Xanathar's Guide to Everything PDF

(coco) #1




Choose one c reature you can see within range. Yellow
strips of magical e ne rgy loop around the creature. The
target must succeed on a Strength saving throw, or its
flying speed (if any) is reduced to 0 feet for the s pe ll's du-
ration. An airborne creature affected by this s pell safe ly
descends at 60 feet pe r round until it reaches the ground
or the spell ends.

EARTH 'TREMOR
1s t-level evocation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Ins tantaneous
You cause a tremor in the ground within range. Each
c reature other tha n you in tha t a rea must m a ke a Dex-
terity saving throw. On a faile d save, a creature takes
ld6 bludgeoning da mage a nd is knocked prone. If the
ground in that a rea is loose earth or stone, it becomes
difficult terrain until c leare d , w ith each 5-foot-diameter
po rtion requiring at least 1 minute to clear by ha nd.
At Higher Levels. Whe n you cast this spell us ing a
s pell slot of 2nd level o r highe r, the da mage increases by
ld6 for each slot level a bove 1st.

ELEMENTAL BANE
4th -level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentrati on , up to 1 m inute
Choose o ne creature you can see w ithin range, a nd
choose one of the following damage types: acid , cold,
fire, lightning, or thunder. The target must s ucceed on a
Constitution saving throw or be affected by t he spell for
its duration. The first time each turn the affected target
takes damage of the chosen type, the target takes an ex-
tra 2d6 damage of that type. Moreove r, the ta rget loses
a ny resistance to that damage type until the spell ends.
At Higher Levels. Whe n you cast this spell using
a s pell s lot of 5th level or high e r, you can targe t one
a dditiona l c reature for each s lot level a bove 4th. The
creatures must be within 30 feet of each other whe n you
ta rget the m.

ENEMIES ABOUND
3rd-le vel enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You reach into the mind of one c reature you can s e e and
force it to make an Inte lligence saving throw. A creature
a utomatically succeeds if it is immune to bei ng fright-
e ne d. On a failed save, the target loses t he ability to dis-
tinguish fri e nd from foe, regarding all creatures it can
see as e ne mies until the spell ends. Each time the target
takes damage, it can repeat the saving throw, e ndi ng the
effect on itself on a s uccess.

Whe never the affected c reature chooses another
c reature as a target, it must choose the targe t a t random
from a m ong the creatures it can see within ra nge o f the

a ttack, spell , or other ability it's using. lf a n e nemy pro-


vokes an opportunity attack from t he affected creature,
the c reature must make that a ttack if it is able to.

ENERVATION
5th-level necromancy
Casting Time: 1 action
Range: 60 fee t
Components: V, S
Duration: Concentrati on , up to 1 m inute
A tendril of inky darkness reaches out from you, touc h-
ing a creature you can see within ra nge to drain life
from it. The target mus t ma ke a Dexte rity saving throw.
On a s uccessful save, the target ta kes 2d8 necrotic dam-
age, a nd the spell ends. On a failed save, the target takes
4d8 necrotic damage, a nd until the spell ends, you can
use your action on each of your turns to automatically
deal 4d8 necrotic damage to the target. The s p ell ends
if you use your action to do anything else, if t he target is
ever outside the spell's range , or if t he target has total
cover from you.
Whe never the s p ell deals damage to a target, you re-
gain hit points equal to ha lf the amount o f necrotic dam-
age the target takes.
At Higher Levels. Whe n you cast this spell us ing a
s pell s lot of 6th level or highe r, the d a m age inc reases by
ld8 for e a ch slot leve l a bove 5th.

ERUPTING EARTH
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instanta neous
Choose a point you can see on the ground within ra nge.
A fountain o f churned earth and stone erupts in a 20-
foot cube centered on that point. Each creature in that
area must make a Dexte rity saving throw. A c reature
takes 3 d12 bludgeoning da mage on a faile d save, or
ha lf as much damage on a successful one. Additionally,
the ground in that area becomes difficult terrain until
clear e d. Each 5-foot-square po rtion o f the a rea requires
at least 1 minute to clear by hand.
At Higher Levels. Whe n you cast t hi s s pell usin g a
s p ell s lot of 4th level or higher, the da mage inc reases by
ld12 for each slot level above 3rd.

FAR STE P
Stli-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You tele port up to (^60) feet to an unoccupied space you
can see. On each of your turns before the spell ends, you
can use a bonus action to te leport in this way again.

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