5th Edition - Player's Companion (Elemental Evil)
5th Edition - Player's Companion (Elemental Evil)
5th Edition - Player's Companion (Elemental Evil)
ON THE COVER
Unleashing his eldritch
might, the Harper wizard
Zelraun Roaringhorn stands
fast against the cataclysmic
might of the Air Prophet
Aerisi Kalinoth and the
Cult of Howling Hatred,
in this scene illustrated by
Raymond Swanland.
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Chapter 1: Races
his chapter presents three new Avian Mannerisms
races to supplement those in the Player’s
Handbook: aarakocra, genasi, and The resemblance of aarakocra to birds isn’t limited to
goliaths. A gnome subrace—the deep physical features. Aarakocra display many of the same
gnome—is also included. These new mannerisms as ordinary birds. They are fastidious
options are available when you make a about their plumage, frequently tending their feathers,
character, provided that your DM allows cleaning and scratching away any tiny passengers they
them in your campaign. might have picked up. When they deign to descend from
the sky, they often do so near pools where they can catch
Aarakocra fish and bathe themselves.
Many aarakocra punctuate their speech with chirps,
Sequestered in high mountains atop tall trees, the sounds they use to convey emphasis and to shade
aarakocra, sometimes called birdfolk, evoke fear and meaning, much as a human might through facial
wonder. Many aarakocra aren’t even native to the expressions and gestures. An aarakocra might become
Material Plane. They hail from a world beyond—from frustrated with people who fail to pick up on the
the boundless vistas of the Elemental Plane of Air. nuances; an aarakocra’s threat might be taken as a jest
They are immigrants, refugees, scouts, and explorers, and vice versa.
their outposts functioning as footholds in a world both The idea of ownership baffles most aarakocra. After
strange and alien. all, who owns the sky? Even when explained to them,
they initially find the notion of ownership mystifying.
Beak and Feather As a result, aarakocra who have little interaction with
From below, aarakocra look much like large birds. other people might be a nuisance as they drop from the
Only when they descend to roost on a branch or walk sky to snatch livestock or plunder harvests for fruits
across the ground does their humanoid appearance and grains. Shiny, glittering objects catch their eyes.
reveal itself. Standing upright, aarakocra might reach They find it hard not to pluck the treasure and bring it
5 feet tall, and they have long, narrow legs that taper to back to their settlement to beautify it. An aarakocra who
sharp talons. spends years among other races can learn to inhibit
Feathers cover their bodies. Their plumage typically these impulses.
denotes membership in a tribe. Males are brightly Confinement terrifies the aarakocra. To be grounded,
colored, with feathers of red, orange, or yellow. Females trapped underground, or imprisoned by the cold,
have more subdued colors, usually brown or gray. Their unyielding earth is a torment few aarakocra can
heads complete the avian appearance, being something withstand. Even when perched on a high branch or at
like a parrot or eagle with distinct tribal variations. rest in their mountaintop homes, they appear alert, with
eyes moving and bodies ready to take flight.
Sky Wardens
Nowhere are the aarakocra more comfortable than in
Homelands
the sky. They can spend hours in the air, and some go as Most aarakocra live on the Elemental Plane of Air.
long as days, locking their wings in place and letting the Aarakocra can be drawn into the Material Plane,
thermals hold them aloft. In battle, they prove dynamic sometimes to pursue enemies or thwart their foes’
and acrobatic fliers, moving with remarkable speed and designs there. Accident might also send a nest of
grace, diving to lash opponents with weapons or talons aarakocra tumbling into a world on that plane. A few
before turning and flying away. find their way to such a world through portals on their
Once airborne, an aarakocra leaves the sky with own plane and establish nests in high mountains or in
reluctance. On their native plane, they can fly for days the canopies of old forests.
or months, landing only to lay their eggs and feed Once tribes of aarakocra settle in an area, they share
their young before launching themselves back into a hunting territory that extends across an area up to
the air. Those that make it to a world in the Material 100 miles on a side, with each tribe hunting in the lands
Plane find it a strange place. They sometimes forget nearest to their colony, ranging farther should game
or ignore vertical distances, and they have nothing but become scarce.
pity for those earthbound people forced to live and toil A typical colony consists of one large, open-roofed
on the ground. nest made of woven vines. The eldest acts as leader with
the support of a shaman.
Chapter 1 | Races
3
Aarakocra in the Forgotten Realms
Never well established in Faerûn, aarakocra have only four
major colonies: in the Star Mounts within the High Forest, in
the Storm Horns in Cormyr, in the Cloven Mountains on the
Vilhon Reach, and in the Mistcliffs in Chult.
Those colonies established in the Star Mounts, closest
to the Dessarin Valley, were ever a secretive and guarded
people, only spotted during their flights over the High Forest.
A cruel and rapacious green dragon nearly wiped out the
population and scattered the survivors. These aarakocra and
their descendants have sworn vengeance against the dragon
and may be seen scouring the lands of the North and Cormyr
for signs of their foe.
Their only remaining settlement lies on the slopes of the
Star Mounts’ southernmost mountains. At the headwaters
of the Unicorn Run, the Last Aerie is home to several dozen
aarakocra. Recently, aarakocra elders detected changes in the
prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane,
the aarakocra of the Realms rarely travel to the Elemental
Plane of Air.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have
little interest in dealing with other peoples and less
interest in spending time on the ground. For this reason,
it takes an exceptional circumstance for an aarakocra
to leave his or her tribe and undertake the adventurer’s
life. Neither treasure nor glory is enough to lure them
from their tribes; a dire threat to their people, a mission
of vengeance, or a catastrophe typically lies at the heart
of the aarakocra adventurer’s chosen path.
Two other circumstances might call an aarakocra to
adventure. First, aarakocra have historical ties to the
Wind Dukes of Aqaa. Exceptional individuals honor that
connection and might seek out the missing pieces of the
Rod of Seven Parts, the remains of an artifact fashioned
by the Wind Dukes long ago to defeat the Queen of
Chaos’s monstrous champion, Miska the Wolf-Spider.
When plunged into Miska’s body, the chaos in his blood
sundered the rod and scattered its pieces across the
multiverse. Recovering the pieces means gaining honor
and esteem in the eyes of the vaati who forged it and
could possibly restore a powerful weapon for defense
against the agents of elemental evil.
Second, aarakocra are sworn foes of elemental earth,
in particular the gargoyles that serve Ogrémoch, the Aarakocra Names
Prince of Earth. The Aarakocra word for gargoyle
is loosely translated as “flying rock,” and battles As with much of their speech, aarakocra names include
between aarakocra and gargoyles have raged across clicks, trills, and whistles to the point that other peoples
the Elemental Planes of Earth and Air, occasionally have a difficult time pronouncing them. Typically, a
spilling into a world on the Material Plane. Aarakocra name has two to four syllables with the sounds acting
on that plane might leave their colonies to lend aid to as connectors. When interacting with other races,
other humanoids committed to fighting earth cults and aarakocra may use nicknames gained from people they
thwarting their efforts. meet or shortened forms of their full names.
An aarakocra of either gender may have one of these
short names: Aera, Aial, Aur, Deekek, Errk, Heehk,
Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek,
Urreek, or Zeed.
Chapter 1 | Races
4
Aarakocra Backgrounds Svirfneblin are well adapted for their subterranean
Backgrounds that are most appropriate for aarakocra include existence. They have excellent darkvision, and many
the outlander, the hermit, and the sage. of them have magical talents that rival the innate
The small colonies of aarakocra are insular and remote, spellcasting of the drow and duergar. They are
and few aarakocra live away from their roosts. In the Star surprisingly strong for their size, enduring toil and
Mounts of the High Forest in the Forgotten Realms, no danger that would overwhelm most other people.
more than a few dozen aarakocra live away from the nests of
their families. Those that do are usually rangers or fighters, Master Miners
constantly patrolling for outside threats.
