle withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Tortoise
Tortoise
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
18
18
Speed
Walk 10 ft.
Walk 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
18
18
Senses
—
—
Skills
—
—
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Strength, Dexterity
Strength, Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | -3 | +1 | -6 | 0 | -5 |
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d1 + 1 slashing damage.
Special Actions
(1 AP) Withdraw. The tortoise withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Ironback Tortoise
Ironback Tortoise
Large Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
20
20
Speed
Walk 5 ft.
Walk 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
45
45
Senses
—
—
Skills
—
—
Hit Dice
5d10
5d10
Languages
—
—
Saving Throws
Strength, Dexterity
Strength, Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | -3 | +3 | -6 | 0 | -5 |
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + 4 slashing damage.
Special Actions
(2 AP) Multiattack. The tortoise makes two Bite attacks.
(1 AP) Withdraw. The tortoise withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Barracuda
Barracuda
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
8
8
Senses
—
—
Skills
—
—
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +1 | 0 | -7 | 0 | -5 |
Traits
Hit and Run. When the barracuda makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Water Breathing. The barracuda can breathe only underwater.
Rusher. When the barracuda takes the Charge action to make a Bite attack, it doesn't suffer the usual ill effects afterwards. Additionally, it makes the attack roll with advantage, and if the attack hits, it deals an additional 1d4 damage.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 piercing damage.
Special Actions
(1 AP) Sprint. The barracuda moves up to half its speed.
Shark
Shark
Medium Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
11
11
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
18
18
Senses
Blindsight 10 ft., supersmell 20 ft.
Blindsight 10 ft., supersmell 20 ft.
Skills
Athletics, Stealth, Perception ×2
Athletics, Stealth, Perception ×2
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Dexterity, Constitution
Dexterity, Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | 0 | +1 | -6 | +2 | -5 |
Traits
Blood Frenzy. The shark has advantage on melee attack rolls against bloodied creatures.
Rough Skin. A creature that hits the shark with an unarmed attack takes 1 slashing damage.
Water Breathing. The shark can breathe only underwater.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d6 + 2 piercing damage, and if the target is smaller than the shark, it is grappled. If the shark is grappling a creature in this way, it can't Bite any other target.
Special Actions
(2 AP) Multiattack. The shark makes two Bite attacks.
(1 AP) Swallow. The shark attempts to swallow one creature grappled by its Bite. The target must succeed on a Strength saving throw against your spell save DC or be swallowed. While swallowed, the target is restrained, takes ongoing 2d6 acid plus 1d6 bludgeoning damage, and has total cover from everything except the shark's stomach.
If a swallowed creature deals damage to the shark, the shark must succeed on a Constitution saving throw or vomit each swallowed creature out to an unoccupied space within 5 feet of the shark. The DC equals the damage dealt.
White Shark
White Shark
Huge Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
16
16
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
80
80
Senses
Blindsight 10 ft., supersmell 20 ft.
Blindsight 10 ft., supersmell 20 ft.
Skills
Stealth, Athletics ×2, Perception ×2
Stealth, Athletics ×2, Perception ×2
Hit Dice
8d12
8d12
Languages
—
—
Saving Throws
Dexterity, Constitution
Dexterity, Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+7 | -1 | +3 | -6 | +2 | -5 |
Traits
Blood Frenzy. The shark has advantage on melee attack rolls against bloodied creatures.
Rough Skin. A creature that hits the shark with an unarmed attack takes 2d4 slashing damage.
Water Breathing. The shark can breathe only underwater.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 6d6 + 7 piercing damage, and if the target is smaller than the shark, it is grappled. If the shark is grappling a creature in this way, it can't Bite any other target.
Special Actions
(2 AP) Multiattack. The shark makes three Bite attacks.
(1 AP) Swallow. The shark attempts to swallow one creature grappled by its Bite. The target must succeed on a Strength saving throw against your spell save DC or be swallowed. While swallowed, the target is restrained, takes ongoing 4d6 acid plus 2d6 bludgeoning damage, and has total cover from everything except the shark's stomach.
If a swallowed creature deals damage to the shark, the shark must succeed on a Constitution saving throw or vomit each swallowed creature out to an unoccupied space within 5 feet of the shark. The DC equals the damage dealt.
Great Whale
Great Whale
Gargantuan Beast, unaligned
16th-level beast form
16th-level beast form
Armor Class
7
7
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
360
360
Senses
—
—
Skills
Insight, Performance
Insight, Performance
Hit Dice
20d20
20d20
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+9 | -3 | +7 | -3 | +1 | 0 |
Traits
Hold Breath. The whale can hold its breath for up to 1 hour.
Attacks
Slam. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 10d12 + 9 bludgeoning damage, and the target is pushed up to 60 feet in any direction.
Special Actions
(2 AP) Sweeping Tail. Each creature and object in a 30-foot cube must succeed on a Dexterity saving throw against your spell save DC or take 5d12 bludgeoning damage and be pushed 60 feet away from the whale. A target is pushed 30 feet away and takes on damage on a success.
Ram Whale
Ram Whale
Gargantuan Beast, unaligned
16th-level beast form
16th-level beast form
Armor Class
7
7
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
342
342
Senses
—
—
Skills
Athletics, Survival
Athletics, Survival
Hit Dice
18d20
18d20
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+8 | -3 | +8 | -3 | +1 | 0 |
Traits
Hold Breath. The whale can hold its breath for up to 1 hour.
Siege Monster. The whale deals double damage to objects and structures.
