Page 169 - Xanathar's Guide To Everything
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In addition, the sensors created by divination spells  THUNDER STEP
                  can’t appear inside the temple, and creatures within  3rd-1eve1 conjuration
      _           can’t be targeted by divination spells.           Casting Time: 1 action
     3-,            Finally, whenever any creature in the temple regains  Range: 90 feet
     l' _|        hit points from a spell of let level or higher, the creature  Components: V
       '          regains additional hit points equal to your Wisdom mod—  Duration: Instantaneous
                  ifier (minimum 1 hit point).
      i             The temple is made from opaque magical force that  You teleport yourself to an unoccupied space you can
    i j -         extends into the Ethereal Plane, thus blocking ethereal  see within range. Immediately after you disappear, a
      i           travel into the temples 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—
    ll  i5        by dispei magic, and antimagic field has no effect on it. A  ing throw, taking 3l thunder damage on a failed save,
                                                                    or half as much damage on a successful one. The thun—
     =  |         disintegrate spell destroys the temple instantly.
      '             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
    '_  i         6th-ievei 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,
                  Range: Self                                       your destination space for the creature to appear in; oth-
    —                                                               and there must be an unoccupied space within 5 feet of
    '_'-vzl—      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 yourselfwith endurance and martial prow-  spell slot of 4th level or higher, the damage increases by
    '1.-. ._—-—.._.—.--.-.-.—  .5 , ‘  ess fueled by magic. Until the spell ends, you can’t cast  ll for each slot level above 3rd.
                  spells, and you gain the following benefits:

    . - :. i      - You gain 50 temporary hit points. If any of these re—  T1 DAL WAV E
       ,            main when the spell ends, they are lost.        3rd—1evei conjuration
    i  i          - 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)
    ; i             get takes an extra 2d 12 force damage.          Duration: Instantaneous
     ,            . You have proficiency with all armor, shields, simple  You conjure up a wave of water that crashes down on an
     i]             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
    j               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

     Ei            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.
                   exhausuon.
                                                                    TINY SERVANT
                   THUNDERCLAP                                       3rd-Ievei transmutation
                   Evocation cantrip                                 Casting Time: 1 minute
                   Casting Time: 1 action                            Range: Touch
                   Range: 5 feet                                     Components: V, S
                   Components: 8                                     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 surface and isn’t being
                   heard up to 100 feet away. Each creature within range,  carried by another creature. The target animates and
    if iii-l       other than you, must succeed on a Constitution saving  sprouts little arms and legs, becoming a creature under
     L  3          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), llth level (3d6), and 17th level (4d6).  As a bonus action, you can mentally command the
                                                                     creature if it is within 120 feet of you. (Ifyou control
                                                                     multiple creatures with this spell, you can command any
                                                                     or all of them at the same time, issuing the same comu







                                                                                      I‘rp-v—t-  _ .-._._._
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