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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
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