Ramming Charge. When the whale takes the Charge action, it doesn't suffer the usual ill effects afterwards. Additionally, if the attack hits and the target is the same size as the whale or smaller, the target is pushed up to 30 feet.
Attacks
Headbutt. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 8d12 + 8 bludgeoning damage.
Deep Whale
Deep Whale
Gargantuan Beast, unaligned
16th-level beast form
16th-level beast form
Armor Class
9
9
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
288
288
Senses
Blindsight 300 ft. (requires hearing), darkvision 300 ft.
Blindsight 300 ft. (requires hearing), darkvision 300 ft.
Skills
Perception
Perception
Hit Dice
16d20
16d20
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+8 | -1 | +7 | -3 | +3 | +1 |
Traits
Deep Diver. The whale can withstand extreme underwater depths.
Hold Breath. The whale can hold its breath for up to 2 hours.
Keen Hearing. The whale has advantage on Perception checks that rely on hearing.
Attacks
Slam. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 8d12 + 8 bludgeoning damage, and the target is pushed up to 30 feet in any direction.
Bite. Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 8d8 + 8 piercing damage, and if the target is smaller than the whale, it is grappled.
Special Actions
(2 AP) Multiattack. The whale makes a Bite attack and a Slam attack.
(2 AP) Sonic Blast. Each creature in a 60-foot cone must succeed on a Constitution saving throw against your spell save DC or take 4d6 thunder damage and be dazed until the end of the whale's next turn, or half as much damage and no daze on a success. A creature that fails by 10 or more is stunned instead of dazed.
Orca
Orca
Huge Beast, unaligned
12th-level beast form
12th-level beast form
Armor Class
10
10
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
90
90
Senses
Blindsight 600 ft. (requires hearing)
Blindsight 600 ft. (requires hearing)
Skills
Athletics, Deception, Insight, Perception
Athletics, Deception, Insight, Perception
Hit Dice
9d12
9d12
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+5 | 0 | +3 | -2 | +4 | 0 |
Traits
Hit and Run. When the orca makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Hold Breath. The orca can hold its breath for up to 10 minutes.
Keen Hearing. The orca has advantage on Perception checks that rely on hearing.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d12 + 5 bludgeoning damage, and if the target is smaller than the orca, it is pushed up to 10 feet in any direction.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 4d8 + 5 piercing damage, and if the target is smaller than the orca, it is grappled.
Special Actions
(2 AP) Multiattack. The orca makes a Slam attack and a Bite attack.
Dolphin
Dolphin
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speed
Swim 50 ft.
Swim 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
21
21
Senses
Blindsight 600 ft. (requires hearing)
Blindsight 600 ft. (requires hearing)
Skills
Acrobatics, Performance
Acrobatics, Performance
Hit Dice
3d10
3d10
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +2 | +1 | -3 | +3 | 0 |
Traits
Hit and Run. When the dolphin makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Hold Breath. The dolphin can hold its breath for up to 10 minutes.
Keen Hearing. The dolphin has advantage on Perception checks that rely on hearing.
Rusher. When the dolphin takes the Charge action to make a Slam attack, it doesn't suffer the usual ill effects afterwards. Additionally, it makes the attack roll with advantage, and if the attack hits, it deals an additional 1d10 damage.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + 2 bludgeoning damage.
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d4 + 2 piercing damage, and if the target is two or more sizes smaller than the dolphin, it is grappled.
Narwhal
Narwhal
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
11
11
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
24
24
Senses
Blindsight 600 ft. (requires hearing)
Blindsight 600 ft. (requires hearing)
Skills
—
—
Hit Dice
3d10
3d10
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +1 | +2 | -3 | +2 | 0 |
Traits
Hold Breath. The narwhal can hold its breath for up to 30 minutes.
Keen Hearing. The narwhal has advantage on Perception checks that rely on hearing.
Attacks
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + 2 bludgeoning damage.
Tusk (Male Only). Melee weapon attack; reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d12 + 2 piercing damage.
Seal
Seal
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speeds
Walk 10 ft., swim 40 ft.
Walk 10 ft., swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
10
10
Senses
Tremorsense 30 ft.
Tremorsense 30 ft.
Skills
Perception ×2
Perception ×2
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +1 | 0 | -5 | +2 | -3 |
Traits
Hold Breath. The seal can hold its breath for up to 10 minutes.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 1 piercing damage.
Sea Lion
Sea Lion
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
14
14
Speeds
Walk 20 ft., swim 50 ft.
Walk 20 ft., swim 50 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
10
10
Senses
—
—
Skills
Acrobatics, Perception
Acrobatics, Perception
Hit Dice
2d8
2d8
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +3 | 0 | -5 | +1 | -3 |
Traits
Hit and Run. When the sea lion makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Hold Breath. The sea lion can hold its breath for up to 10 minutes.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d6 + 3 piercing damage.
Special Actions
(2 AP) Multiattack. The sea lion makes two Bite attacks.
Walrus
Walrus
Large Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
11
11
Speeds
Walk 10 ft., swim 30 ft.
Walk 10 ft., swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
32
32
Senses
Tremorsense 60 ft.
Tremorsense 60 ft.
Skills
Perception
Perception
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | -2 | +2 | -5 | 0 | -2 |
Traits
Group Defense. The walrus can't be flanked while it has an ally with the Group Defense trait within 5 feet of it that isn't incapacitated.
Hold Breath. The walrus can hold its breath for up to 10 minutes.
Poor Sight. The walrus has disadvantage on Perception checks that rely on sight.
