recursal/Fanatic-Fandom huggingface dataset:
Tasha's Otherwordly Guise

***6th level transmutation***

### Components

V,S,M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)

### Duration

Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

* You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
* You are immune to the Poisoned condition (Lower Planes) or the Charmed condition (Upper Planes).
* Spectral wings appear on your back, giving you a flying speed of 40 feet.
* You have a +2 bonus to AC.
* All your weapon attacks are magical, and when you make a weapon Attack, you can use your Spellcasting Ability modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls.
* You can Attack twice, instead of once, when you take the Attack action on Your Turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you Attack more than once when you take the Attack action on Your Turn.
Tasha's Caustic Brew

***1st level evocation***

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's Duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 2d4 for each slot level above 1st.
Pass without Trace

*2nd-level abjuration*
 Range
 Components
 Duration

Each creature you choose has a +10 to Stealth checks and can't be tracked except by magical means. This effect only applies if a creature is within 30 feet of you, both at the time of casting and for the duration. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.
Vampiric Touch

*3rd-level necromancy*
 Range
 Components
 Duration

Make a melee spell attack. On hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Until the spell ends, you can use your action to make the attack again.

**At Higher Levels:** The damage increased by 1d6 for each slot level above 3rd.
Thunder Step

*3rd-level conjuration*
 Range
 Components
 Duration

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Painter’s Supplies

Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.

**Components:** Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.

**Arcana, History, Religion:** Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.

**Investigation, Perception:** When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.

**Painting and Drawing:** As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.

 Create a painting with a hidden message
Otiluke's Freezing Sphere

*6th-level evocation*

 Range
 Components
 Duration

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

1. ↑ PHB, 5.0, page 263
Compulsion

*4th-level enchantment*
 Range
 Components
 Duration

Creatures of your choice that you can see and that can hear you must make a Wisdom save. It automatically succeeds if it can’t be charmed.

Until the spell ends, you can use your bonus action to designate a direction horizontal to you. Each target must use its movement to move in that direction on its turn. It can take its action before it moves. After moving, it can make another Wisdom save.

A target isn't compelled to move into a deadly hazard, but is willing to provoke opportunity attacks.
Symbol

*7th-level abjuration*
 Range
 Components
 Duration

You inscribe a glyph either upon a surface or within an object that can be closed to hide it. It can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast the spell, it ends without being triggered. You decide what triggers the glyph when you cast the spell. Once the glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics, creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph.

The glyph is nearly invisible and requires a successful Investigation check to be found.

When you inscribe the glyph, choose one of the options below. Once triggered, the glyph glows a 60-foot-radius dim light sphere for 10 minutes, after which the spell ends. Each creature in the sphere when the glyph activates, and any creature that enters the sphere or ends its turn there, is affected.

* **Death:** Each target must make a Constitution save, taking 10d10 necrotic damage on a failed save, or half on a success.
* **Discord:** Each target must make a Constitution save. On a failed save, a target is incapable of meaningful communication and has disadvantage on attack rolls and ability checks for 1 minute.
* **Fear:** Each target must pass a Wisdom saving throw or become frightened for 1 minute. While frightened, the target drops whatever it's holding and moves at least 30 feet away from the glyph on each of its turns.
* **Hopelessness:** Each target must make a Charisma save. On a failed save, the target can't attack or target any creature with harmful abilities, spells, or other magical effects for 1 minute.
* **Insanity:** Each target must make an Intelligence save. On a failed save, the target can't take actions, can't understand what others say, can't read, speaks gibberish, and has erratic movement for 1 minute.
* **Pain:** Each target must pass a Constitution save or incapacitated for 1 minute.
* **Sleep:** Each target must pass a Wisdom saving throw or fall unconscious for 10 minutes. A creature awakens if it takes damage or if someone uses an action to wake it up.
* **Stunning:** Each target must pass a Wisdom saving throw or become stunned for 1 minute.
Poison Spray

***Conjuration cantrip***

**Poison Spray** is a conjuration available to druids, sorcerers, warlocks, and wizards.

## Description

You throw a puff of poisonous gas at a creature you can see, forcing them to pass a Constitution save or take 1d12 poison damage.

### Leveling

The spell's damage die increases by one at levels 5, 11, and 17.

## References

1. ↑ 1.0 1.1 1.2 "Poison Spray." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 266.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Tenser's Floating Disk

*1st-level conjuration*
 Range
 Components
 Duration

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends and everything falls to the ground.

