jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Lyre proficiency in D&D 5e.
Answer: Lyre is a musical instruments proficiency. It is available to any class and any race.
Question: Describe the Maces proficiency in D&D 5e.
Answer: Maces is a weapons proficiency. It is available to Druid and any race.
Question: Describe the Martial Weapons proficiency in D&D 5e.
Answer: Martial Weapons is a weapons proficiency. It is available to Barbarian, Fighter, Paladin, Ranger and any race.
Question: Describe the Mason's Tools proficiency in D&D 5e.
Answer: Mason's Tools is a artisan's tools proficiency. It is available to any class and any race.
Question: Describe the Mauls proficiency in D&D 5e.
Answer: Mauls is a weapons proficiency. It is available to any class and any race.
Question: Describe the Medium Armor proficiency in D&D 5e.
Answer: Medium Armor is a armor proficiency. It is available to Barbarian, Cleric, Druid, Ranger and any race.
Question: Describe the Morningstars proficiency in D&D 5e.
Answer: Morningstars is a weapons proficiency. It is available to any class and any race.
Question: Describe the Navigator's Tools proficiency in D&D 5e.
Answer: Navigator's Tools is a other proficiency. It is available to any class and any race.
Question: Describe the Nets proficiency in D&D 5e.
Answer: Nets is a weapons proficiency. It is available to any class and any race.
Question: Describe the Padded Armor proficiency in D&D 5e.
Answer: Padded Armor is a armor proficiency. It is available to any class and any race.
Question: Describe the Painter's Supplies proficiency in D&D 5e.
Answer: Painter's Supplies is a artisan's tools proficiency. It is available to any class and any race.
Question: Describe the Pan flute proficiency in D&D 5e.
Answer: Pan flute is a musical instruments proficiency. It is available to any class and any race.
Question: Describe the Pikes proficiency in D&D 5e.
Answer: Pikes is a weapons proficiency. It is available to any class and any race.
Question: Describe the Plate Armor proficiency in D&D 5e.
Answer: Plate Armor is a armor proficiency. It is available to any class and any race.
Question: Describe the Playing Card Set proficiency in D&D 5e.
Answer: Playing Card Set is a gaming sets proficiency. It is available to any class and any race.
Question: Describe the Poisoner's Kit proficiency in D&D 5e.
Answer: Poisoner's Kit is a other proficiency. It is available to any class and any race.
Question: Describe the Potter's Tools proficiency in D&D 5e.
Answer: Potter's Tools is a artisan's tools proficiency. It is available to any class and any race.
Question: Describe the Quarterstaffs proficiency in D&D 5e.
Answer: Quarterstaffs is a weapons proficiency. It is available to Druid, Sorcerer, Wizard and any race.
Question: Describe the Rapiers proficiency in D&D 5e.
Answer: Rapiers is a weapons proficiency. It is available to Bard, Rogue and any race.
Question: Describe the Ring Mail proficiency in D&D 5e.
Answer: Ring Mail is a armor proficiency. It is available to any class and any race.
Question: Describe the Saving Throw: CHA proficiency in D&D 5e.
Answer: Saving Throw: CHA is a saving throws proficiency. It is available to Bard, Cleric, Paladin, Sorcerer, Warlock and any race.
Question: Describe the Saving Throw: CON proficiency in D&D 5e.
Answer: Saving Throw: CON is a saving throws proficiency. It is available to Barbarian, Fighter, Sorcerer and any race.
Question: Describe the Saving Throw: DEX proficiency in D&D 5e.
Answer: Saving Throw: DEX is a saving throws proficiency. It is available to Bard, Monk, Ranger, Rogue and any race.
Question: Describe the Saving Throw: INT proficiency in D&D 5e.
Answer: Saving Throw: INT is a saving throws proficiency. It is available to Druid, Rogue, Wizard and any race.
Question: Describe the Saving Throw: STR proficiency in D&D 5e.
Answer: Saving Throw: STR is a saving throws proficiency. It is available to Barbarian, Fighter, Monk, Ranger and any race.
Question: Describe the Saving Throw: WIS proficiency in D&D 5e.
Answer: Saving Throw: WIS is a saving throws proficiency. It is available to Cleric, Druid, Paladin, Warlock, Wizard and any race.
Question: Describe the Scale Mail proficiency in D&D 5e.
Answer: Scale Mail is a armor proficiency. It is available to any class and any race.
Question: Describe the Scimitars proficiency in D&D 5e.
Answer: Scimitars is a weapons proficiency. It is available to Druid and any race.
Question: Describe the Shawm proficiency in D&D 5e.
Answer: Shawm is a musical instruments proficiency. It is available to any class and any race.
Question: Describe the Shields proficiency in D&D 5e.
Answer: Shields is a armor proficiency. It is available to Barbarian, Cleric, Druid, Fighter, Paladin, Ranger and any race.
Question: Describe the Shortbows proficiency in D&D 5e.
Answer: Shortbows is a weapons proficiency. It is available to any class and High Elf.
Question: Describe the Shortswords proficiency in D&D 5e.
Answer: Shortswords is a weapons proficiency. It is available to Bard, Monk, Rogue and High Elf.