Attacks
Tusk. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d4 + 3 piercing damage.
Manatee
Manatee
Large Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
10
10
Speed
Swim 20 ft.
Swim 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
36
36
Senses
—
—
Skills
—
—
Hit Dice
4d10
4d10
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -1 | +3 | -5 | +1 | -3 |
Traits
Hold Breath. The manatee can hold its breath for up to 10 minutes.
Ringed Octopus
Ringed Octopus
Tiny Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
17
17
Speeds
Walk 5 ft., swim 15 ft.
Walk 5 ft., swim 15 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Intimidation, Stealth ×2
Intimidation, Stealth ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Dexterity, Intelligence
Dexterity, Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +7 | 0 | -5 | +2 | -7 |
Traits
Amorphous. The octopus can move in a space as narrow as 1 inch without squeezing.
Hold Breath. While out of water, the octopus can hold its breath for 10 minutes.
Warning Colors. The octopus is brightly colored, signaling its venemous Bite to other beasts and any creature with an Intelligence score of 0 or higher. The octopus also has disadvantage on Stealth checks.
Water Breathing. The octopus can breathe only underwater.
Attacks
Tentacle. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: The target is grappled. The octopus has 8 tentacles to grapple with. A creature of the same size as the octopus or smaller that is grappled by two or more tentacles is restrained.
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage, and the target must make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned (save ends). A creature is paralyzed and suffocating while poisoned in this way.
Special Actions
(1 AP, Repeatable) Tentacles. The octopus makes two Tentacle attacks.
(2 AP) Multiattack. The octopus makes a Tentacle attack and a Beak attack.
Octopus
Octopus
Small Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
16
16
Speeds
Walk 5 ft., swim 20 ft.
Walk 5 ft., swim 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
—
—
Skills
Athletics, Deception, Investigation ×2, Stealth ×2
Athletics, Deception, Investigation ×2, Stealth ×2
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
Dexterity, Intelligence
Dexterity, Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +6 | 0 | -4 | +2 | -6 |
Traits
Amorphous. The octopus can move in a space as narrow as 1 inch without squeezing.
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Stealth checks made to Hide underwater, and it only needs to be lightly obscured to do so.
Water Breathing. The octopus can breathe only underwater.
Attacks
Tentacle. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: The target is grappled. The octopus has 8 tentacles to grapple with. A creature of the same size as the octopus or smaller that is grappled by two or more tentacles is restrained.
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(1 AP, Repeatable) Tentacles. The octopus makes three Tentacle attacks.
(2 AP) Multiattack. The octopus makes two Tentacle attacks and a Beak attack.
(1 AP) Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
Giant Octopus
Giant Octopus
Large Beast, unaligned
12th-level beast form
12th-level beast form
Armor Class
16
16
Speeds
Walk 10 ft., swim 30 ft.
Walk 10 ft., swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
42
42
Senses
—
—
Skills
Deception, Athletics ×2, Investigation ×2, Stealth ×2
Deception, Athletics ×2, Investigation ×2, Stealth ×2
Hit Dice
6d10
6d10
Languages
—
—
Saving Throws
Dexterity, Intelligence
Dexterity, Intelligence
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | +6 | +1 | -1 | +2 | -5 |
Traits
Amorphous. The octopus can move in a space as narrow as 6 inches without squeezing.
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Stealth checks made to Hide underwater, and it only needs to be lightly obscured to do so.
Water Breathing. The octopus can breathe only underwater.
Attacks
Tentacle. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d1 + 6 bludgeoning damage, and the target is grappled. The octopus has 8 tentacles to grapple with. A creature of the same size as the octopus or smaller that is grappled by two or more tentacles is restrained.
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 2d8 + 2 piercing damage.
Special Actions
(1 AP, Repeatable) Tentacles. The octopus makes three Tentacle attacks.
(2 AP) Crushing Beak. The octopus makes a Beak attack against a restrained creature. For this attack, the target's AC equals 10 + the target's Dexterity score. If the attack hits, it is automatically a critical hit and the target's armor is destroyed.
(2 AP) Multiattack. The octopus makes two Tentacle attacks and a Beak attack.
(1 AP) Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
Razor Squid
Razor Squid
Medium Beast, unaligned
10th-level beast form
10th-level beast form
Armor Class
12
12
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
Darkvision 120 ft.
Darkvision 120 ft.
Skills
Athletics, Perception, Stealth
Athletics, Perception, Stealth
Hit Dice
1d8
1d8
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | +2 | +1 | -7 | +2 | -6 |
Traits
Hold Breath. While out of water, the squid can hold its breath for 10 minutes.
Keen Sight. The squid has advantage on Perception checks that rely on sight.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Water Breathing. The squid can breathe only underwater.
Attacks
Long Tentacle. Melee weapon attack; finesse, reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 slashing damage, and if the target is the same size as the squid or smaller, it is pulled up to 5 feet.
Short Tentacle. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 slashing damage, and the target is grappled. The squid has 8 short tentacles to grapple with. A creature of the same size as the squid or smaller that is grappled by two or more short tentacles is restrained.
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d8 + 1 piercing damage.
Special Actions
(1 AP, Repeatable) Tentacles. The squid makes two Long Tentacle attacks.
(2 AP) Multiattack. The squid makes three Short Tentacle attacks and a Beak attack.
(1 AP) Ink Cloud (Recharges after a Short or Long Rest). A 10-foot-radius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
Abyssal Squid
Abyssal Squid
Gargantuan Beast, unaligned
14th-level beast form
14th-level beast form
Armor Class
15
15
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
150
150
Senses
Darkvision 600 ft.
