| 0レベル初級呪文 CANTRIP | |
| 呪文名 | シャレイリ | ソーン・ウィップ | マジック・ストーン | レジスタンス | Disorienting Thoughts
Enchantment Cantrip
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a barrage of telepathic assault at a
creature you can see within range. The target must
succeed on a Wisdom saving throw or take 1d4
psychic damage and its walking speed reduced by half
until the end of the target's next round.
This spell's damage increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spell Lists. Bard, Wizard | ヴィシャス・モッカリィ(MASTER OF SMALL TRICKS) | インフェステイション(MASTER OF SMALL TRICKS) | トウム・ザ・デッド | ソーマタージー | ガイダンス | | | | 1レベル呪文 | 準備 済み | スロット合計 | 4 | 使用済みスロット | |
| レ | Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Occultist
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st | | レ | Absorb Elements
1 abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: 1 round
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. | | □ | | | レ | サンダラス・スマイト(パラディン) | | レ | シアリング・スマイト(パラディン) | | レ | ラスフル・スマイト(パラディン) | | レ | Ceremony(パラディン)
Source: Xanathar's Guide to Everything
1st-Level abjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. | | □ | | | □ | | | □ | | | レ | ヒロイズム(平和) | | レ | スリープ(救済) | | レ | サンクチュアリ(救済)(平和) | | | | 2レベル呪文 | 準備 済み | スロット合計 | 3 | 使用済みスロット | |
| レ | Summon Beast
2 conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration: up to 1 hour
Classes: Druid, Ranger
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.
Bestial Spirit
Small beast, —
Armor Class 11 (+ the level of the spell)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)
STR
18 (4) DEX
11 (0) CON
16 (3) INT
4 (-3) WIS
14 (2) CHA
5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge
Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8+4) piercing damage. +the spell's level
| | レ | Healing Spirit
2 conjuration
Casting Time: 1 bonus action
Range: 60 feet
Target: A space that is a 5-foot cube you can see within range
Components: V S
Duration: Up to 1 minute
Classes: Druid, Ranger
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your Spellcasting Ability modifier (minimum of twice). After Healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. | | レ | ダークヴィジョン | | レ | Magic Weapon(パラディン)
2 transmutation
Casting Time: 1 bonus action
Range: Touch
Target: A nonmagical weapon
Components: V S
Duration: Up to 1 hour
Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. | | レ | エイド(パラディン) | | レ | Branding Smite(パラディン)
2 evocation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V
Duration: Up to 1 minute
Classes: Paladin
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd | | □ | | | □ | | | □ | | | □ | | | □ | | | レ | レッサー・レストレーション(永遠の空) | | レ | プレイヤー・オヴ・ヒーリング(永遠の空) | | |
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| 3レベル呪文 | 準備 済み | スロット合計 | 3 | 使用済みスロット | |
| レ | Summon Fey
3 conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a gilded flower worth at least 300 gp)
Duration: up to 1 hour
Classes: Druid, Ranger, Warlock, Wizard
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the 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
Fey Spirit
Small fey, —
Armor Class 12 (+ the level of the spell)
Hit Points 30 + 10 for each spell level above 3rd
Speed 40 ft.
STR
13 (1) DEX
16 (3) CON
14 (2) INT
14 (2) WIS
11 (0) CHA
16 (3)
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan, understands the languages you speak
Challenge
Fey Step. (Bonus Action) The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood: Fuming. The fey has advantage on the next attack roll it makes before the end of this turn. Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage. Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Actions
Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage plus (1d6)force damage. +the spell's level
| | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | レ | カンジャー・アニマルズ(永遠の空)
https://roll20.net/compendium/dnd5e/Monsters%20List
| | レ | スピーク・ウィズ・デッド(永遠の空) | | | | 4レベル呪文 | 準備 済み | スロット合計 | 3 | 使用済みスロット | |
| レ | Conjure Woodland Beings
4 conjuration
Casting Time: 1 action
Range: 60 feet
Target: Unoccupied spaces that you can see within range
Components: V S M (One holly berry per creature summoned)
Duration: Up to 1 hour
Classes: Druid, Ranger, Occultist
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. | | レ | Conjure Minor Elementals
4 conjuration
Casting Time: 1 minute
Range: 90 feet
Target: Unoccupied spaces that you can see within range
Components: V S
Duration: Up to 1 hour
Classes: Druid, Wizard, Occultist
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. | | レ | Guardian Of Nature
4 transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V
Duration: Up to 1 minute
Classes: Druid, Ranger
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast.
Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree.
Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity- and Wisdom-based attack rolls with advantage.
