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