Despite their guarded natures, svirfneblin aren’t joyless.
They admire skillful work and delicate craftsmanship,
Aarakocra Traits just like any other gnome. Svirfneblin love gemstones
As an aarakocra, you have certain traits in common of all kinds, and they boldly seek out precious stones in
with your people. Being able to fly at high speed the deepest and darkest tunnels. They are also expert
starting at 1st level is exceptionally effective in certain gemcutters and miners, and they prize rubies above all
circumstances and exceedingly dangerous in others. other gemstones.
As a result, playing an aarakocra requires special
consideration by your DM.
Deep Dwellers
Ability Score Increase. Your Dexterity score Svirfneblin are known as deep gnomes because they
increases by 2, and your Wisdom score increases by 1. choose to live far below the earth’s surface. Most
Age. Aarakocra reach maturity by age 3. Compared svirfneblin never see the light of day. Their homes
to humans, aarakocra don’t usually live longer are well-hidden strongholds concealed by mazelike
than 30 years. passages and clever illusions. Vast networks of mine
Alignment. Most aarakocra are good and rarely tunnels ring most svirfneblin settlements, guarded by
choose sides when it comes to law and chaos. Tribal deadly traps and concealed sentries. Once a traveler
leaders and warriors might be lawful, while explorers passes through the outer defenses, the tunnels open
and adventurers might tend toward chaotic.
Size. Aarakocra are about 5 feet tall. They have thin,
lightweight bodies that weigh between 80 and 100
pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 50 feet. To use this
speed, you can’t be wearing medium or heavy armor.
Talons. You are proficient with your unarmed strikes,
which deal 1d4 slashing damage on a hit.
Language. You can speak, read, and write Common,
Aarakocra, and Auran.
Deep Gnome
Forest gnomes and rock gnomes are the gnomes most
commonly encountered in the lands of the surface
world. There is another subrace of gnomes rarely seen
by any surface-dweller: deep gnomes, also known as
svirfneblin. Guarded, and suspicious of outsiders,
svirfneblin are cunning and taciturn, but can be just
as kind-hearted, loyal, and compassionate as their
surface cousins.
Chapter 1 | Races
5
up into marvelous cavern-towns carved from the few eventually learn to trust good-hearted people of the
surrounding rock with exquisite care. The svirfneblin surface world.
are austere in their comforts compared to their surface A few svirfneblin become merchants who deal with
cousins, but they take great pride in their stonework. other races both above and below ground. Drow,
Deep gnomes do their best to remain hidden. Even duergar, and other peoples know that svirfneblin are
if surface travelers succeed in locating a svirfneblin usually neutral in outlook and typically honest in
community, winning their trust can be even more their dealings. Serving as middlemen between races
difficult. Those rare travelers who do succeed in too hostile to deal with each other directly can be
befriending deep gnomes find that they are loyal and lucrative, and it serves an important defensive function;
courageous allies against any foe. svirfneblin middlemen tend to know more about rumors
and threats between rival merchants than anybody else.
Scouts and Spies
Surface-dwelling gnomes often take up the adventurer’s Deep Gnome Names
life out of sheer curiosity about the world around Svirfneblin prefer less flamboyant names than their
them, eager to see new things and meet new people. rock gnome or forest gnome cousins. Clan names
By comparison, most svirfneblin possess very little reflect skills or occupations that a particular family is
wanderlust and rarely travel far from home. They associated with, and sometimes change if a noteworthy
see the surface world as a bewildering place without individual strikes out in a new direction.
boundaries and filled with unknown dangers.
Male Names: Belwar, Brickers, Durthmeck, Firble,
Nevertheless, a few svirfneblin understand that it is
Krieger, Kronthud, Schneltheck, Schnicktick,
necessary to know something about what is happening
Thulwar, Walschud
on the surface near their hidden refuges. As a result,
Female Names: Beliss, Durthee, Fricknarti, Ivridda,
some svirfneblin become scouts, spies, or messengers
Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra,
who venture abroad, doing their best to avoid attention.
Wirsidda
These travelers are notoriously close-mouthed about
Clan Names: Crystalfist, Gemcutter, Ironfoot,
where they come from and what they are up to, but a
Rockhewer, Seamfinder, Stonecutter
Chapter 1 | Races
6
Deep Gnome Traits spells when you finish a long rest. Intelligence is your
spellcasting ability for these spells.
When you create a gnome character, you may choose
the deep gnome as an alternative to the subraces in the
Player’s Handbook. For your convenience, the traits of Genasi
the gnome and the deep gnome are combined here. Those who think of other planes at all consider them
Ability Score Increase. Your Intelligence score remote, distant realms, but planar influence can be felt
increases by 2, and your Dexterity score increases by 1. throughout the world. It sometimes manifests in beings
Age. Deep gnomes are short-lived for gnomes. They who, through an accident of birth, carry the power of the
mature at the same rate humans do and are considered planes in their blood. The genasi are one such people,
full-grown adults by 25. They live 200 to 250 years, the offspring of genies and mortals.
although hard toil and the dangers of the Underdark The Elemental Planes are often inhospitable to
often claim them before their time. natives of the Material Plane: crushing earth, searing
Alignment. Svirfneblin believe that survival depends flames, boundless skies, and endless seas make
on avoiding entanglements with other creatures and not visiting these places dangerous for even a short time.
making enemies, so they favor neutral alignments. They The powerful genies, however, don’t face such troubles
rarely wish others ill, and they are unlikely to take risks when venturing into the mortal world. They adapt well
on behalf of others. to the mingled elements of the Material Plane, and
Size. A typical svirfneblin stands about 3 to 3½ feet they sometimes visit—whether of their own volition or
tall and weighs 80 to 120 pounds. Your size is Small. compelled by magic. Some genies can adopt mortal
Speed. Your base walking speed is 25 feet. guise and travel incognito.
Superior Darkvision. Your darkvision has a radius During these visits, a mortal might catch a genie’s
of 120 feet. eye. Friendship forms, romance blooms, and sometimes
Gnome Cunning. You have advantage on all children result. These children are genasi: individuals
Intelligence, Wisdom, and Charisma saving throws with ties to two worlds, yet belonging to neither. Some
against magic. genasi are born of mortal–genie unions, others have two
Stone Camouflage. You have advantage on Dexterity genasi as parents, and a rare few have a genie further
(stealth) checks to hide in rocky terrain. up their family tree, manifesting an elemental heritage
Languages. You can speak, read, and write Common, that’s lain dormant for generations.
Gnomish, and Undercommon. The svirfneblin dialect Occasionally, genasi result from exposure to a surge
is more guttural than surface Gnomish, and most of elemental power, through phenomena such as an
svirfneblin know only a little bit of Common, but those eruption from the Inner Planes or a planar convergence.
who deal with outsiders (and that includes you as Elemental energy saturates any creatures in the area
an adventurer) pick up enough Common to get by in and might alter their nature enough that their offspring
other lands. with other mortals are born as genasi.