The disk doesn't move if you're within 20 feet of it. If you move more than 20 feet away, it follows you so that it remains within 20 feet. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more.

If you move more than 100 feet from the disk, the spell ends.
Reincarnate

*5th-level transmutation*
 Range
 Components
 Duration

Touch a dead humanoid, or a piece of one, that's died in the last 10 days. The spell makes a new adult body for its soul. If the target's soul isn't free or willing to come back to life, the spell fails.

The DM picks the new body, or rolls a d100. The number rolled determines the new body for the soul, which may not be the same race as the old body. The creature remembers its old life and retains its capabilities save for its racial traits, which must be changed if it's given a new race.
Pyrotechnics

*2nd-level transmutation*
 Range
 Components
 Duration

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

**Fireworks**. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

**Smoke**. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Minor Illusion

***Illusion cantrip***

**Minor Illusion** is an illusion available to bards, sorcerers, warlocks, and wizards.

## Description

You create a sound or an image of an object that lasts for the duration. The illusion ends early if you dismiss it as an action or cast this spell again.

If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.

If you create an image of an object, it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.

A creature can use its action to make an Investigation check on the illusion. If it succeeds, the illusion becomes faint to it.

## References

1. ↑ 1.0 1.1 "Minor Illusion." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 260.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Mind Spike

*2nd-level divination*
 Range
 Components
 Duration

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Soul Cage

*6th-level necromancy*
 Range
 Components
 Duration

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.

**Steal Life**. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

**Query Soul**. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

**Borrow Experience**. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

**Eyes of the Dead**. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged
Prestidigitation

***Transmutation cantrip***

**Prestidigitation** is a transmutation available to bards, sorcerers, warlocks, and wizards.

## Description

You create one of the following effects:

* You create a harmless sensory effect.
* You light or put out a small fire.
* You clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a small mark appear on an object or surface for 1 hour.
* You create a nonmagical trinket or a hand-sized illusory image. It lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.

## References

1. ↑ 1.0 1.1 "Prestidigitation." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 267.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Zephyr Strike

*1st-level transmutation*
 Range
 Components
 Duration

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn
Tidal Wave

*3rd-level conjuration*
 Range
 Components
 Duration

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Produce Flame

***Conjuration cantrip***

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Scrying

*5th-level divination*
 Range
 Components
 Duration

You can see and hear a creature you choose that's on the same plane as you. The target must make a Wisdom save, modified by how well you know it and the sort of physical connection you have. If it knows you're casting this spell, it can fail the save voluntarily.

 You've met the target
 You know the target well
 Connection
 Likeness or picture
 Possession or garment
 Part of body

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if it were there. The sensor moves with the target. A creature that can see invisible objects sees it as a luminous fist-sized orb.

Instead of targeting a creature, you can choose a location you've seen before. When you do, the sensor appears at that location and doesn't move.
Wall of Ice

*6th-level evocation*
 Range
 Components
 Duration

A wall of ice, either a dome or sphere with a radius of 10 feet or ten contiguously connected 10-foot-square panels, appears on a solid surface. The wall is 1 foot thick.

If the wall is placed on a creature's space, the creature makes a Dexterity save and is pushed to one side of the wall. It takes 10d6 cold damage on a failed save, or half on a success.

Each 10-foot section of the wall has 12 AC and 30 hit points, and is vulnerable to fire damage. If damaged to 0 hit points, it leaves a hole filled with freezing air. The first time a creature moves through the air on a turn, it makes a Constitution save, taking 5d6 cold damage if it fails or half if it succeeds.

**At Higher Levels:** The damage the wall deals when it appears increases by 2d6, and the damage from passing through the air increases by 1d6, for each slot level above 6th.
Protection from Evil and Good

*1st-level abjuration*
 Range
 Components
 Duration

One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target already has such an effect by one of them, the target has advantage on any new saving throw against it.
Summon Beast

***2nd level conjuration***

### Components

V,S,M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)

### Duration

Concentration, up to 1 hour

You call forth a Bestial Spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen Environment, which determines certain Traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your companions. In Combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd Level or higher, use the higher level wherever the spell's level appears in the stat block.
Spirit Shroud

***3rd level necromancy***

You call forth spirits of the dead, which flit around you for the spell's Duration. The spirits are intangible and invulnerable.

