or carry more than 10 pounds. ;Ranger (Swarmkeeper)
the first time you hit with a melee attack on your next turn
the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Ranger (XGE)
but is blocked by 1 foot of stone
poisonous creature
fat
the damage increases by 1d6 for each slot level above 1st. ;Ranger
elementals
or if some other effect douses the flames (such as the target being submerged in water)
which you must have visited
regardless of what kind of armor it is wearing.;Ranger
the amount of ammunition that can be affected increases by two for each slot level above 2nd.;Ranger
or a mechanical pit trap
as long as you have seen it up close - within 30 feet - at least once. Alternatively
Land
the conjured web collapses on itself
such as those of lanterns
you choose one of the summoning options above
the spell ends for that creature. ;Ranger (Gloom Stalker)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
instead of the weapon's normal damage.
Whether you hit or miss
fiends
or thunder.;Ranger
for example.
Plants might be able to perform other tasks on your behalf
which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat
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 your target a creature submerged in a liquid
or half as much damage on a successful one.
The strong wind keeps fog
and it has advantage on Strength
the weapon has a +1 bonus to attack rolls and deals an extra 1d4 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
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
the target is banished with a faint popping noise
you choose one of the summoning options above
being underwater imposes no penalties on the target's movement or attacks. ;Ranger
or the nearest creature of a specific kind (such as a human or a unicorn)
and slashing damage.;Ranger
choose an element: Air
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
Run over there
or peoples
powerful celestials
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Ranger (Monster Slayer)
and equipment. You can make each creature seem 1 foot shorter or taller and appear thin
the spell ends. ;Ranger
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Ranger (Horizon Walker)
you are blinded and deafened in regard to your own surroundings. ;Ranger (Fey Wanderer)
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
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
or thunder.;Cleric (*)(Forge)
it must make a Dexterity saving throw. On a failed save
not both. Regardless of the creature's abilities or magic items
or repetitive
and when the creature enters the area for the first time on a turn or starts its turn there
any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
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 your target a creature submerged in a liquid
or half as much damage on a successful one.
The strong wind keeps fog
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
the target is banished with a faint popping noise
it doesn't make a saving throw
but it will provoke opportunity attacks to move in the designated direction. ;Cleric (Order)
an affected target can make a Wisdom saving throw. If it succeeds
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
a cryptic rhyme
Run over there
being underwater imposes no penalties on the target's movement or attacks. ;Cleric (*)(War)
and all its contents
or the nearest creature of a specific kind (such as a human or a unicorn)
or other spell effects
are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form
or coffer
and slashing damage.;Cleric (War)
20 feet high
deafened
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
rolling along the surface of the ground. The vapors
and the spell ends.
Since this spell induces a natural disease in its target
or metal. The object created must be no larger than a 5-foot cube
taking 4d10 radiant damage on a failed save
elementals
Run over there
greater restoration
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
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Cleric (War)
a creature takes 4d8 radiant damage
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
forgotten stories
and none of the target's memories are modified.
While this charm lasts
a fey
remove magical diseases
or a font filled with holy water) 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
it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Cleric (Arcana)
it instead takes no damage if it succeeds on the saving throw.;Cleric (Twilight)
you are blinded and deafened in regard to your own surroundings. ;Cleric (Twilight)
20 feet high
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest
creatures can't teleport into the area or use portals
becomes immune to poison and being frightened
making the creature appear in an unoccupied space within range. If you know a specific creature's name
the creature has truesight
a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;Cleric (TCE)
you summon a celestial of challenge rating 5 or lower. ;Cleric
a fey
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
for example
if any
the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't
you inscribe a harmful glyph either on a surface (such as a section of floor
and a roof
centered on you.
Spells and other magical effects
and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so
the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it
when a fiend or an undead hits an affected creature with a melee attack
replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you
you can speak the name of a specific creature (a pseudonym
cures all diseases