Chapter 1 | Races
7
Wild and Confident Those living on the frontier, though, have a much
harder time. People there tend to be less accepting
Genasi rarely lack confidence, seeing themselves of differences. Sometimes a cold shoulder and a
as equal to almost any challenge in their path. This suspicious glare are the best genasi can hope for; in
certainty might manifest as graceful self-assurance more backward places, they face ostracism and even
in one genasi and as arrogance in another. Such self- violence from people who mistake them for fiends.
confidence can sometimes blind genasi to risk, and their Facing a hard life, these genasi seek isolation in the
great plans often get them and others into trouble. wilds, making their homes in mountains or forests, near
Too much failure can chip away at even a genasi’s lakes, or underground.
sense of self, so they constantly push themselves to Most air and fire genasi in the Realms are
improve, honing their talents and perfecting their craft. descendants of the djinn and efreet who once ruled
Calimshan. When those rulers were overthrown, their
Genasi Lands planetouched children were scattered. Over thousands
As rare beings, genasi might go their entire lives of years, the bloodlines of those genasi have spread
without encountering another one of their kind. There into other lands. Though far from common, air and fire
are no great genasi cities or empires. Genasi seldom genasi are more likely to be found in the western regions
have communities of their own and typically adopt the of Faerûn, along the coast from Calimshan north up to
cultures and societies into which they are born. The the Sword Coast, and into the Western Heartlands to
more strange their appearance, the harder time they the east. Some remain in their ancient homeland.
have. Many genasi lose themselves in teeming cities, In contrast, water and earth genasi have no common
where their distinctiveness hardly raises an eyebrow in history. Individuals have difficulty tracing their own
places accustomed to a variety of different people. lineage, and bloodlines occasionally skip a generation
or two. Many earth genasi originated in the North and
spread out from there. Water genasi come from coastal
Genasi on Athas
areas, the largest concentration of them hailing from the
Although any world that includes one or more elemental
regions surrounding the Sea of Fallen Stars.
planes can feature genasi, on Athas, the world of the Dark
Sun campaign setting, elemental forces hold greater sway The distant land of Zakhara is known only in legends
than they do on other worlds. As a people touched by to most inhabitants of Faerûn. There, genies and
elemental power, genasi are viewed as seers, prophets, spellcasters enter into bargains, and genasi can result
and chosen ones. The birth of a genasi, whether a slave, from such pacts. Those genasi have been sources of
a noble, or a member of a desert tribe, is an auspicious great weal and woe in the history of that land.
event. Most Athasians believe a given genasi is destined for
greatness—or infamy.
Chapter 1 | Races
8
Genasi Backgrounds Air Genasi
Each genasi subrace has its own temperament, which might As an air genasi, you are descended from the djinn. As
make some backgrounds more suitable than others. changeable as the weather, your moods shift from calm
Air genasi are proud of their heritage, sometimes to the to wild and violent with little warning, but these storms
point of haughtiness. They can be flamboyant, and are keen rarely last long.
to have an audience. They rarely stay in one place for long,
Air genasi typically have light blue skin, hair, and eyes.
always looking for a new sky to see and breathe. Air genasi
who don’t live in cities favor open lands such as plains,
A faint but constant breeze accompanies them, tousling
deserts, and high mountains. Fitting backgrounds include the hair and stirring the clothing. Some air genasi
charlatan, entertainer, and noble. speak with breathy voices, marked by a faint echo. A few
Earth genasi are more withdrawn, and their connection to display odd patterns in their flesh or grow crystals from
the earth keeps them from being comfortable in most cities. their scalps.
Their uncommon size and strength makes them natural Ability Score Increase. Your Dexterity score
soldiers, though, and with their stoic demeanor, they can increases by 1.
encourage others and become great leaders. Many earth Unending Breath. You can hold your breath
genasi live underground, where they can be in their favored indefinitely while you’re not incapacitated.
element. When they emerge from their caves, they might
Mingle with the Wind. You can cast the levitate spell
roam the hills and mountains or lay claim to old ruins.
Appropriate backgrounds for earth genasi include hermit,
once with this trait, requiring no material components,
outlander, and soldier. and you regain the ability to cast it this way when you
Fire genasi often get themselves into difficulty with their finish a long rest. Constitution is your spellcasting
fiery tempers. Like their air genasi cousins, they sometimes ability for this spell.
flaunt their perceived superiority over common folk. But they
also want others to share their high opinion of themselves, Earth Genasi
so they constantly seek to enhance their reputations. As an earth genasi, you are descended from the cruel
Likely backgrounds for a fire genasi include criminal, folk and greedy dao, though you aren’t necessarily evil. You
hero, and noble. have inherited some measure of control over earth,
Water genasi almost all have some experience aboard reveling in superior strength and solid power. You tend
or around sea vessels. They make excellent mariners and to avoid rash decisions, pausing long enough to consider
fishers. Like earth genasi, though, water genasi prefer quiet
your options before taking action.
and solitude; the wide shores are their natural homes. They
go where they want, do what they want, and rarely feel bound Elemental earth manifests differently from one
to anything. Good backgrounds for water genasi include individual to the next. Some earth genasi always have
hermit and sailor. bits of dust falling from their bodies and mud clinging
to their clothes, never getting clean no matter how
often they bathe. Others are as shiny and polished as
Genasi Names gemstones, with skin tones of deep brown or black,
eyes sparkling like agates. Earth genasi can also have
Genasi use the naming conventions of the people among
smooth metallic flesh, dull iron skin spotted with rust,
whom they were raised. They might later assume
a pebbled and rough hide, or even a coating of tiny
distinctive names to capture their heritage, such as
embedded crystals. The most arresting have fissures in
Flame, Ember, Wave, or Onyx.
their flesh, from which faint light shines.
Ability Score Increase. Your Strength score
Genasi Traits increases by 1.
Your genasi character has certain characteristics in Earth Walk. You can move across difficult
common with all other genasi. terrain made of earth or stone without expending
Ability Score Increase. Your Constitution score extra movement.
increases by 2. Merge with Stone. You can cast the pass without
Age. Genasi mature at about the same rate as humans trace spell once with this trait, requiring no material
and reach adulthood in their late teens. They live components, and you regain the ability to cast it this
somewhat longer than humans do, up to 120 years. way when you finish a long rest. Constitution is your
Alignment. Independent and self-reliant, genasi tend spellcasting ability for this spell.
toward a neutral alignment.
Size. Genasi are as varied as their mortal parents Fire Genasi
but are generally built like humans, standing anywhere As a fire genasi, you have inherited the volatile mood
from 5 feet to over 6 feet tall. Your size is Medium. and keen mind of the efreet. You tend toward impatience
Speed. Your base walking speed is 30 feet. and making snap judgments. Rather than hide your
Languages. You can speak, read, and write Common distinctive appearance, you exult in it.
and Primordial. Primordial is a guttural language, filled Nearly all fire genasi are feverishly hot as if burning
with harsh syllables and hard consonants. inside, an impression reinforced by flaming red, coal-
Subraces. Four major subraces of genasi are found black, or ash-gray skin tones. The more human-looking
among the worlds of D&D: air genasi, earth genasi, fire have fiery red hair that writhes under extreme emotion,
genasi, and water genasi. Choose one of these subraces. while more exotic specimens sport actual flames
dancing on their heads. Fire genasi voices might sound
Chapter 1 | Races
9
like crackling flames, and their eyes flare when angered. tribe, while an individual’s heroic effort can ensure the
Some are accompanied by the faint scent of brimstone. entire group’s survival.