Until the spell ends, any Attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain Hit Points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Toll the Dead

***Necromancy cantrip***

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 succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Fire Shield

*4th-level evocation*
 Range
 Components
 Duration

You shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the spell early.

Choose a warm or chill shield. The warm shield grants resistance to cold damage, and the chill shield grants resistance to fire damage. Whenever a creature in 5 feet of you hits you with a melee attack, it takes 2d8 fire damage (warm), or 2d8 cold damage (chill).
Watery Sphere

*4th-level conjuration*
 Range
 Components
 Duration

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.
Wall of Thorns

*6th-level conjuration*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S, M (A handful of thorns)

**Duration:** Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save a creature takes 7d8 piercing damage, or half as much damage on a successful save (rounding up).

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn, or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one (rounding up).

**At Higher Levels.** When you cast this spell using a spell slot of the 7th level of higher, both types of damage increase by 1d8 for each slot level above the 6th.
Swift Quiver

*5th-level transmutation*
 Range
 Components
 Duration

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Project Image

*7th-level illusion*

 Range
 Components
 Duration

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

1. ↑ PHB, 5.0, page 270
Potter’s Tools

Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels.

**Components:** Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.

**History:** Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.

**Investigation, Perception:** You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.

**Reconstruction:** By examining pottery shards, you can determine an object’s original, intact form and its likely purpose.

 Create a serviceable pot
 Find a weak point in a ceramic object
Meteor Swarm

*9th-level evocation*
 Range
 Components
 Duration

Four meteors strike the ground in points you can see. Each creature in a 40-foot-radius sphere of a meteor makes a Dexterity save, taking 20d6 fire and 20d6 bludgeoning damage on a failure or half as much on a success. If a creature is in the area of more than one meteor, it only takes the damage once. The spell's area spreads around corners. Flammable objects in the area not being worn or carried are set on fire.
True Polymorph

*9th-level transmutation*

 Range
 Components
 Duration

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

**Creature into Creature.** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

**Object into Creature.** You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

**Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

1. ↑ PHB, 5.0, page 283
Warding Bond

*2nd-level abjuration*
 Range
 Components
 Duration

While the target is within 60 feet of you, it gains a +1 bonus to armor class and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell as an action.
Storm of Vengeance

*9th-level conjuration*
 Range
 Components
 Duration

A 360-foot-radius storm cloud appears in the sky at a point you can see. Each creature less than 5,000 feet below the cloud makes a Constitution save when it appears, taking 2d6 thunder damage and being deafened for 5 minutes if they fail.

The longer you concentrate on this spell, the more effects will occur. Each takes place on a specific round.

* **Round 2:** Each creature and object under the cloud takes 1d6 acid damage.
* **Round 3:** Six lightning bolts all strike different creatures or objects of your choice. A struck creature makes a Dexterity save, taking 10d6 lightning damage if they fail and half if they succeed.
* **Round 4:** Each creature under the cloud takes 2d6 bludgeoning damage.
* **Round 5-10:** The area under the cloud becomes difficult terrain and is heavily obscured. In addition, each creature takes 1d6 cold damage and ranged weapon attacks in the area are impossible. Any fog, mists, and the like, magical or not, are dispersed due to strong winds. The storm is a severe distraction to maintaining concentration on a spell.
Mass Cure Wounds

*5th-level evocation*
 Range
 Components
 Duration

Choose up to six creatures in a 30-foot-radius sphere. Each regain hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**At Higher Levels:** The healing increases by 1d8 for each level above 5th.
Summon Shadowspawn

***3rd level conjuration***

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain Traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your companions. In Combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels.** When you cast this spell using a spell slot of 4th Level or higher, use the higher level wherever the spell's level appears in the stat block.
Message

***Transmutation cantrip***

**Message** is a transmutation available to bards, sorcerers, and wizards.

## Description

You point at a creature and whisper a message that only it can hear, and it can whisper back a reply that only you hear. You can cast through objects if you know the target and that it's beyond the wall, but magical silence, 1 foot of stone, 1 inch of metals, a thin sheet of lead, and 3 feet of wood will block the spell. The spell can move through corners and other openings.

