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In addition, the sensors created by divination spells   THUNDER STEP
             can't appear inside the temple, and creatures within   3rd-level conjuration
             can't be targeted by divination spells.              Casting Time: 1 action
               Finally, whenever any creature in the temple regains
                                                                  Range: 90 feet
             hit points from a spell of 1st level or higher, the creature
                                                                  Components: V
             regains additional hit points equal to your Wisdom mod-
                                                                  Duration: Instantaneous
             ifier (minimum 1 hit point).
               The temple is made from opaque magical force that   You teleport yourself to an unoccupied space you can
             extends into the Ethereal Plane, thus blocking ethereal   see within range. Immediately after you disappear, a
             travel into the temple's interior. Nothing can physically   thunderous boom sounds, and each creature within 10
             pass through the temple's exterior. It can't be dispelled   feet of the space you left must make a Constitution sav-
             by dispel magic, and antimagic field has no effect on it. A   ing throw, taking 3dl0 thunder damage on a failed save,
             disintegrate spell destroys the temple instantly.    or half as much damage on a successful one. The thun-
               Casting this spell on the same spot every day for a   der can be heard from up to 300 feet away.
             year makes this effect permanent.                      You can bring along objects as long as their weight
                                                                  doesn't exceed what you can carry. You can also tele-
             TENSER'S TRANSFORMATION                              port one willing creature of your size or smaller who is
             6th-level transmutation                              carrying gear up to its carrying capacity. The creature
             Casting Time: 1 action                               must be within 5 feet of you when you cast this spell,
                                                                  and there must be an unoccupied space within 5 feet of
             Range: Self
                                                                  your destination space for the creature to appear in; oth-
             Components: V, S, M (a few hairs from a bull)
                                                                  erwise, the creature is left behind.
             Duration: Concentration, up to 10 minutes
                                                                   At Higher Levels- When you cast this spell  using a
             You endow yourself with endurance and martial prow-  spell slot of 4th level or higher, the damage increases by
             ess fueled by magic. Until the spell ends, you can't cast   ldlO for each slot level above 3rd.
             spells, and you gain the following benefits:
             •  You gain 50 temporary hit points. If any of these re-  1)DAL WAVE
               main when the spell ends, they are lost.           3rd-level conjuration
             •  You  have advantage on attack rolls that you make with   Casting Time: 1 action
              simple and martial weapons.                         Range: 120 feet
             •  When you hit a target with a weapon attack, that tar-  Components: V, S, M (a drop of water)
              get takes an extra 2dl2 force damage.               Duration: Instantaneous
             •  You have proficiency with all armor, shields, simple
                                                                  You conjure up a wave of water that crashes down on an
              weapons, and martial weapons.
                                                                  area within range. The area can be up to 30 feet long,
             •  You  have proficiency in Strength and Constitution sav-
                                                                  up to 10 feet wide, and up to  10 feet tall. Each creature
              ing throws.
                                                                  in that area must make a Dexterity saving throw. On a
             •  You can attack twice, instead of once, when you take   failed save, a creature takes 4d8 bludgeoning damage
              the Attack action on your turn. You ignore this benefit
                                                                  and is knocked prone. On a successful save, a creature
              if you already have a feature, like Extra Attack, that
                                                                  takes half as much damage and isn't knocked prone.
              gives you extra attacks.
                                                                  The water then spreads out across the ground in all
             Immediately after the spell ends, you must succeed on   directions, extinguishing unprotected flames in its area
             a DC 15 Constitution saving throw or suffer one level of   and within 30 feet of it, and then it vanishes.
             exhaustion.
                                                                  TINY SERVANT
             THUNDERCLAP                                          3rd-level transmutation
             Evocation cantrip
                                                                  Casting Time: 1 minute
             Casting Time: 1 action                               Range: Touch
             Range: 5 feet                                        Components: V, S
            Components: S                                         Duration: 8 hours
             Duration: Instantaneous
                                                                  You touch one Tiny, nonmagical object that isn't at-
             You create a burst of thunderous sound that can be   tached to another object or a s urface and isn't being
             heard up to 100 feet away. Each creature within range,   carried by another creature. The target animates and
             other than you, must succeed on a Constitution saving   sprouts little arms and legs, becoming a creature under
             throw or take ld6 thunder damage.                    your control until the spell ends or the creature drops to
              The spell's damage increases by ld6 when you reach   0 hit points. See the stat block for its statistics.
            5th level (2d6), 11th level (3d6), and 17th level (4d6).   As a bonus action, you can mentally command the
                                                                  creature if it is within 120 feet of you. (If you control
                                                                  multiple creatures with this spell, you can command any
                                                                  or all of them at the same time, issuing the same com-





             CHAPTER 3  I SPELLS
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