Ability Score Increase. Your Intelligence score Goliaths thus place a premium on self-sufficiency and
increases by 1. individual skill. They have a compulsion to keep score,
Darkvision. You can see in dim light within 60 feet of counting their deeds and tallying their accomplishments
you as if it were bright light, and in darkness as if it were to compare to others. Goliaths love to win, but they see
dim light. Your ties to the Elemental Plane of Fire make defeat as a prod to improve their skills.
your darkvision unusual: everything you see in darkness This dedication to competition has a dark side.
is in a shade of red. Goliaths are ferocious competitors, but above all else
Fire Resistance. You have resistance to fire damage. they are driven to outdo their past efforts. If a goliath
Reach to the Blaze. You know the produce flame slays a dragon, he or she might seek out a larger, more
cantrip. Once you reach 3rd level, you can cast the powerful wyrm to battle. Few goliath adventurers reach
burning hands spell once with this trait as a 1st-level old age, as most die attempting to surpass their past
spell, and you regain the ability to cast it this way when accomplishments.
you finish a long rest. Constitution is your spellcasting
ability for these spells. Fair Play
For goliaths, competition exists only when it is
Water Genasi
supported by a level playing field. Competition measures
The lapping of waves, the spray of sea foam on the wind,
talent, dedication, and effort. Those factors determine
the ocean depths—all of these things call to your heart.
survival in their home territory, not reliance on magic
You wander freely and take pride in your independence,
items, money, or other elements that can tip the balance
though others might consider you selfish.
one way or the other. Goliaths happily rely on such
Most water genasi look as if they just finished bathing,
benefits, but they are careful to remember that such
with beads of moisture collecting on their skin and hair.
an advantage can always be lost. A goliath who relies
They smell of fresh rain and clean water. Blue or green
too much on them can grow complacent, a recipe for
skin is common, and most have somewhat overlarge
disaster in the mountains.
eyes, blue-black in color. A water genasi’s hair might
This trait manifests most strongly when goliaths
float freely, swaying and waving as if underwater. Some
interact with other folk. The relationship between
have voices with undertones reminiscent of whale song
peasants and nobles puzzles goliaths. If a king lacks the
or trickling streams.
intelligence or leadership to lead, then clearly the most
Ability Score Increase. Your Wisdom score
talented person in the kingdom should take his place.
increases by 1.
Goliaths rarely keep such opinions to themselves, and
Acid Resistance. You have resistance to acid damage.
mock folk who rely on society’s structures or rules to
Amphibious. You can breathe air and water.
maintain power.
Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip
(see chapter 2). When you reach 3rd level, you can cast
Survival of the Fittest
the create or destroy water spell as a 2nd-level spell Among goliaths, any adult who can’t contribute to the
once with this trait, and you regain the ability to cast it tribe is expelled. A lone goliath has little chance of
this way when you finish a long rest. Constitution is your survival, especially an older or weaker one. Goliaths
spellcasting ability for these spells. have little pity for adults who can’t take care of
themselves, though a sick or injured individual is
Goliath treated, as a result of the goliath concept of fair play.
A permanently injured goliath is still expected to pull
At the highest mountain peaks—far above the slopes his or her weight in the tribe. Typically, such a goliath
where trees grow and where the air is thin and the frigid dies attempting to keep up, or the goliath slips away in
winds howl—dwell the reclusive goliaths. Few folk can the night to seek the cold will of fate.
claim to have seen a goliath, and fewer still can claim In some ways, the goliath drive to outdo themselves
friendship with them. Goliaths wander a bleak realm feeds into the grim inevitability of their decline and
of rock, wind, and cold. Their bodies look as if they death. A goliath would much rather die in battle, at the
are carved from mountain stone and give them great peak of strength and skill, than endure the slow decay of
physical power. Their spirits take after the wandering old age. Few folk have ever meet an elderly goliath, and
wind, making them nomads who wander from peak even those goliaths who have left their people grapple
to peak. Their hearts are infused with the cold regard with the urge to give up their lives as their physical
of their frigid realm, leaving each goliath with the skills decay.
responsibility to earn a place in the tribe or die trying. Because of their risk-taking, goliath tribes suffer
from a chronic lack of the experience offered by long-
Driven Competitors term leaders. They hope for innate wisdom in their
Every day brings a new challenge to a goliath. Food, leadership, for they can rarely count on a wisdom
water, and shelter are rare in the uppermost mountain grown with age.
reaches. A single mistake can bring doom to an entire
Chapter 1 | Races
10
Goliath Names Constitution modifier to the number rolled, and reduce
the damage by that total. After you use this trait, you
Every goliath has three names: a birth name assigned can’t use it again until you finish a short or long rest.
by the newborn’s mother and father, a nickname Powerful Build. You count as one size larger when
assigned by the tribal chief, and a family or clan name. A determining your carrying capacity and the weight you
birth name is up to three syllables long. Clan names are can push, drag, or lift.
five syllables or more and end in a vowel. Mountain Born. You’re acclimated to high altitude,
Birth names are rarely linked to gender. Goliaths see including elevations above 20,000 feet. You’re also
females and males as equal in all things, and they find naturally adapted to cold climates, as described in
societies with roles divided by gender to be puzzling or chapter 5 of the Dungeon Master’s Guide.
worthy of mockery. To a goliath, the person who is best Languages. You can speak, read, and write
at a job should be the one tasked with doing it. Common and Giant.
A goliath’s nickname is a description that can change
on the whim of a chieftain or tribal elder. It refers to a
notable deed, either a success or failure, committed by
the goliath. Goliaths assign and use nicknames with
their friends of other races, and change them to refer to
an individual’s notable deeds.
Goliaths present all three names when identifying
themselves, in the order of birth name, nickname,
and clan name. In casual conversation, they use
their nickname.
Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan,
Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla,
Orilo, Paavu, Pethani, Thalai, Thotham, Uthal,
Vaunea, Vimak
Nicknames: Bearkiller, Dawncaller, Fearless,
Flintfinder, Horncarver, Keeneye, Lonehunter,
Longleaper, Rootsmasher, Skywatcher, Steadyhand,
Threadtwister, Twice-Orphaned, Twistedlimb,
Wordpainter
Clan Names: Anakalathai, Elanithino, Gathakanathi,
Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu,
Thuliaga, Thunukalathi, Vaimei-Laga
Goliath Traits
Goliaths share a number of traits in common
with each other.
Ability Score Increase. Your Strength score
increases by 2, and your Constitution score
increases by 1.
Age. Goliaths have lifespans comparable to humans.
They enter adulthood in their late teens and usually live
less than a century.
Alignment. Goliath society, with its clear roles
and tasks, has a strong lawful bent. The goliath
sense of fairness, balanced with an emphasis on self-
sufficiency and personal accountability, pushes them
toward neutrality.
Size. Goliaths are between 7 and 8 feet tall and weigh
between 280 and 340 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the
Athletics skill.
Stone’s Endurance. You can focus yourself to
occasionally shrug off injury. When you take damage,
you can use your reaction to roll a d12. Add your
Chapter 1 | Races
11
Chapter 2: Spells
his chapter offers new spells for 2nd Level
many of the classes in the Player’s Dust devil (conjuration)
Handbook. The spells provide various Earthbind (transmutation)
ways to harness the power of the
Skywrite (transmutation, ritual)
four elements.