Darkvision 600 ft.
Skills
Stealth, Athletics ×2, Perception ×2
Stealth, Athletics ×2, Perception ×2
Hit Dice
10d20
10d20
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+6 | +5 | +4 | -7 | +4 | -4 |
Traits
Deep Diver. The squid can withstand extreme underwater depths.
Hold Breath. While out of water, the squid can hold its breath for 10 minutes.
Keen Sight. The squid has advantage on Perception checks that rely on sight.
Water Breathing. The squid can breathe only underwater.
Attacks
Long Tentacle. Melee weapon attack; finesse, reach (30 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d10 + 6 slashing damage, and if the target is the same size as the squid or smaller, it is pulled up to 30 feet.
Short Tentacle. Melee weapon attack; finesse, reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 3d6 + 6 slashing damage, and the target is grappled. The squid has 8 short tentacles to grapple with. A creature of the same size as the squid or smaller that is grappled by two or more short tentacles is restrained.
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 4d12 + 6 piercing damage.
Special Actions
(1 AP, Repeatable) Tentacles. The squid makes two Long Tentacle attacks.
(2 AP) Multiattack. The squid makes three Short Tentacle attacks and a Beak attack.
Nautilus
Nautilus
Tiny Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
18
18
Speed
Swim 10 ft.
Swim 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +2 | 0 | -8 | +1 | -8 |
Traits
Hold Breath. While out of water, the nautilus can hold its breath for 10 minutes.
Water Breathing. The nautilus can breathe only underwater.
Attacks
Tentacle. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: The target is grappled. The nautilus has 20 tentacles to grapple with. A creature of the same size as the nautilus or smaller that is grappled by three or more tentacles is restrained.
Beak. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(1 AP, Repeatable) Tentacles. The nautilus makes two Tentacle attacks.
(1 AP) Withdraw. The nautilus withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
(2 AP) Multiattack. The nautilus makes two Tentacle attacks and a Beak attack.
Clam
Clam
Minuscule Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
18
18
Speeds
Burrow 5 ft., swim 5 ft.
Burrow 5 ft., swim 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
Strength, Dexterity
Strength, Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | -4 | -1 | -9 | -1 | -9 |
Traits
Hold Breath. While out of water, the clam can hold its breath for 24 hours.
Water Breathing. The clam can breathe only underwater.
Special Actions
(1 AP) Withdraw. The clam withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Reef Clam
Reef Clam
Medium Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
23
23
Speeds
—
—
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
18
18
Senses
—
—
Skills
—
—
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Strength, Dexterity
Strength, Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -4 | +1 | -9 | -3 | -9 |
Traits
Hold Breath. While out of water, the clam can hold its breath for 24 hours.
Water Breathing. The clam can breathe only underwater.
Rooted. The clam can't be moved.
Special Actions
(1 AP) Withdraw. The clam withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Minnow
Minnow
Minuscule Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
11
11
Speed
Swim 20 ft.
Swim 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | +1 | -1 | -8 | +1 | -7 |
Traits
Water Breathing. The minnow can breathe only underwater.
Special Actions
Flying Fish
Flying Fish
Tiny Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
Athletics, Perception
Athletics, Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -1 | -8 | +2 | -7 |
Traits
Far Jump. The fish's jump distance is doubled.
Glide. While not suitable for true flight, the fish's wings allow it to glide. For each foot it descends vertically, it can spend 1 foot of movement to move 2 feet horizontally.
Water Breathing. The fish can breathe only underwater.
Special Actions
Bass
Bass
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
10
10
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Perception
Perception
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | 0 | 0 | -8 | +2 | -6 |
Traits
Water Breathing. The bass can breathe only underwater.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Catfish
Catfish
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
10
10
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
8
8
Senses
Tremorsense 30 ft.
Tremorsense 30 ft.
Skills
Stealth
Stealth
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | 0 | 0 | -8 | +2 | -6 |
Traits
Poison Barbs. A creature that hits the catfish with an unarmed attack takes 1 piercing damage and must succeed on a DC 10 Constitution saving throw or take 1 poison damage.
Slimy Skin. The catfish has advantage on saving throws made to resist being grappled.
Water Breathing. The catfish can breathe only underwater.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(1 AP) Wriggle Away. The catfish can make a saving throw to escape a grapple.
Piranha
Piranha
Tiny Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
12
12
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
—
—
Skills
—
—
Hit Dice
2d4
2d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | -1 | -8 | +2 | -5 |
Traits
Blood Frenzy. The piranha has advantage on melee attack rolls against bloodied creatures.
Pack Tactics. A creature within 5 feet of at least two hostile, non-incapacitated creatures with the Pack Tactics trait is flanked.
Water Breathing. The piranha can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 2 piercing damage.
Shieldfish
Shieldfish
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
18
18
Speeds
Burrow 5 ft., swim 20 ft.
Burrow 5 ft., swim 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
24
24
Senses
—
—
Skills
—
—
Hit Dice
4d8
4d8
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+3 | -1 | +1 | -8 | 0 | -6 |
Traits
Water Breathing. The shieldfish can breathe only underwater.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 3 piercing damage.
Swordfish
Swordfish
Medium Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
12
12
Speed
Swim 40 ft.
Swim 40 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
15
15
Senses
—
—
Skills
—
—
Hit Dice
3d8
3d8
Languages
—
—
Saving Throws
Strength
Strength
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
0 | +2 | 0 | -8 | +2 | -5 |
Traits
Water Breathing. The swordfish can breathe only underwater.
