Page 170 - DnD 5e - Xanathar's Guide to Everything
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TOLL THE DEA D
Necromancy can trip
Casting Time: l action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range,
and the sound of a dolorous bell fills the air around it
for a moment. The target must s ucceed on a Wisdom
saving throw or take ld8 necrotic damage. If the target
is missing a ny of its hit points, it instead takes ldl2 ne-
crotic damage.
The spell's damage increases by one die when you
reach 5th level (2d8 or 2dl2), 11th level (3d8 or 3d12),
and 17th level (4d8 or 4d12).
TRAN SM UTE ROCK
5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S , M (clay and water)
Duration: Until dispelled
You choose an area of stone or mud that you can see
that fits within a 40-foot cube and is within range, and
choose one of the following effects.
TINY SERVANT Transmute Rock to Mud. Nonmagical rock of any
Tiny construct, unaligned sort in the area becomes an equal volume of thick, flow-
ing mud that remains for the spell's duration.
Armor Class 15 (natural armo r) The ground in the spell's area becomes muddy enough
Hit Points 10 (4d4) that creatures can sink into it. Each foot that a creature
Speed 30 ft., climb 30 ft. moves through the mud costs 4 feet of movement, and
any creature on the ground when you cast the spell must
STR DEX CON INT WIS CHA make a Strength saving throw. A creature must also
4 (-3) 16 (+3) 10 (+O) 2 (- 4) 10 (+O) l (-5)
make the saving throw when it moves into the area for
the first time on a turn or ends its turn there. On a failed
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, save, a creature sinks into the mud and is restrained,
frightened, paralyzed, petrified, poisoned though it can use an action to end the restrained condi-
Senses blindsight 60 ft. (blind beyond this radius), passive tion on itself by pulling itself free of the mud.
Perception 10 If you cast the s pell on a ceiling, the mud falls. Any
Languages- creature under the mud when it falls must make a Dex-
terity saving throw. A creature takes 4d8 bludgeoning
A CTIONS
damage on a failed save, or half as much damage on a
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. successful one.
Hit: 5 (ld4 + 3) bludgeoning damage. Transmute Mud to Rock. Nonmagical mud or quick-
sand in the area no more than 10 feet deep transforms
mand to each one.) You decide what action the creature into soft stone for the spell's duration. Any creature in
will take and where it will move during its next turn, or the mud when it transforms must make a Dexterity sav-
you can issue a simple, general command, such as to ing throw. bn a successful save, a creature is s hunted
fetch a key, stand watch, or s tack some books. If you is- safely to the s urface in an unoccupied s pace. On a failed
sue no commands, the servant does nothing other than save, a creature becomes restrained by the rock. A re-
defend itself agains t hostile creatures. Once given an strained creature, or another creature within reach, can
order, the servant continues to follow that order until its use a n action to try to break the rock by succeeding on
task is complete. a DC 20 S trength check or by dealing damage to it. The
When the creature drops to 0 hit points, it reverts to rock has AC 15 and 25 hit points, and it is immune to
its original form, and any remaining damage carries poison and psychic damage.
over to that form.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can animate two ad-
ditional objects for each s lot level above 3rd.
CHAPTER 3 I SPELLS