Warding wind (evocation)
Your DM determines whether these
spells are available at character creation, 3rd Level
whether they are discovered in a treasure
trove, or whether you stumble upon them in an ancient Erupting earth (transmutation)
library or other storehouse of magical knowledge. Flame arrows (transmutation)
Tidal wave (conjuration)
Spell Lists Wall of water (evocation)
The following spell lists show which of the new spells 4th Level
are for a class. A spell’s school of magic is noted in
Elemental bane (transmutation)
parentheses after its name. If a spell can be cast
Watery sphere (conjuration)
as a ritual, the ritual tag also appears within the
parentheses. 5th Level
Bard Spells Control winds (transmutation)
Maelstrom (evocation)
Cantrips (0 Level) Transmute rock (transmutation)
Chapter 2 | Spells
12
1st Level
Absorb elements (abjuration)
Catapult (transmutation)
Earth tremor (evocation)
Ice knife (conjuration)
2nd Level
Aganazzar’s scorcher (evocation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilian’s earthen grasp (transmutation)
Pyrotechnics (transmutation)
Snilloc’s snowball swarm (evocation)
Warding wind (evocation)
3rd Level
Erupting earth (transmutation)
Flame arrows (transmutation)
Melf’s minute meteors (evocation)
Tidal wave (conjuration)
Wall of water (evocation)
4th Level
Storm sphere (evocation)
Vitriolic sphere (evocation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Immolation (evocation)
6th Level
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
7th Level
Whirlwind (evocation)
8th Level
Abi-Dalzim’s horrid wilting (necromancy)
Warlock Spells
Cantrips (0 Level)
Create bonfire (conjuration)
Frostbite (evocation)
Magic stone (transmutation)
Thunderclap (evocation)
2nd Level
Earthbind (transmutation)
4th Level
Elemental bane (transmutation)
Chapter 2 | Spells
13
6th Level Gust (transmutation)
Investiture of flame (transmutation) Mold earth (transmutation)
Investiture of ice (transmutation) Shape water (transmutation)
Investiture of stone (transmutation) Thunderclap (evocation)
Investiture of wind (transmutation)
1st Level
Absorb elements (abjuration)
Wizard Spells Catapult (transmutation)
Earth tremor (evocation)
Cantrips (0 Level) Ice knife (conjuration)
Control flames (transmutation)
Create bonfire (conjuration) 2nd Level
Frostbite (evocation) Aganazzar’s scorcher (evocation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilian’s earthen grasp (transmutation)
Pyrotechnics (transmutation)
Skywrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation)
Warding wind (evocation)
3rd Level
Erupting earth (transmutation)
Flame arrows (transmutation)
Melf’s minute meteors (evocation)
Tidal wave (conjuration)
Wall of sand (evocation)
Wall of water (evocation)
4th Level
Elemental bane (transmutation)
Storm sphere (evocation)
Vitriolic sphere (evocation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Immolation (evocation)
Transmute rock (transmutation)
6th Level
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
7th Level
Whirlwind (evocation)
8th Level
Abi-Dalzim’s horrid wilting (necromancy)
Chapter 2 | Spells
14
Spell Descriptions You establish a telepathic link with one beast you touch
that is friendly to you or charmed by you. The spell fails
The spells are presented in alphabetical order. if the beast’s Intelligence score is 4 or higher. Until the
spell ends, the link is active while you and the beast are
Abi-Dalzim’s Horrid Wilting within line of sight of each other. Through the link, the
8th-level necromancy beast can understand your telepathic messages to it,
Casting Time: 1 action and it can telepathically communicate simple emotions
Range: 150 feet and concepts back to you. While the link is active,
Components: V, S, M (a bit of sponge) the beast gains advantage on attack rolls against any
Duration: Instantaneous creature within 5 feet of you that you can see.
You draw the moisture from every creature in a 30-foot
Bones of the Earth
cube centered on a point you choose within range. Each
6th-level transmutation
creature in that area must make a Constitution saving
throw. Constructs and undead aren’t affected, and Casting Time: 1 action
plants and water elementals make this saving throw Range: 120 feet
with disadvantage. A creature takes 12d8 necrotic Components: V, S
damage on a failed save, or half as much damage on a Duration: Instantaneous
successful one. You cause up to six pillars of stone to burst from places
Nonmagical plants in the area that aren’t creatures, on the ground that you can see within range. Each pillar
such as trees and shrubs, wither and die instantly. is a cylinder that has a diameter of 5 feet and a height of
up to 30 feet. The ground where a pillar appears must
Absorb Elements be wide enough for its diameter, and you can target the
1st-level abjuration ground under a creature if that creature is Medium or
Casting Time: 1 reaction, which you take when you take smaller. Each pillar has AC 5 and 30 hit points. When
acid, cold, fire, lightning, or thunder damage reduced to 0 hit points, a pillar crumbles into rubble,
Range: Self which creates an area of difficult terrain with a 10-foot
Components: S radius that lasts until the rubble is cleared. Each 5-foot-
Duration: 1 round diameter portion of the area requires at least 1 minute
The spell captures some of the incoming energy, to clear by hand.
lessening its effect on you and storing it for your next If a pillar is created under a creature, that creature
melee attack. You have resistance to the triggering must succeed on a Dexterity saving throw or be lifted by
damage type until the start of your next turn. Also, the the pillar. A creature can choose to fail the save.
first time you hit with a melee attack on your next turn, If a pillar is prevented from reaching its full height
the target takes an extra 1d6 damage of the triggering because of a ceiling or other obstacle, a creature
type, and the spell ends. on the pillar takes 6d6 bludgeoning damage and is
At Higher Levels. When you cast this spell using restrained, pinched between the pillar and the obstacle.
a spell slot of 2nd level or higher, the extra damage The restrained creature can use an action to make
increases by 1d6 for each slot level above 1st. a Strength or Dexterity check (the creature’s choice)
against the spell’s save DC. On a success, the creature is
Aganazzar’s Scorcher no longer restrained and must either move off the pillar
2nd-level evocation or fall off it.
At Higher Levels. When you cast this spell using
Casting Time: 1 action
a spell slot of 7th level or higher, you can create two
Range: 30 feet
additional pillars for each slot level above 6th.
Components: V, S, M (a red dragon’s scale)
Duration: Instantaneous Catapult
A line of roaring flame 30 feet long and 5 feet wide 1st-level transmutation
emanates from you in a direction you choose. Each Casting Time: 1 action
creature in the line must make a Dexterity saving throw. Range: 60 feet
A creature takes 3d8 fire damage on a failed save, or Components: S
half as much damage on a successful one. Duration: Instantaneous
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by Choose one object weighing 1 to 5 pounds within
1d8 for each slot level above 2nd. range that isn’t being worn or carried. The object
flies in a straight line up to 90 feet in a direction you
Beast Bond choose before falling to the ground, stopping early if
1st-level divination it impacts against a solid surface. If the object would
strike a creature, that creature must make a Dexterity
Casting Time: 1 action
saving throw. On a failed save, the object strikes the
Range: Touch
target and stops moving. When the object strikes
Components: V, S, M (a bit of fur wrapped in a cloth)
something, the object and what it strikes each take 3d8
Duration: Concentration, up to 10 minutes
bludgeoning damage.
Chapter 2 | Spells
15
At Higher Levels. When you cast this spell using a If you cast this spell multiple times, you can have up to
spell slot of 2nd level or higher, the maximum weight of three non-instantaneous effects created by it active at a
objects that you can target with this spell increases by 5 time, and you can dismiss such an effect as an action.
pounds, and the damage increases by 1d8, for each slot
level above 1st. Control Winds
5th-level transmutation
Control Flames Casting Time: 1 action
Transmutation cantrip Range: 300 feet
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Concentration, up to 1 hour
Components: S You take control of the air in a 100-foot cube that you
Duration: Instantaneous or 1 hour (see below) can see within range. Choose one of the following
You choose a nonmagical flame that you can see within effects when you cast the spell. The effect lasts for the
range and that fits within a 5-foot cube. You affect it in spell’s duration, unless you use your action on a later
one of the following ways: turn to switch to a different effect. You can also use your
action to temporarily halt the effect or to restart one
• You instantaneously expand the flame 5 feet in one
you’ve halted.
direction, provided that wood or other fuel is present
Gusts. A wind picks up within the cube, continually
in the new location.
blowing in a horizontal direction you designate. You
• You instantaneously extinguish the flames
choose the intensity of the wind: calm, moderate,
within the cube.
or strong. If the wind is moderate or strong, ranged
• You double or halve the area of bright light and dim
weapon attacks that enter or leave the cube or pass
light cast by the flame, change its color, or both. The
through it have disadvantage on their attack rolls.
change lasts for 1 hour.