Rusher. When the swordfish takes the Charge action to make a Sword attack, it doesn't suffer the usual ill effects afterwards. Additionally, it makes the attack roll with advantage, and if the attack hits, it deals an additional 1d10 damage.
Attacks
Sword. Melee weapon attack; finesse, reach (10 ft.), unarmed. Your spell attack modifier to hit. Hit: 1d10 + 2 piercing damage.
Eel
Eel
Tiny Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
12
12
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Stealth ×2
Stealth ×2
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Dexterity
Dexterity
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +2 | 0 | -8 | +1 | -6 |
Traits
Water Breathing. The eel can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(1 AP) Wriggle Away. The eel can make a saving throw to escape a grapple.
Anglerfish
Anglerfish
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
11
11
Speed
Swim 20 ft.
Swim 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
8
8
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
Deception, Perception
Deception, Perception
Hit Dice
2d6
2d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-4 | +1 | 0 | -7 | +2 | -5 |
Traits
Bioluminescence. The anglerfish sheds dim light (5 ft.).
Deep Diver. The anglerfish can withstand extreme underwater depths.
Water Breathing. The anglerfish can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d4 + 1 piercing damage.
Special Actions
(2 AP) Lure. The anglerfish moves its glowing antenna in an alluring way. Each creature within 30 feet of the anglerfish that can see it must succeed on a Wisdom saving throw against your spell save DC or be charmed by the anglerfish (save ends). The effect ends immediately if the creature takes damage. Once a creature succeeds on a saving throw against this effect, it is immune to the Lure of all anglerfish until it finishes a short or long rest.
Lightning Eel
Lightning Eel
Small Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
13
13
Speed
Swim 30 ft.
Swim 30 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
—
—
Skills
—
—
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +3 | +2 | -7 | +1 | -5 |
Traits
Water Breathing. The eel can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d1 + 3 piercing damage.
Special Actions
(1 AP) Wriggle Away. The eel can make a saving throw to escape a grapple.
(2 AP) Discharge (Recharges on a Short or Long Rest). Each target within 5 feet of the eel must succeed on a Constitution saving throw against your spell save DC or take 1d6 lightning damage, or half as much on a success. A target that fails the save by 5 or more is also stunned until the end of the eel's next turn. Other lightning eels automatically succeed on the save.
Hagfish
Hagfish
Tiny Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
14
14
Speed
Swim 20 ft.
Swim 20 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
6
6
Senses
—
—
Skills
—
—
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +3 | +3 | -8 | -1 | -7 |
Traits
Poor Senses. The hagfish has disadvantage on Perception checks.
Slimy Skin. The hagfish has advantage on ability checks made to escape being grappled.
Water Breathing. The hagfish can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage.
Special Actions
(1 AP) Wriggle Away. The hagfish can make an ability check to escape a grapple.
(2 AP) Expel Slime (Recharges after a Short or Long Rest). The hagfish releases a copious amount of slime. It stops being grappled and can't be grappled again until the end of its next turn. If it was grappled in the mouth of a creature, that creature also begins suffocating due to the slime (standard action ends).
Crab
Crab
Tiny Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
15
15
Speeds
Walk 10 ft., climb 5 ft., swim 10 ft.
Walk 10 ft., climb 5 ft., swim 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
3
3
Senses
—
—
Skills
Athletics, Stealth
Athletics, Stealth
Hit Dice
1d4
1d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-6 | +1 | 0 | -9 | 0 | -8 |
Traits
Amphibious. The crab can breathe both air and water.
Attacks
Claw. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1 piercing damage, and if the target is the same size or smaller than the crab, it is grappled. The crab has two claws to grapple with.
Hermit Crab
Hermit Crab
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
16
16
Speed
Walk 5 ft.
Walk 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
1
1
Senses
—
—
Skills
—
—
Hit Dice
1d1
1d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-7 | -1 | -1 | -9 | -1 | -9 |
Traits
Amphibious. The crab can breathe both air and water.
Special Actions
(1 AP) Withdraw. The crab withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Rock Crab
Rock Crab
Small Beast, unaligned
6th-level beast form
6th-level beast form
Armor Class
18
18
Speeds
Walk 10 ft., climb 10 ft.
Walk 10 ft., climb 10 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
15
15
Senses
—
—
Skills
Athletics, Stealth ×2
Athletics, Stealth ×2
Hit Dice
3d6
3d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -1 | +1 | -9 | -1 | -8 |
Traits
Amphibious. The crab can breathe both air and water.
Dense Body. The crab sinks when it isn't moving.
False Appearance. While the crab remains motionless, it is indistinguishable from a rock.
Rocky Camouflage. The crab has advantage on Stealth checks made to Hide in rocks underwater, and it only needs to be lightly obscured to do so.
Attacks
Claw. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + 2 bludgeoning damage, and if the target is the same size or smaller than the crab, it is grappled. The crab has two claws to grapple with.
Special Actions
(2 AP) Multiattack. The crab makes two Claw attacks.
Periwinkle
Periwinkle
Minuscule Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
14
14
Speeds
Walk 5 ft., climb 5 ft.
Walk 5 ft., climb 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
2
2
Senses
—
—
Skills
—
—
Hit Dice
2d1
2d1
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-9 | -4 | -1 | -9 | -2 | -10 |
Traits
Cling Climb. The periwinkle can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Hold Breath. While out of water, the periwinkle can hold its breath for 1 hour.
