Xanathar's Guide to Everything PDF

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In addition, the sensor s created by divination spells
can't appear ins ide the temple, and creatures within
can't be targeted by divination spells.
Finally, whenever any creature in the temple regains
hit points from a spell of 1st level or hi gher, the creature
regains additional hit points equal to your Wisdom mod-
ifier (minimum 1 hit point).
The temple is made from opaque magical force that
extends into the Ethereal Plane, thus blocking ethereal
travel in to the temple's interior. Nothing can physically
pass through the temple's exterior. It can't be dispelled
by dispel magic, and antimagic field has no effect on it. A
disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a
year makes this effect permanent.

TENSER' S TRANSFORMATION
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prow-
ess fueled by magic. Until the spell ends , you can't cast
spells, and you gain the following benefits:


  • You gain 50 temporary hit points. If a ny of these re -
    main whe n the spell ends, they are lost.

  • You have advantage on attack rolls that you make with
    s imple and martial weapons.

  • When you hit a target with a weapon attack, that tar-
    get takes an extra 2dl2 force damage.

  • You have proficiency with all armor, s hi e lds, simple
    weapons, and martia l weapons.

  • You have proficiency in Strength and Constitution sav-
    ing throws.

  • You can attack twice, instead of once, when you take
    the Attack action on your turn. You ignore this benefit
    if you already have a feature, like Extra Attack, that
    gives you extra attacks.


Immediately after the spell ends, you must succeed on
a DC 15 Constitution saving throw or suffer one level of
exha ustion.

THUNDERCLAP
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: S
Duration: Instantaneous
You c reate a burst of thunderous sound that can be
heard up to 100 feet away. Each creature within range,
other than you, must succeed on a Constitution saving
throw or take ld6 thunder damage.
The spell's damage increases by ld6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).


CHAPTER 3 I SPELLS

THUNDER STEP
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Instantaneous
You teleport yourself to an unoccupied space you can
see within range. Immediately after you disappear, a
thunderous boom sounds, and each creature w ithin 10
feet of the space you left must make a Constitution sav-
ing throw, taking 3dl0 thunder damage on a failed save,
or half as muc h damage on a successful one. The thun-
der can be heard from up to 300 feet away.
You can bring along objects as long as their weight
doesn't exceed what you can carry. You can also tele-
port 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,
and there must be an unoccupied space within 5 feet of
your destination space for the creature to appear in ; oth-
erwise, the creature is left behind.
At Higher Levels-When you cast this spell using a
spell s lot of 4th level or highe r, the damage increases by
ldlO for each s lot level above 3rd.

1)DAL WAVE
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous
You conjure up a wave of water that c rashes down on a n
a rea 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
a nd within 30 feet of it, and then it vanishes.

TINY SERVANT
3rd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
You touch one Tiny, nonmagical object that isn't at-
tached to another object or a surface a nd isn't being
carried by another creature. The target a nimates and
sprouts little arms and legs, becoming a creature under
your control until the spell ends or the creature drops to
0 hit points. See the stat block for its statistics.
As a bonus action, you can mentally command the
creature if it is within 120 feet of you. (If you control
multiple creatures with this spell, you can command any
or all of t he m at the same t ime, issuing the same com-
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