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the table to see where you wind up (multiple mishaps T h a u m a t u r g y
can occur, dealing damage each time). Transmutation cantrip
Casting Time: 1 action
T e l e p o r t a t i o n C ir c l e
5th-level conjuration Range: 30 feet
Components: V
Casting Time: 1 minute
Duration: Up to 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks infused with You manifest a minor wonder, a sign of supernatural
precious gems with 50 gp, which the spell consum es) power, within range. You create one of the following
Duration: 1 round magical effects within range:
As you cast the spell, you draw a 10-foot-diameter • Your voice boom s up to three times as loud as normal
circle on the ground inscribed with sigils that link for 1 minute.
your location to a permanent teleportation circle of • You cause flames to flicker, brighten, dim, or change
color for 1 minute.
your choice w hose sigil sequence you know and that is
on the sam e plane of existence as you. A shimmering • You cause harm less tremors in the ground for 1
minute.
portal opens within the circle you drew and remains
open until the end of your next turn. Any creature that • You create an instantaneous sound that originates
enters the portal instantly appears within 5 feet of the from a point of your choice within range, such as a
destination circle or in the nearest unoccupied space if rumble of thunder, the cry o f a raven, or om inous
that space is occupied. whispers.
Many major temples, guilds, and other important • You instantaneously cause an unlocked door or w in
places have permanent teleportation circles inscribed dow to fly open or slam shut.
som ewhere within their confines. Each such circle • You alter the appearance of your eyes for 1 minute.
includes a unique sigil sequence—a string of magical If you cast this spell multiple times, you can have up to
runes arranged in a particular pattern. W hen you first three of its 1-minute effects active at a time, and you can
gain the ability to cast this spell, you learn the sigil dismiss such an effect as an action.
sequences for two destinations on the Material Plane,
determined by the DM. You can learn additional sigil T h o r n W h i p
sequences during your adventures. You can commit Transmutation cantrip
a new sigil sequence to m em ory after studying it
Casting Time: 1 action
for 1 minute.
Range: 30 feet
You can create a permanent teleportation circle by
Components: V, S, M (the stem o f a plant with thorns)
casting this spell in the same location every day for one
Duration: Instantaneous
year. You need not use the circle to teleport when you
cast the spell in this way. You create a long, vine-like whip covered in thorns that
lashes out at your com m and toward a creature in range.
T e n s e r ’s F l o a t i n g D i s k Make a melee spell attack against the target. If the
1st-level conjuration (ritual) attack hits, the creature takes 1d6 piercing damage, and
if the creature is Large or smaller, you pull the creature
Casting Time: 1 action
up to 10 feet closer to you.
Range: 30 feet
This spell’s damage increases by 1d6 w hen you reach
Components: V, S, M (a drop of mercury)
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration: 1 hour
This spell creates a circular, horizontal plane of force, T h u n d e r o u s S m i t e
3 feet in diameter and 1 inch thick, that floats 3 feet 1st-level evocation
above the ground in an unoccupied space of your choice
Casting Time: 1 bonus action
that you can see within range. The disk remains for the
Range: Self
duration, and can hold up to 500 pounds. If m ore weight
Components: V
is placed on it, the spell ends, and everything on the disk
Duration: Concentration, up to 1 minute
falls to the ground.
The disk is im m obile while you are within 20 feet of The first time you hit with a melee weapon attack
it. If you move m ore than 20 feet away from it, the disk during this spell’s duration, your w eapon rings with
follows you so that it remains within 20 feet of you. It thunder that is audible within 300 feet o f you, and the
can move across uneven terrain, up or down stairs, attack deals an extra 2d6 thunder damage to the target.
slopes and the like, but it can’t cross an elevation change Additionally, if the target is a creature, it must succeed
on a Strength saving throw or be pushed 10 feet away
of 10 feet or more. For example, the disk can’t move
from you and knocked prone.
across a 10-foot-deep pit, nor could it leave such a pit if it
was created at the bottom.
T h u n d e r w a v e
If you move m ore than 100 feet from the disk (typically
1st-level evocation
because it can’t move around an obstacle to follow you),
the spell ends. Casting Time: 1 action
Range: Self (15-foot cube)