Water Breathing. The periwinkle can breathe only underwater.
Special Actions
(1 AP) Withdraw. The periwinkle withdraws into its shell. Until it emerges as a free action, it can't attack, it's prone, it has resistance to bludgeoning, piercing, and slashing damage, and it gains a +5 bonus to AC and Dexterity saving throws.
Jellyfish
Jellyfish
Small Beast, unaligned
2nd-level beast form
2nd-level beast form
Armor Class
5
5
Speed
Swim 5 ft.
Swim 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
Blindsight 5 ft.
Blindsight 5 ft.
Skills
—
—
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-10 | -5 | 0 | -10 | -5 | -10 |
Traits
Senseless. The jellyfish has no sense of sight, hearing, or smell.
Stinging Tentacles. A creature that touches the jellyfish must succeed on a Dexterity saving throw against your spell save DC or take 1d6 poison damage.
Water Breathing. The jellyfish can breathe only underwater.
Special Actions
(0 AP) Drift. Roll a d8. The jellyfish swims up to its speed in a horizontal direction determined by the result: north for 1, northeast for 2, and so on. Each creature within 5 feet of the jellyfish at any point during the movement must make a saving throw against its Stinging Tentacles. This movement doesn't provoke opportunity attacks.
Devil Jellyfish
Devil Jellyfish
Tiny Beast, unaligned
8th-level beast form
8th-level beast form
Armor Class
6
6
Speed
Swim 5 ft.
Swim 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
18
18
Senses
Blindsight 5 ft.
Blindsight 5 ft.
Skills
—
—
Hit Dice
3d4
3d4
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-10 | -4 | +3 | -10 | -5 | -10 |
Traits
Bioluminescence. The jellyfish sheds dim light (5 ft.).
Deep Diver. The jellyfish can withstand extreme underwater depths.
Senseless. The jellyfish has no sense of sight, hearing, or smell.
Stinging Tentacles. A creature that touches the jellyfish must succeed on a Dexterity saving throw against your spell save DC or take 8d6 poison damage, or half as much on a success. A creature that fails by 5 or more is also poisoned (save ends), and is paralyzed and takes ongoing 4d6 poison damage while poisoned in this way.
Water Breathing. The jellyfish can breathe only underwater.
Special Actions
(0 AP) Drift. Roll a d8. The jellyfish swims up to its speed in a horizontal direction determined by the result: north for 1, northeast for 2, and so on. Each creature within 5 feet of the jellyfish at any point during the movement must make a saving throw against its Stinging Tentacles. This movement doesn't provoke opportunity attacks.
Sea Worm
Sea Worm
Small Beast, unaligned
4th-level beast form
4th-level beast form
Armor Class
13
13
Speeds
Burrow 5 ft., crawl 5 ft., swim 5 ft.
Burrow 5 ft., crawl 5 ft., swim 5 ft.
Proficiency Bonus
Use your proficiency bonus
Use your proficiency bonus
Hit Point Maximum
4
4
Senses
Tremorsense 10 ft.
Tremorsense 10 ft.
Skills
Athletics, Stealth
Athletics, Stealth
Hit Dice
1d6
1d6
Languages
—
—
Saving Throws
—
—
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
-5 | +2 | 0 | -9 | 0 | -8 |
Traits
Sightless. The worm has no sense of sight.
Water Breathing. The worm can breathe only underwater.
Attacks
Bite. Melee weapon attack; finesse, unarmed. Your spell attack modifier to hit. Hit: 1d1 + 2 piercing damage plus 1d4 poison damage, and the target is grappled if it is the same size or smaller than the worm. A creature takes ongoing 1d4 poison damage while grappled in this way.
Magic
Magic
Cost: varies (repeatable)
The Magic action is used to cast spells and activate certain features and magic items. The Magic action costs a number of AP determined by the spell, feature, or magic item.
If you cast a spell that has a casting time of 1 minute or longer, you must take a standard Magic action on each turn of that casting, and you must maintain concentration while you do so. If your concentration is broken, the spell fails, but you don't expend a spell slot.
Casting a spell as a reaction also counts as using the Magic action.
This action is repeatable, but you can only use it to cast one spell of 1st level or higher per turn.
Armor of Ice
Armor of Ice
1st-level abjuration
Components
V, S, M (a cup of water)
V, S, M (a cup of water)
Duration
Until you finish a short rest
Until you finish a short rest
Casting Time
1 standard action
1 standard action
Range
Self
Self
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Binding Ice
Binding Ice
2nd-level evocation
Components
S, M (a vial of meltwater)
S, M (a vial of meltwater)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self (30-foot cone)
Self (30-foot cone)
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute (standard action ends). A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Mirror Image
Mirror Image
2nd-level illusion
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use a standard Magic action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d12. If all three of your duplicates remain and you roll a 4 or higher, the attack instead targets one of your duplicates. You must roll a 5 or higher if two duplicates remain, or 7 or higher if one remains.
A duplicate's AC equals 10 + your Dexterity score. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it can effectively see with a sense other than sight (such as blindsight), or if it can perceive illusions as false (such as with truesight).
Scrying
Scrying
5th-level divination
Components
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
10 minutes
10 minutes
Range
Self
Self
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | +0 |
Familiar (you know the target well) | -5 |
Connection | Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Silent Image
Silent Image
1st-level illusion
Components
V, S, M (a bit of fleece)
V, S, M (a bit of fleece)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use a standard action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can also use the Study action to inspect the image from a distance, making an Investigation check against your spell save DC. On a success, the creature discovers that the image is illusory. If a creature discerns the illusion for what it is, the creature can see through the image.