If the wind is strong, any creature moving against
• You cause simple shapes—such as the vague form of a
the wind must spend 1 extra foot of movement for
creature, an inanimate object, or a location—to appear
each foot moved.
within the flames and animate as you like. The shapes
last for 1 hour.
Chapter 2 | Spells
16
Downdraft. You cause a sustained blast of strong Earthbind
wind to blow downward from the top of the cube. 2nd-level transmutation
Ranged weapon attacks that pass through the cube
Casting Time: 1 action
or that are made against targets within it have
Range: 300 feet
disadvantage on their attack rolls. A creature must
Components: V
make a Strength saving throw if it flies into the cube for
Duration: Concentration, up to 1 minute
the first time on a turn or starts its turn there flying. On
a failed save, the creature is knocked prone. Choose one creature you can see within range. Yellow
Updraft. You cause a sustained updraft within the strips of magical energy loop around the creature. The
cube, rising upward from the cube’s bottom side. target must succeed on a Strength saving throw, or its
Creatures that end a fall within the cube take only half flying speed (if any) is reduced to 0 feet for the spell’s
damage from the fall. When a creature in the cube duration. An airborne creature affected by this spell
makes a vertical jump, the creature can jump up to 10 safely descends at 60 feet per round until it reaches the
feet higher than normal. ground or the spell ends.
Chapter 2 | Spells
17
Choose a point you can see on the ground within Components: V, S
range. A fountain of churned earth and stone erupts in Duration: Concentration, up to 1 hour
a 20-foot cube centered on that point. Each creature You touch a quiver containing arrows or bolts. When a
in that area must make a Dexterity saving throw. A target is hit by a ranged weapon attack using a piece of
creature takes 3d12 bludgeoning damage on a failed ammunition drawn from the quiver, the target takes an
save, or half as much damage on a successful one. extra 1d6 fire damage. The spell’s magic ends on a piece
Additionally, the ground in that area becomes difficult of ammunition when it hits or misses, and the spell ends
terrain until cleared. Each 5-foot-square portion of the when twelve pieces of ammunition have been drawn
area requires at least 1 minute to clear by hand. from the quiver.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by spell slot of 4th level or higher, the number of pieces of
1d12 for each slot level above 3rd. ammunition you can affect with this spell increases by
Flame Arrows two for each slot level above 3rd.
3rd-level transmutation Frostbite
Casting Time: 1 action Evocation cantrip
Range: Touch
Casting Time: 1 action
Range: 60 feet
Chapter 2 | Spells
18
Components: V, S on a failed save, and the spell ends on a successful
Duration: Instantaneous one. These magical flames can’t be extinguished by
nonmagical means.
You cause numbing frost to form on one creature that
If damage from this spell kills a target, the target is
you can see within range. The target must make a
turned to ash.
Constitution saving throw. On a failed save, the target
takes 1d6 cold damage, and it has disadvantage on Investiture of Flame
the next weapon attack roll it makes before the end of
6th-level transmutation
its next turn.
The spell’s damage increases by 1d6 when you reach Casting Time: 1 action
5th level (2d6), 11th level (3d6), and 17th level (4d6). Range: Self
Components: V, S
Gust Duration: Concentration, up to 10 minutes
Transmutation cantrip Flames race across your body, shedding bright light in
Casting Time: 1 action a 30-foot radius and dim light for an additional 30 feet
Range: 30 feet for the spell’s duration. The flames don’t harm you. Until
Components: V, S the spell ends, you gain the following benefits:
Duration: Instantaneous • You are immune to fire damage and have resistance to
You seize the air and compel it to create one of the cold damage.
following effects at a point you can see within range: • Any creature that moves within 5 feet of you for the
first time on a turn or ends its turn there takes 1d10
• One Medium or smaller creature that you choose
fire damage.
must succeed on a Strength saving throw or be
• You can use your action to create a line of fire 15 feet
pushed up to 5 feet away from you.
long and 5 feet wide extending from you in a direc-
• You create a small blast of air capable of moving one
tion you choose. Each creature in the line must make
object that is neither held nor carried and that weighs
a Dexterity saving throw. A creature takes 4d8 fire
no more than 5 pounds. The object is pushed up to 10
damage on a failed save, or half as much damage on a
feet away from you. It isn’t pushed with enough force
successful one.
to cause damage.
• You create a harmless sensory effect using air, such as Investiture of Ice
causing leaves to rustle, wind to slam shutters closed,
6th-level transmutation
or your clothing to ripple in a breeze.
Casting Time: 1 action
Ice Knife Range: Self
1st-level conjuration Components: V, S
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Range: 60 feet Until the spell ends, ice rimes your body, and you gain
Components: S, M (a drop of water or a piece of ice) the following benefits:
Duration: Instantaneous • You are immune to cold damage and have resistance
You create a shard of ice and fling it at one creature to fire damage.
within range. Make a ranged spell attack against the • You can move across difficult terrain created by ice or
target. On a hit, the target takes 1d10 piercing damage. snow without spending extra movement.
Hit or miss, the shard then explodes. The target and • The ground in a 10-foot radius around you is icy and
each creature within 5 feet of it must succeed on a is difficult terrain for creatures other than you. The
Dexterity saving throw or take 2d6 cold damage. radius moves with you.
At Higher Levels. When you cast this spell using • You can use your action to create a 15-foot cone of
a spell slot of 2nd level or higher, the cold damage freezing wind extending from your outstretched hand
increases by 1d6 for each slot level above 1st. in a direction you choose. Each creature in the cone
must make a Constitution saving throw. A creature
Immolation takes 4d6 cold damage on a failed save, or half as
5th-level evocation much damage on a successful one. A creature that
Casting Time: 1 action fails its save against this effect has its speed halved
Range: 90 feet until the start of your next turn.
Components: V
Duration: Concentration, up to 1 minute Investiture of Stone
6th-level transmutation
Flames wreathe one creature you can see within range.
The target must make a Dexterity saving throw. It Casting Time: 1 action
takes 8d6 fire damage on a failed save, or half as much Range: Self
damage on a successful one. On a failed save, the target Components: V, S
also burns for the spell’s duration. The burning target Duration: Concentration, up to 10 minutes
sheds bright light in a 30-foot radius and dim light for Until the spell ends, bits of rock spread across your
an additional 30 feet. At the end of each of its turns, the body, and you gain the following benefits:
target repeats the saving throw. It takes 4d6 fire damage
Chapter 2 | Spells
19
• You have resistance to bludgeoning, piercing, and it with a sling. If thrown, a pebble has a range of 60 feet.
slashing damage from nonmagical attacks. If someone else attacks with a pebble, that attacker adds
• You can use your action to create a small earthquake your spellcasting ability modifier, not the attacker’s, to
on the ground in a 15-foot radius centered on you. the attack roll. On a hit, the target takes bludgeoning
Other creatures on that ground must succeed on a damage equal to 1d6 + your spellcasting ability modifier.