While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. | | レ | Giant Insect
4 transmutation
Casting Time: 1 action
Range: 30 feet
Target: Up to ten centipedes, three spiders, five wasps, or one scorpion within range
Components: V S
Duration: Up to 10 minutes
Classes: Druid, Occultist
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. | | レ | Polymorph
4 transmutation
Casting Time: 1 action
Range: 60 feet
Target: A creature that you can see within range
Components: V S M (A caterpillar cocoon)
Duration: Up to 1 hour
Classes: Bard, Druid, Sorcerer, Wizard, Occultist
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. 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.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. | | □ | | | □ | | | □ | | | □ | | | □ | | | レ | バニッシュメント(永遠の空) | | レ | ディヴィネーション(永遠の空) | | | | 5レベル呪文 | 準備 済み | スロット合計 | 3 | 使用済みスロット | |
| レ | Mass Cure Wounds
5 evocation
Casting Time: 1 action
Range: 60 feet
Target: A point of your choice within range
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Occultist
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th. | | レ | アウェイクン | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | レ | コミューン(永遠の空) | | レ | カンジャー・エレメンタル(永遠の空) | | |
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| 6レベル呪文 | 準備 済み | スロット合計 | 2 | 使用済みスロット | |
| レ | Heal
6 evocation
Casting Time: 1 action
Range: 60 feet
Target: A creature that you can see within range
Components: V S
Duration: Instantaneous
Classes: Cleric, Druid, Occultist
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th | | レ | Heroes' Feast
6 conjuration
Casting Time: 10 minutes
Range: 30 feet
Target: See text
Components: V S M (A gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Cleric, Druid
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. | | レ | Druid Grove
Source: Xanathar's Guide to Everything
6th-Level Abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
Duration: 24 hours
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
| | レ | Conjure Fey
6 conjuration
Casting Time: 1 minute
Range: 90 feet
Target: An unoccupied space that you can see within range
Components: V S
Duration: Up to 1 hour
Classes: Druid, Warlock, Occultist
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the Challenge rating increases by 1 for each slot level above 6th.
Hobgoblin Captain
Medium fey (goblinoid), lawful evil
Armor Class 17
Hit Points 58 (9d8 + 18)
Speed 30 ft.
Initiative +4 (14)
STR
15 (2) DEX
14 (2) CON
14 (2) INT
12 (1) WIS
10 (0) CHA
13 (1)
Saving Throws Str +2, Dex +2, Con +2, Int +1, Wis +0, Cha +1
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)
Habitat Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark
Treasure Armaments, Individual
Gear Greatsword, Half Plate Armor, Longbow
Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t have the Incapacitated condition.
Actions
Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: (2d6 + 2) Slashing damage plus (1d6)Poison damage.
Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., One Target. Hit: (1d8 + 2) Piercing damage plus (2d4)Poison damage. | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | | | 7レベル呪文 | 準備 済み | スロット合計 | 2 | 使用済みスロット | |
| レ | Regenerate
7 transmutation
Casting Time: 1 minute
Range: Touch
Target: A creature
Components: V S M (A prayer wheel and holy water)
Duration: 1 hour
Classes: Bard, Cleric, Druid, Occultist
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | □ | | | | | 8レベル呪文 | 準備 済み | スロット合計 | 1 | 使用済みスロット | |
| レ | Animal Shapes
8 transmutation
Casting Time: 1 action
Range: 30 feet
Target: Any number of willing creatures that you can see within range
Components: V S
Duration: Up to 24 hours
Classes: Druid, Occultist
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it 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 or cast spells.
The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Archelon
Huge beast (dinosaur), unaligned
Armor Class 17
Hit Points 90 (12d12 + 12)
Speed 20 ft., Swim 80 ft.
Initiative +3 (13)
STR
18 (4) DEX
16 (3) CON
13 (1) INT
4 (-3) WIS
14 (2) CHA
6 (-2)
Saving Throws Str +4, Dex +3, Con +1, Int -3, Wis +2, Cha -2
Skills Stealth +5
Senses passive Perception 12
Languages None
Challenge 4 (1100 XP)
Amphibious. The archelon can breathe air and water.
Actions
Multiattack. The archelon makes two Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (3d6 + 4) Piercing damage. | | レ | Earthquake
8 evocation
Casting Time: 1 action
Range: 500 feet
Target: A point on the ground that you can see within range
Components: V S M (A pinch of dirt, a piece of rock, and a lump of clay)
Duration: Up to 1 minute
Classes: Cleric, Druid, Sorcerer, Occultist
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. | | □ | | | □ | | | □ | | | □ | | | □ | | | | | 9レベル呪文 | 準備 済み | スロット合計 | 1 | 使用済みスロット | |
| レ | シェイプチェンジ
https://roll20.net/compendium/dnd5e/Shapechange
https://roll20.net/compendium/dnd5e/Balor | | レ | True Resurrection
Source:
9th-Level Necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points⁠.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you. | | □ | | | □ | | | □ | | | □ | | | |
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