Wall of Sand
Wall of Sand
3rd-level evocation
Components
V, S, M (a handful of sand)
V, S, M (a handful of sand)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and must spend 3 feet of movement for every 1 foot it moves there.
Legend Lore
Legend Lore
5th-level divination
Components
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration
Instantaneous
Instantaneous
Casting Time
10 minutes
10 minutes
Range
Self
Self
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
Aura of Life
Aura of Life
4th-level abjuration
Components
V
V
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Hallow
Hallow
5th-level evocation
Components
V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration
Until dispelled
Until dispelled
Casting Time
24 hours
24 hours
Range
Touch
Touch
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, Celestials, Elementals, Fey, Fiends, and Undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can't be turned into Undead creatures.
Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Feather Fall
Feather Fall
1st-level transmutation
Components
V, M (a small feather or a piece of down)
V, M (a small feather or a piece of down)
Duration
1 minute
1 minute
Casting Time
1 reaction, which you take when you or a creature within 60 feet of you falls
1 reaction, which you take when you or a creature within 60 feet of you falls
Range
60 feet
60 feet
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Fly
Fly
3rd-level transmutation
Components
V, S, M (a wing feather from any bird)
V, S, M (a wing feather from any bird)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature. The target gains a hover speed of 60 feet for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Storm Sphere
Storm Sphere
4th-level evocation
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
150 feet
150 feet
A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends, you can use a minor action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Phantasmal Force
Phantasmal Force
2nd-level illusion
Components
V, S, M (a bit of fleece)
V, S, M (a bit of fleece)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on Constructs or Undead.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use the Study action to inspect the phantasm, making an Investigation check against your spell save DC. On a success, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Compulsion
Compulsion
4th-level enchantment
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a minor action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.
Cloudkill
Cloudkill
5th-level conjuration
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Crystal Burst
Crystal Burst
4th-level transmutation
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
Numerous jagged crystals erupt from the ground in a 30-foot cone. Each target in the area must make a Dexterity saving throw. A target takes 7d6 piercing damage on a failed save, or half as much damage on a successful one. Additionally, the ground in the area becomes hazardous difficult terrain. A creature affected by the difficult terrain takes 1d6 piercing damage for every 5 feet it travels without sneaking. The crystals gradually crumble and break apart, ending the difficult terrain after 1 hour.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d6 for each slot level above 4th.
Bless
Bless
1st-level enchantment
Components
V, S, M (a sprinkling of holy water)
V, S, M (a sprinkling of holy water)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Remove Curse
Remove Curse
3rd-level abjuration
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Flame Strike
Flame Strike
5th-level evocation
Components
V, S, M (a burnt branch of a fig tree)
V, S, M (a burnt branch of a fig tree)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
300 feet
300 feet
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 1-mile-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Scorching Blast
Scorching Blast
2nd-level evocation
Components
V, S, M (a red dragon's scale)
V, S, M (a red dragon's scale)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher. the damage increases by 1d8 for each slot level above 2nd.
Magic Missile
Magic Missile
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
See Invisibility
See Invisibility
2nd-level divination
Components
V, S, M (a pinch of talc and a small sprinkling of powdered silver)
V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Duration
Until you finish a short rest
Until you finish a short rest
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Dimension Door
Dimension Door
4th-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
500 feet
500 feet
You teleport to any spot within range, arriving exactly at the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Wall of Force
Wall of Force
5th-level evocation
Components
V, S, M (a pinch of powder made by crushing a clear gemstone)
V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. The wall even extends into the Ethereal Plane, blocking ethereal travel through the wall. It can't be dispelled by dispel magic, but a disintegrate spell destroys the wall instantly.
The wall can also be attacked. It has 100 hit points and 20 AC. If the wall is destroyed by reducing it to 0 hit points, it creates a brief planar convergence. Each creature within 5 feet of the wall must succeed on a Charisma saving throw or take 4d10 force damage. A target that fails the save by 10 or more is transported to the Ethereal Plane if it was on the plane the spell was cast in or vice versa.
Misty Step
Misty Step
2nd-level conjuration
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
Self
Self
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Blink
Blink
3rd-level transmutation
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as a standard action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Phantasmal Killer
Phantasmal Killer
4th-level illusion
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened and takes ongoing 4d10 psychic damage for the duration (save ends).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Modify Memory
Modify Memory
5th-level enchantment
Components
V, S
V, S
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You attempt to reshape another creature's memories. One creature that you can see must make an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the target is cursed when the spell ends, causing the modified memories to take hold. Removing this curse restores the creature's original memories.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Bane
Bane
1st-level enchantment
Components
V, S, M (a drop of blood)
V, S, M (a drop of blood)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Up to three creatures of your choice that you can see within range must make Wisdom saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Scorching Ray
Scorching Ray
2nd-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Stinking Cloud
Stinking Cloud
3rd-level conjuration
Components
V, S, M (a rotten egg or several skunk cabbage leaves)
V, S, M (a rotten egg or several skunk cabbage leaves)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends a standard action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Immolation
Immolation
5th-level evocation
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
90 feet
90 feet
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also ignited (5d6; save ends). These magical flames can't be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target an additional creature for each slot level above 5th.
Ignited
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Unless otherwise specified, this condition ends if you are submerged underwater.