Dexterity saving throw or be knocked prone. Whether the attack hits or misses, the spell then ends
• You can move across difficult terrain made of earth on the stone.
or stone without spending extra movement. You can If you cast this spell again, the spell ends on any
move through solid earth or stone as if it was air pebbles still affected by your previous casting.
and without destabilizing it, but you can’t end your
movement there. If you do so, you are ejected to the Maximilian’s Earthen Grasp
nearest unoccupied space, this spell ends, and you are 2nd-level transmutation
stunned until the end of your next turn. Casting Time: 1 action
Range: 30 feet
Investiture of Wind Components: V, S, M (a miniature hand sculpted
6th-level transmutation from clay)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self You choose a 5-foot-square unoccupied space on the
Components: V, S ground that you can see within range. A Medium hand
Duration: Concentration, up to 10 minutes made from compacted soil rises there and reaches
Until the spell ends, wind whirls around you, and you for one creature you can see within 5 feet of it. The
gain the following benefits: target must make a Strength saving throw. On a failed
save, the target takes 2d6 bludgeoning damage and is
• Ranged weapon attacks made against you have disad-
restrained for the spell’s duration.
vantage on the attack roll.
As an action, you can cause the hand to crush the
• You gain a flying speed of 60 feet. If you are still flying
restrained target, which must make a Strength saving
when the spell ends, you fall, unless you can some-
throw. The target takes 2d6 bludgeoning damage on a
how prevent it.
failed save, or half as much damage on a successful one.
• You can use your action to create a 15-foot cube of
To break out, the restrained target can use its action
swirling wind centered on a point you can see within
to make a Strength check against your spell save DC.
60 feet of you. Each creature in that area must make
On a success, the target escapes and is no longer
a Constitution saving throw. A creature takes 2d10
restrained by the hand.
bludgeoning damage on a failed save, or half as much
As an action, you can cause the hand to reach for a
damage on a successful one. If a Large or smaller
different creature or to move to a different unoccupied
creature fails the save, that creature is also pushed up
space within range. The hand releases a restrained
to 10 feet away from the center of the cube.
target if you do either.
Maelstrom
5th-level evocation
Melf’s Minute Meteors
3rd-level evocation
Casting Time: 1 action
Range: 120 feet Casting Time: 1 action
Components: V, S, M (paper or leaf in the shape of Range: Self
a funnel) Components: V, S, M (niter, sulfur, and pine tar formed
Duration: Concentration, up to 1 minute into a bead)
Duration: Concentration, up to 10 minutes
A swirling mass of 5-foot-deep water appears in a
30-foot radius centered on a point you can see within You create six tiny meteors in your space. They float
range. The point must be on the ground or in a body of in the air and orbit you for the spell’s duration. When
water. Until the spell ends, that area is difficult terrain, you cast the spell—and as a bonus action on each of
and any creature that starts its turn there must succeed your turns thereafter—you can expend one or two of
on a Strength saving throw or take 6d6 bludgeoning the meteors, sending them streaking toward a point
damage and be pulled 10 feet toward the center. or points you choose within 120 feet of you. Once a
meteor reaches its destination or impacts against a solid
Magic Stone surface, the meteor explodes. Each creature within 5
Transmutation cantrip feet of the point where the meteor explodes must make
a Dexterity saving throw. A creature takes 2d6 fire
Casting Time: 1 bonus action
damage on a failed save, or half as much damage on a
Range: Touch
successful one.
Components: V, S
At Higher Levels. When you cast this spell using a
Duration: 1 minute
spell slot of 4th level or higher, the number of meteors
You touch one to three pebbles and imbue them with created increases by two for each slot level above 3rd.
magic. You or someone else can make a ranged spell
attack with one of the pebbles by throwing it or hurling
Chapter 2 | Spells
20
Mold Earth Shape Water
Transmutation cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: S Components: S
Duration: Instantaneous or 1 hour (see below) Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see You choose an area of water that you can see within
within range and that fits within a 5-foot cube. You range and that fits within a 5-foot cube. You manipulate
manipulate it in one of the following ways: it in one of the following ways:
• If you target an area of loose earth, you can instan- • You instantaneously move or otherwise change the
taneously excavate it, move it along the ground, and flow of the water as you direct, up to 5 feet in any
deposit it up to 5 feet away. This movement doesn’t direction. This movement doesn’t have enough force
involve enough force to cause damage. to cause damage.
• You cause shapes, colors, or both to appear on the dirt • You cause the water to form into simple shapes
or stone, spelling out words, creating images, or shap- and animate at your direction. This change
ing patterns. The changes last for 1 hour. lasts for 1 hour.
• If the dirt or stone you target is on the ground, you • You change the water’s color or opacity. The water
cause it to become difficult terrain. Alternatively, you must be changed in the same way throughout. This
can cause the ground to become normal terrain if it is change lasts for 1 hour.
already difficult terrain. This change lasts for 1 hour. • You freeze the water, provided that there are no crea-
tures 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 If you cast this spell multiple times, you can have no
a time, and you can dismiss such an effect as an action. more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action.
Primordial Ward
6th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and
thunder damage for the spell’s duration.
When you take damage of one of those types, you
can use your reaction to gain immunity to that type
of damage, including against the triggering damage.
If you do so, the resistances end, and you have the
immunity until the end of your next turn, at which time
the spell ends.
Pyrotechnics
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
Chapter 2 | Spells
21
Skywrite Duration: Instantaneous
2nd-level transmutation (ritual) You create a burst of thunderous sound that can be
Casting Time: 1 action heard up to 100 feet away. Each creature within range,
Range: Sight other than you, must succeed on a Constitution saving
Components: V, S throw or take 1d6 thunder damage.
Duration: Concentration, up to 1 hour The spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
You cause up to ten words to form in a part of the sky
you can see. The words appear to be made of cloud Tidal Wave
and remain in place for the spell’s duration. The words 3rd-level conjuration
dissipate when the spell ends. A strong wind can
disperse the clouds and end the spell early. Casting Time: 1 action
Range: 120 feet
Snilloc’s Snowball Swarm Components: V, S, M (a drop of water)
2nd-level evocation Duration: Instantaneous
Casting Time: 1 action You conjure up a wave of water that crashes down on an
Range: 90 feet area within range. The area can be up to 30 feet long,
Components: V, S, M (a piece of ice or a small white up to 10 feet wide, and up to 10 feet tall. Each creature
rock chip) in that area must make a Dexterity saving throw. On a
Duration: Instantaneous failed save, a creature takes 4d8 bludgeoning damage
and is knocked prone. On a successful save, a creature
A flurry of magic snowballs erupts from a point you
takes half as much damage and isn’t knocked prone.
choose within range. Each creature in a 5-foot-radius
The water then spreads out across the ground in all
sphere centered on that point must make a Dexterity
directions, extinguishing unprotected flames in its area
saving throw. A creature takes 3d6 cold damage on a
and within 30 feet of it, and then it vanishes.
failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a Transmute Rock
spell slot of 3rd level or higher, the damage increases by 5th-level transmutation
1d6 for each slot level above 2nd.
Casting Time: 1 action
Storm Sphere Range: 120 feet
4th-level evocation Components: V, S, M (clay and water)
Duration: Until dispelled
Casting Time: 1 action
Range: 150 feet You choose an area of stone or mud that you can see
Components: V, S that fits within a 40-foot cube and is within range, and
Duration: Concentration, up to 1 minute choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any
A 20-foot-radius sphere of whirling air springs into
sort in the area becomes an equal volume of thick,
existence, centered on a point you choose within range.
flowing mud that remains for the spell’s duration.