## References

1. ↑ 1.0 1.1 "Message." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 259.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Soldier

## Overview

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

* **Skill Proficiencies**: Athletics, Intimidation
* **Tool Proficiencies**: One type of gaming set, vehicles (land)
* **Equipment**: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

## Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

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## Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

## Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

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Summon Greater Demon

*4th-level conjuration*
 Range
 Components
 Duration

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Otiluke's Resilient Sphere

*4th-level evocation*
 Range
 Components
 Duration

A sphere encloses a Large or smaller creature or object. An unwilling creature must make a Dexterity save. On a failure, the creature is enclosed.

Nothing can pass through the barrier, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be affected by anything outside the sphere, nor can it affect anything outside in turn.

The sphere is weightless and just large enough to contain the creature or object. An enclosed creature can use its action to push against the sphere and roll it at up to half the creature's speed. The globe also can be picked up and moved by other creatures.

A Disintegrate targeting the globe destroys it without harming anything inside.
Suggestion

*2nd-level enchantment*
 Range
 Components
 Duration

You suggest an activity to a creature of your choice that you can see and that can hear and understand you. You're limited to two sentences. Creatures that can't be charmed are immune. The suggestion must be worded to make the action sound reasonable. Asking the creature to do something obviously self-harmful ends the spell.

The target makes a Wisdom save. On failure, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.
Summon Fiend

***6th level conjuration***

You call forth a Fiendish Spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain Traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your companions. In Combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.
Yuan-Ti Pureblood

## Yuan-Ti Pureblood Traits

* **Ability Score Increase:** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Innate Spellcasting:** You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Magic Resistance:** You have advantage on saving throws against spells and other magical effects.
* **Poison Immunity:** You are immune to poison damage and the poisoned condition.
* **Languages:** You can speak, read, and write Common, Abyssal, and Draconic
Regenerate

*7th-level transmutation*
 Range
 Components
 Duration

You touch a creature. It regains 4d8+15 hit points. For the duration of the spell, the target regains 1 hit point at the start of its turns.

Any severed body parts are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell immediately reattaches it.
Wish

*9th-level conjuration*
 Range
 Components
 Duration

You can duplicate a spell of level 8 or lower without needing to meet any requirements, material components with a cost included.

Alternatively, you create one of the following effects:

* A non-magic item worth up to 25,000 gp appears in an empty space on the ground. It can't be more than 300 feet in any dimension.
* Up to 20 creatures you can see regain all hit points and end all effects listed in Greater Restoration.
* Up to 10 creatures you can see gain resistance to a damage type you choose.
* Up to 10 creatures you can see gain immunity to a spell or other magical effect for 8 hours.
* You force a re-roll of any roll made within the last round, your turn included. You can force the re-roll to be made with advantage or disadvantage. Additionally, you can choose whether or not to use the re-roll.

You can do effects unlisted by stating your wish as precisely as possible. However, the DM has full ruling on what the wish does. The greater the wish, the greater the likelihood of something going wrong. This can range from the spell failing, to only getting part of the effect, to getting an undesired consequence.

If you use Wish to do anything besides duplicate a spell, you suffer the following effects:

* Each time you cast a spell, you take 1d10 necrotic damage per spell level. This damage can't be reduced or prevented. This effect ends after a long rest.
* Your Strength score becomes 3 if not so already for 2d4 days. If you spend a day doing nothing but resting or light activity, your recovery time decreases by 2 days.
* A die that can be split into thirds is rolled. Designate one third before doing so. If you roll a number in this third, you can't cast Wish ever again.
Tabaxi

## Tabaxi Traits

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Feline Agility:** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* **Cat's Claws:** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Cat's Talent:** You have proficiency in the Perception and Stealth skills.
* **Languages:** You can speak, read, and write Common and one other language of your choice.
Shape Water

***Transmutation cantrip***

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Smith’s Tools

Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.

**Components:** Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.

**Arcana and History:** Your expertise lends you additional insight when examining metal objects, such as weapons.

**Investigation:** You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

**Repair:** With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

 Repair a suit of armor
 Sunder a nonmagical metal object
Skill Empowerment

*5th-level transmutation*
 Range
 Components
 Duration

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Wind Wall

*3rd-level evocation*
 Range
 Components
 Duration

You make a wall of wind up to 50 feet long, 15 feet high, and 1 foot thick, and can shape it any way you choose so long as it makes one continuous path along the ground. When the wall appears, each creature in its area must make a Strength save. A creature takes 3d8 bludgeoning damage on a failed save, or half damage on a success. The wind keeps gases at bay.

Small or smaller flying creatures or objects, or creatures in gaseous form, can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall automatically miss.