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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