The sphere remains for the spell’s duration. Each
The ground in the spell’s area becomes muddy enough
creature in the sphere when it appears or that ends its
that creatures can sink into it. Each foot that a creature
turn there must succeed on a Strength saving throw or
moves through the mud costs 4 feet of movement, and
take 2d6 bludgeoning damage. The sphere’s space is
any creature on the ground when you cast the spell must
difficult terrain.
make a Strength saving throw. A creature must also
Until the spell ends, you can use a bonus action on
make the saving throw when it moves into the area for
each of your turns to cause a bolt of lightning to leap
the first time on a turn or ends its turn there. On a failed
from the center of the sphere toward one creature you
save, a creature sinks into the mud and is restrained,
choose within 60 feet of the center. Make a ranged
though it can use an action to end the restrained
spell attack. You have advantage on the attack roll if the
condition on itself by pulling itself free of the mud.
target is in the sphere. On a hit, the target takes 4d6
If you cast the spell on a ceiling, the mud falls.
lightning damage.
Any creature under the mud when it falls must make
Creatures within 30 feet of the sphere have
a Dexterity saving throw. A creature takes 4d8
disadvantage on Wisdom (Perception) checks
bludgeoning damage on a failed save, or half as much
made to listen.
damage on a successful one.
At Higher Levels. When you cast this spell using a
Transmute Mud to Rock. Nonmagical mud or
spell slot of 5th level or higher, the damage for each of
quicksand in the area no more than 10 feet deep
its effects increases by 1d6 for each slot level above 4th.
transforms into soft stone for the spell’s duration. Any
Thunderclap creature in the mud when it transforms must make a
Evocation cantrip Dexterity saving throw. On a successful save, a creature
is shunted safely to the surface in an unoccupied space.
Casting Time: 1 action On a failed save, a creature becomes restrained by the
Range: 5 feet rock. A restrained creature, or another creature within
Components: S reach, can use an action to try to break the rock by
Chapter 2 | Spells
22
succeeding on a DC 20 Strength check or by dealing Warding Wind
damage to it. The rock has AC 15 and 25 hit points, and 2nd-level evocation
it is immune to poison and psychic damage.
Casting Time: 1 action
Vitriolic Sphere Range: Self
4th-level evocation Components: V
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Range: 150 feet A strong wind (20 miles per hour) blows around you in a
Components: V, S, M (a drop of giant slug bile) 10-foot radius and moves with you, remaining centered
Duration: Instantaneous on you. The wind lasts for the spell’s duration.
The wind has the following effects:
You point at a location within range, and a glowing,
1-foot-diameter ball of emerald acid streaks there and • It deafens you and other creatures in its area.
explodes in a 20-foot-radius sphere. Each creature in • It extinguishes unprotected flames in its area that are
that area must make a Dexterity saving throw. On a torch-sized or smaller.
failed save, a creature takes 10d4 acid damage and • It hedges out vapor, gas, and fog that can be dispersed
another 5d4 acid damage at the end of its next turn. by strong wind.
On a successful save, a creature takes half the initial • The area is difficult terrain for creatures
damage and no damage at the end of its next turn. other than you.
At Higher Levels. When you cast this spell using • The attack rolls of ranged weapon attacks have disad-
a spell slot of 5th level or higher, the initial damage vantage if the attacks pass in or out of the wind.
increases by 2d4 for each slot level above 4th.
Watery Sphere
Wall of Sand 4th-level conjuration
3rd-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 90 feet
Range: 90 feet Components: V, S, M (a droplet of water)
Components: V, S, M (a handful of sand) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes You conjure up a sphere of water with a 5-foot radius at
You create a wall of swirling sand on the ground at a a point you can see within range. The sphere can hover
point you can see within range. You can make the wall but no more than 10 feet off the ground. The sphere
up to 30 feet long, 10 feet high, and 10 feet thick, and it remains for the spell’s duration.
vanishes when the spell ends. It blocks line of sight but Any creature in the sphere’s space must make a
not movement. A creature is blinded while in the wall’s Strength saving throw. On a successful save, a creature
space and must spend 3 feet of movement for every 1 is ejected from that space to the nearest unoccupied
foot it moves there. space of the creature’s choice outside the sphere. A
Huge or larger creature succeeds on the saving throw
Wall of Water automatically, and a Large or smaller creature can
3rd-level evocation choose to fail it. On a failed save, a creature is restrained
by the sphere and is engulfed by the water. At the end
Casting Time: 1 action
of each of its turns, a restrained target can repeat the
Range: 60 feet
saving throw, ending the effect on itself on a success.
Components: V, S, M (a drop of water)
The sphere can restrain as many as four Medium
Duration: Concentration, up to 10 minutes
or smaller creatures or one Large creature. If the
You create a wall of water on the ground at a point you sphere restrains a creature that causes it to exceed this
can see within range. You can make the wall up to 30 capacity, a random creature that was already restrained
feet long, 10 feet high, and 1 foot thick, or you can make by the sphere falls out of it and lands prone in a space
a ringed wall up to 20 feet in diameter, 20 feet high, and within 5 feet of it.
1 foot thick. The wall vanishes when the spell ends. The As an action, you can move the sphere up to 30 feet
wall’s space is difficult terrain. in a straight line. If it moves over a pit, a cliff, or other
Any ranged weapon attack that enters the wall’s space drop-off, it safely descends until it is hovering 10 feet
has disadvantage on the attack roll, and fire damage above the ground. Any creature restrained by the sphere
is halved if the fire effect passes through the wall to moves with it. You can ram the sphere into creatures,
reach its target. Spells that deal cold damage that pass forcing them to make the saving throw.
through the wall cause the area of the wall they pass When the spell ends, the sphere falls to the ground
through to freeze solid (at least a 5-foot-square section is and extinguishes all normal flames within 30 feet of it.
frozen). Each 5-foot-square frozen section has AC 5 and Any creature restrained by the sphere is knocked prone
15 hit points. Reducing a frozen section to 0 hit points in the space where it falls. The water then vanishes.
destroys it. When a section is destroyed, the wall’s water
doesn’t fill it.
Chapter 2 | Spells
23
Whirlwind that the whirlwind enters its space, including when
7th-level evocation the whirlwind first appears. A creature takes 10d6
bludgeoning damage on a failed save, or half as much
Casting Time: 1 action
damage on a successful one. In addition, a Large or
Range: 300 feet
smaller creature that fails the save must succeed on
Components: V, M (a piece of straw)
a Strength saving throw or become restrained in the
Duration: Concentration, up to 1 minute
whirlwind until the spell ends. When a creature starts
A whirlwind howls down to a point that you can see on its turn restrained by the whirlwind, the creature is
the ground within range. The whirlwind is a 10-foot- pulled 5 feet higher inside it, unless the creature is at
radius, 30-foot-high cylinder centered on that point. the top. A restrained creature moves with the whirlwind
Until the spell ends, you can use your action to move and falls when the spell ends, unless the creature has
the whirlwind up to 30 feet in any direction along the some means to stay aloft.
ground. The whirlwind sucks up any Medium or smaller A restrained creature can use an action to make a
objects that aren’t secured to anything and that aren’t Strength or Dexterity check against your spell save DC.
worn or carried by anyone. If successful, the creature is no longer restrained by the
A creature must make a Dexterity saving throw whirlwind and is hurled 3d6 × 10 feet away from it in a
the first time on a turn that it enters the whirlwind or random direction.
Chapter 2 | Spells
24
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