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CATNAP hours, whenever the target makes a saving throw, it can
3rd-level enchantment roll a d4 and add the number rolled to the save. A crea-
ture can benefit from this rite only once.
Casting Time: 1 action
Funeral Rite. You touch one corpse, and for the next
Range: 30 feet
7 days, the target can't become undead by any means
Components: S , M (a pinch of sand)
Duration: 10 minutes short of a wish spell.
Wedding. You touch adult humanoids willing to be
You make a calming gesture, and up to three willing bonded together in marriage. For the next 7 days, each
creatures of your choice that you can see within range target gains a +2 bonus to AC while they are within 30
fall unconscious for the spell's duration. The spell ends feet of each other. A creature can benefit from this rite
on a target early if it takes damage or someone uses an again only if widowed.
action to sha ke or slap it awake. Jf a target remains un-
conscious for the full duration, that target gains the ben- CHAOS BOLT
efit of a short rest, and it can't be affected by this spell I st-level evocation
again until it finis hes a long rest. Casting Time: 1 action
At Higher Levels. When you cast this s pell using a Range: 120 feet
spell slot of 4th level or higher, you can target one addi-
Components: V, S
tional willing creature for each slot level above 3rd. Duration: Instantaneous
CAUSE FEAR You hurl a n undulating, warbling mass of chaotic energy
1st-level necrom ancy at one creature in range. Make a ranged spell attack
against the target. On a hit, the target takes 2d8 + ld6
Casting Time: 1 action damage. Choose one of the d8s. The number rolled
Range: 60 feet
Components: V on that die determines the attack's damage type, as
shown below.
Duration: Concentration, up to 1 minute
You awaken the sense of mortality io one creature you d8 Damage Type
can see within range. A construct or an undead is im- Acid
mune to this effect. The target must succeed on a Wis- 2 Cold
dom saving throw or become frightened of you until the 3 Fire
spell ends. The frightened target can repeat the saving
4 Force
throw at the end of each of its turns, ending the effect on
itself on a success. 5 Lightning
At Higher Levels. When you cast this spell using 6 Poison
a spell slot of 2nd level or higher, you can target one 7 Psychic
additional creature for each slot level above 1st. The 8 Thunder
creatures must be within 30 feet of each other when you
target them.
If you roll the same number on both d8s, the chaotic
energy leaps from the target to a different creature of
CEREMONY
your choice within 30 feet of it. Make a new attack roll
l st-/eve/ abjuration (ritual)
against the new target, and make a new damage roll,
Casting Time: 1 hour which could cause the chaotic energy to leap again.
Range: Touch A creature can be targeted only once by each casting
Components: V, S , M (25 gp worth of powdered silver, of this spell.
which the s pell consumes) At Higher Levels. When you cast this spell using
Duration: Instantaneous a spell slot of 2nd level or higher, each target takes
ld6 extra damage of the type rolled for each slot level
You perform a special religious ceremony that is infused
with magic. When you cast the spell, choose one of the above 1st.
following rites, the target of which must be within 10
feet of you throughout the casting. CHARM MONSTER
4th-level enchantment
Atonement. You touch one willing creature whose
alignment has changed, and you make a DC 20 Wisdom Casting Time: 1 action
(Insight) check. On a s uccessful check, you restore the Range: 30 feet
target to its original a lignment. Components: V, S
Bless Water. You touch one vial of water and cause it Duration: 1 hour
to become holy water. You attempt to charm a creature you can see within
Coming of Age. You touch one humanoid who is a range. It must make a Wisdom saving throw, and it does
young adult. For the next 24 hours, whenever the target so with adva ntage if you or your companions are fight-
makes an ability check, it can roll a d4 and add the num- ing it. If it fails the saving throw, it is charmed by you
ber rolled to the ability check. A creature can benefit until the s pell ends or until you or your companions do
from this rite only once. anything harmful to it. The charmed creature is friendly
Dedication. You touch one humanoid who wishes to you. When the spell ends, the creature knows it was
to be dedicated to your god's service. For the next 24 charmed by you .
....