False Life
False Life
1st-level necromancy
Components
V, S, M (a small amount of alcohol or distilled spirits)
V, S, M (a small amount of alcohol or distilled spirits)
Duration
Until you finish a short rest
Until you finish a short rest
Casting Time
1 standard action
1 standard action
Range
Self
Self
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Silence
Silence
2nd-level illusion
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.
Fear
Fear
3rd-level illusion
Components
V, S, M (a white feather or the heart of a hen)
V, S, M (a white feather or the heart of a hen)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Cloak of Shadow
Cloak of Shadow
4th-level necromancy
Components
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Negative Energy Flood
Negative Energy Flood
5th-level necromancy
Components
V, M (a broken bone and a square of black silk)
V, M (a broken bone and a square of black silk)
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You send ribbons of negative energy at one creature you can see within range. Unless the target is Undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.
If you target an Undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
○
×
Zombie
Medium Undead, evil
Armor Class
8 + the spell's level
8 + the spell's level
Speed
Walk 20 ft.
Walk 20 ft.
Proficiency Bonus
Equals your proficiency bonus
Equals your proficiency bonus
Hit Point Maximum
10 × the spell's level
10 × the spell's level
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Skills
—
—
Hit Dice
A number of d8s equal to the spell's level
A number of d8s equal to the spell's level
Languages
Understands the languages it knew in life but can't speak
Understands the languages it knew in life but can't speak
Saving Throws
Constitution
Constitution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+2 | -2 | +3 | -6 | -2 | -4 |
Traits
Undead Fortitude. If damage would reduce the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Attacks
Bite. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d6 + your spellcasting ability score piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of the zombie's next turn. While poisoned in this way, the target has disadvantage on Intelligence saving throws and ability checks.
Slam. Melee weapon attack; unarmed. Your spell attack modifier to hit. Hit: 1d10 + your spellcasting ability score bludgeoning damage.
Club
Club
Simple melee weapon
Cost: 1 sp
Damage: 1d4 bludgeoning
Weight: 2 lb.
Properties: light
Damage: 1d4 bludgeoning
Weight: 2 lb.
Properties: light
Dagger
Dagger
Simple melee weapon
Cost: 2 gp
Damage: 1d4 piercing
Weight: 1 lb.
Properties: finesse, hydrodynamic (melee only), light, thrown (20/60 ft.)
Damage: 1d4 piercing
Weight: 1 lb.
Properties: finesse, hydrodynamic (melee only), light, thrown (20/60 ft.)
Thrown
Thrown
If a weapon has the "thrown" property, you can make a ranged attack with it by throwing it. If the weapon is a melee weapon, you use the same ability for the attack roll and damage roll that you would use for a melee attack with the weapon.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range when thrown, in that order.
Dart
Dart
Simple ranged weapon
Cost: 5 cp
Damage: 1d4 piercing
Weight: 1/4 lb.
Properties: light, thrown (20/60 ft.)
Damage: 1d4 piercing
Weight: 1/4 lb.
Properties: light, thrown (20/60 ft.)
Javelin
Javelin
Simple melee weapon
Cost: 5 sp
Damage: 1d6 piercing
Weight: 2 lb.
Properties: hydrodynamic, thrown (30/120 ft.)
Damage: 1d6 piercing
Weight: 2 lb.
Properties: hydrodynamic, thrown (30/120 ft.)
Mace
Mace
Simple melee weapon
Cost: 5 gp
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: none
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: none
Quarterstaff
Quarterstaff
Simple melee weapon
Cost: 2 sp
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: versatile (1d8)
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: versatile (1d8)
Versatile
Versatile
You can attack with a versatile weapon using one or two hands. When you use two hands, use the dice shown in parentheses after this property's listing as the weapon's damage dice.
Sickle
Sickle
Simple melee weapon
Cost: 1 gp
Damage: 1d4 slashing
Weight: 2 lb.
Properties: light
Damage: 1d4 slashing
Weight: 2 lb.
Properties: light
Sling
Sling
Simple ranged weapon
Cost: 1 sp
Damage: 1d4 bludgeoning
Weight: —
Properties: ammunition (sling bullets; 30/120 ft.)
Damage: 1d4 bludgeoning
Weight: —
Properties: ammunition (sling bullets; 30/120 ft.)
Sling Bullets (20)
Sling Bullets (20)
Cost: 4 cp
Weight: 1 1/2 lb.
Weight: 1 1/2 lb.
Spear
Spear
Simple melee weapon
Cost: 1 gp
Damage: 1d6 piercing
Weight: 3 lb.
Properties: hydrodynamic, thrown (20/60 ft.), versatile (1d8)
Damage: 1d6 piercing
Weight: 3 lb.
Properties: hydrodynamic, thrown (20/60 ft.), versatile (1d8)
Herbalism Kit
Herbalism Kit
Cost: 5 gp
Weight: 3 lb.
Weight: 3 lb.
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Animal Handling
Animal Handling
Ability: Wisdom
Animal handling is for interacting with animals, especially mounts.
Medicine
Medicine
Ability: Intelligence
Appears in: Heal, Search
Appears in: Heal, Search
Medicine is for diagnosing and treating health problems.
Heal
Heal
Cost: 2 AP (repeatable)
With a cursory check at a creature's vitals, you perform one of the following actions:
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Nature
Nature
Ability: Intelligence
Appears in: Study
Appears in: Study
Nature is for knowledge of plants, animals, and the environment.
Religion
Religion
Ability: Intelligence
Appears in: Study
Appears in: Study
Religion is for knowledge of religious rites, tenets, and scripture.