DnD 5e Players Handbook (BnW OCR)-Fixed Pages

(coco) #1
W hile perceiving through the beast’s senses, you gain
the benefits of any special senses possessed by that
creature, though you are blinded and deafened to your
own surroundings.

Bestow Curse
3rd-level necrom ancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must succeed
on a W isdom saving throw or becom e cursed for the
duration of the spell. When you cast this spell, choose
the nature of the curse from the following options:


  • Choose one ability score. W hile cursed, the target
    has disadvantage on ability checks and saving throws
    made with that ability score.

  • W hile cursed, the target has disadvantage on attack
    rolls against you.

  • W hile cursed, the target must make a W isdom sav­
    ing throw at the start of each of its turns. If it fails, it
    wastes its action that turn doing nothing.

  • W hile the target is cursed, your attacks and spells
    deal an extra 1d8 necrotic damage to the target.
    A rem ove cu rse spell ends this effect. At the DM ’s
    option, you may choose an alternative curse effect, but
    it should be no more powerful than those described
    above. The DM has final say on such a curse’s effect.
    At Higher Levels. If you cast this spell using a spell
    slot of 4th level or higher, the duration is concentration,
    up to 10 minutes. If you use a spell slot of 5th level or
    higher, the duration is 8 hours. If you use a spell slot of
    7th level or higher, the duration is 24 hours. If you use
    a 9th level spell slot, the spell lasts until it is dispelled.
    Using a spell slot of 5th level or higher grants a duration
    that doesn’t require concentration.


Big by’s Ha n d
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an eggshell and a
snakeskin glove)
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent
force in an unoccupied space that you can see within
range. The hand lasts for the spell’s duration, and it
moves at your command, mimicking the movements of
your own hand.
The hand is an object that has AC 20 and hit points
equal to your hit point maximum. If it drops to 0 hit
points, the spell ends. It has a Strength of 26 (+8) and a
Dexterity of 10 (+0). The hand doesn’t fill its space.
W hen you cast the spell and as a bonus action on your
subsequent turns, you can move the hand up to 60 feet
and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or
object within 5 feet of it. Make a melee spell attack for


the hand using your game statistics. On a hit, the target
takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make
a check with the hand’s Strength contested by the
Strength (Athletics) check of the target. If the target is
Medium or smaller, you have advantage on the check. If
you succeed, the hand pushes the target up to 5 feet plus
a number of feet equal to five times your spellcasting
ability modifier. The hand moves with the target to
remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge
or smaller creature within 5 feet of it. You use the hand’s
Strength score to resolve the grapple. If the target is
Medium or smaller, you have advantage on the check.
W hile the hand is grappling the target, you can use a
bonus action to have the hand crush it. W hen you do
so, the target takes bludgeoning damage equal to 2d6 +
your spellcasting ability modifier.
Interposing Hand. The hand interposes itself
between you and a creature you choose until you give
the hand a different command. The hand moves to stay
between you and the target, providing you with half
cover against the target. The target can't move through
the hand’s space if its Strength score is less than or
equal to the hand’s Strength score. If its Strength score
is higher than the hand’s Strength score, the target can
move toward you through the hand’s space, but that
space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage from the
clenched fist option increases by 2d8 and the damage
from the grasping hand increases by 2d6 for each slot
level above 5th.

Blade Barrier
6 th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a vertical wall of whirling, razor-sharp blades
made of magical energy. The wall appears within range
and lasts for the duration. You can make a straight wall
up to 100 feet long, 20 feet high, and 5 feet thick, or a
ringed wall up to 60 feet in diameter, 20 feet high, and
5 feet thick. The wall provides three-quarters cover to
creatures behind it, and its space is difficult terrain.
When a creature enters the wall’s area for the first
time on a turn or starts its turn there, the creature must
make a Dexterity saving throw. On a failed save, the
creature takes 6d10 slashing damage. On a successful
save, the creature takes half as much damage.

Blade Ward
Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
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