Page 253 - DnD_5e_Players_Handbook_(BnW_OCR)
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creature can’t be a construct or an undead, and you   S h i e l d
        must have seen the sort of creature at least once. You   1st-level abjuration
        transform into an average example o f that creature, one
                                                          Casting Time:  1  reaction, which you take when you are
        without any class levels or the Spellcasting trait.
                                                            hit by an attack or targeted by the magic missile spell
         Your game statistics are replaced by the statistics
                                                          Range: Self
        of the chosen creature, though you retain your
                                                          Components: V, S
        alignment and Intelligence, W isdom , and Charisma
                                                          Duration:  1  round
        scores. You also retain all of your skill and saving
        throw proficiencies, in addition to gaining those of the   An invisible barrier of m agical force appears and
        creature. If the creature has the sam e proficiency as you   protects you. Until the start of your next turn, you have a
        and the bonus listed in its statistics is higher than yours,   +5 bonus to AC, including against the triggering attack,
        use the creature’s bonus in place of yours. You can’t use   and you take no damage from  magic missile.
        any legendary actions or lair actions of the new form.
                                                          S h i e l d   o f   Fa i t h
         You assume the hit points and Hit Dice of the new
                                                          1st-level abjuration
        form. When you revert to your normal form, you
        return to the number o f hit points you had before you   Casting Time:  1  bonus action
        transformed. If you revert as a result of dropping to  Range: 60 feet
        0 hit points, any excess damage carries over to your   Components: V, S, M (a small parchment with a bit of
        normal form. As long as the excess damage doesn’t   holy text written on it)
        reduce your normal form to 0 hit points, you aren’t   Duration: Concentration, up to  10 minutes
        knocked unconscious.
                                                          A shim mering field appears and surrounds a creature
         You retain the benefit o f any features from your class,
                                                          of your choice within range, granting it a +2 bonus to AC
        race, or other source and can use them, provided that
                                                          for the duration.
        your new form is physically capable of doing so. You
        can’t use any special senses you have (for example,
                                                          S h i l l e l a g h
        darkvision) unless your new form also has that sense.
                                                          Transmutation cantrip
        You can only speak if the creature can normally speak.
                                                          Casting Time:  1  bonus action
         W hen you transform, you choose whether your
                                                          Range: Touch
        equipment falls to the ground, merges into the new
                                                          Components: V,  S, M (mistletoe, a sham rock leaf, and a
        form, or is worn by it. W orn equipment functions as
                                                            club or quarterstaff)
        normal. The DM determines whether it is practical for
                                                          Duration:  1  minute
        the new form to w ear a piece of equipment, based on
        the creature’s shape and size. Your equipment doesn’t   The w ood of a club or quarterstaff you are holding is
        change shape or size to match the new form, and any   imbued with nature’s power. For the duration, you can
        equipment that the new form can’t w ear must either fall   use your spellcasting ability instead of Strength for
        to the ground or merge into your new form. Equipment   the attack and damage rolls of melee attacks using
        that merges has no effect in that state.          that weapon, and the weapon's damage die becom es
         During this spell’s duration, you can use your action to   a d8. The weapon also becom es magical, if it isn’t
        assume a different form following the same restrictions   already. The spell ends if you cast it again or if you let go
        and rules for the original form, with one exception: if   of the weapon.
        your new form has more hit points than your current
        one, your hit points remain at their current value.  S h o c k i n g   G r a s p
                                                          Evocation cantrip
        S h a t t e r
                                                          Casting Time:  1  action
        2nd-level evocation
                                                          Range: Touch
        Casting Time:  1  action                          Components: V, S
        Range: 60 feet                                    Duration: Instantaneous
        Components: V, S, M (a chip of mica)
                                                          Lightning springs from your hand to deliver a shock to
        Duration: Instantaneous
                                                          a creature you try to touch. Make a melee spell attack
        A sudden loud ringing noise, painfully intense, erupts   against the target. You have advantage on the attack roll
        from  a point of your choice within range. Each creature   if the target is wearing armor made of metal. On a hit,
        in a 10-foot-radius sphere centered on that point must   the target takes  1d8 lightning damage, and it can’t take
        make a Constitution saving throw. A creature takes   reactions until the start of its next turn.
        3d8 thunder dam age on a failed save, or half as much   The spell’s damage increases by 1d8 when you reach
        damage on a successful one. A creature made of    5th level (2d8),  11th level (3d8), and  17th level (4d8).
        inorganic material such as stone, crystal, or metal has
        disadvantage on this saving throw.                S il e n c e
         A nonm agical object that isn’t being worn or carried   2nd-level illusion (ritual)
        also takes the damage if it’s in the spell's area.  Casting Time:  1  action
         At Higher Levels. When you cast this spell using a   Range:  120 feet
        spell slot of 3rd level or higher, the damage increases by   Components: V, S
        1d8 for each slot level above 2nd.                Duration: Concentration, up to  10 minutes
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