Question: Describe the Sickles proficiency in D&D 5e.
Answer: Sickles is a weapons proficiency. It is available to Druid and any race.
Question: Describe the Simple Weapons proficiency in D&D 5e.
Answer: Simple Weapons is a weapons proficiency. It is available to Barbarian, Bard, Cleric, Fighter, Monk, Paladin, Ranger, Rogue, Warlock and any race.
Question: Describe the Skill: Acrobatics proficiency in D&D 5e.
Answer: Skill: Acrobatics is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Animal Handling proficiency in D&D 5e.
Answer: Skill: Animal Handling is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Arcana proficiency in D&D 5e.
Answer: Skill: Arcana is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Athletics proficiency in D&D 5e.
Answer: Skill: Athletics is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Deception proficiency in D&D 5e.
Answer: Skill: Deception is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: History proficiency in D&D 5e.
Answer: Skill: History is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Insight proficiency in D&D 5e.
Answer: Skill: Insight is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Intimidation proficiency in D&D 5e.
Answer: Skill: Intimidation is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Investigation proficiency in D&D 5e.
Answer: Skill: Investigation is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Medicine proficiency in D&D 5e.
Answer: Skill: Medicine is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Nature proficiency in D&D 5e.
Answer: Skill: Nature is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Perception proficiency in D&D 5e.
Answer: Skill: Perception is a skills proficiency. It is available to any class and Elf.
Question: Describe the Skill: Performance proficiency in D&D 5e.
Answer: Skill: Performance is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Persuasion proficiency in D&D 5e.
Answer: Skill: Persuasion is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Religion proficiency in D&D 5e.
Answer: Skill: Religion is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Sleight of Hand proficiency in D&D 5e.
Answer: Skill: Sleight of Hand is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Stealth proficiency in D&D 5e.
Answer: Skill: Stealth is a skills proficiency. It is available to any class and any race.
Question: Describe the Skill: Survival proficiency in D&D 5e.
Answer: Skill: Survival is a skills proficiency. It is available to any class and any race.
Question: Describe the Slings proficiency in D&D 5e.
Answer: Slings is a weapons proficiency. It is available to Druid, Sorcerer, Wizard and any race.
Question: Describe the Smith's Tools proficiency in D&D 5e.
Answer: Smith's Tools is a artisan's tools proficiency. It is available to any class and any race.
Question: Describe the Spears proficiency in D&D 5e.
Answer: Spears is a weapons proficiency. It is available to Druid and any race.
Question: Describe the Splint Armor proficiency in D&D 5e.
Answer: Splint Armor is a armor proficiency. It is available to any class and any race.
Question: Describe the Studded Leather Armor proficiency in D&D 5e.
Answer: Studded Leather Armor is a armor proficiency. It is available to any class and any race.
Question: Describe the Thieves' Tools proficiency in D&D 5e.
Answer: Thieves' Tools is a other proficiency. It is available to Rogue and any race.
Question: Describe the Tinker's Tools proficiency in D&D 5e.
Answer: Tinker's Tools is a artisan's tools proficiency. It is available to any class and any race.
Question: Describe the Tridents proficiency in D&D 5e.
Answer: Tridents is a weapons proficiency. It is available to any class and any race.
Question: Describe the Viol proficiency in D&D 5e.
Answer: Viol is a musical instruments proficiency. It is available to any class and any race.
Question: Describe the War picks proficiency in D&D 5e.
Answer: War picks is a weapons proficiency. It is available to any class and any race.
Question: Describe the Warhammers proficiency in D&D 5e.
Answer: Warhammers is a weapons proficiency. It is available to any class and Dwarf.
Question: Describe the Water Vehicles proficiency in D&D 5e.
Answer: Water Vehicles is a vehicles proficiency. It is available to any class and any race.
Question: Describe the Weaver's Tools proficiency in D&D 5e.
Answer: Weaver's Tools is a artisan's tools proficiency. It is available to any class and any race.
Question: Describe the Whips proficiency in D&D 5e.
Answer: Whips is a weapons proficiency. It is available to any class and any race.
Question: Describe the Woodcarver's Tools proficiency in D&D 5e.
Answer: Woodcarver's Tools is a artisan's tools proficiency. It is available to any class and any race.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Dragonborns are Medium humanoids with a speed of 30 feet. They have ability bonuses of +2 STR, +1 CHA. They young dragonborn grow quickly. they walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. they live to be around 80. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. They speak Common, Draconic. Traits include: Draconic Ancestry, Breath Weapon, Damage Resistance.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Dwarfs are Medium humanoids with a speed of 25 feet. They have ability bonuses of +2 CON. They dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. on average, they live about 350 years. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. They speak Common, Dwarvish. Traits include: Darkvision, Dwarven Resilience, Stonecunning, Dwarven Combat Training, Tool Proficiency. Subraces include: Hill Dwarf.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Elfs are Medium humanoids with a speed of 30 feet. They have ability bonuses of +2 DEX. They although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. an elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. They speak Common, Elvish. Traits include: Darkvision, Fey Ancestry, Trance, Keen Senses. Subraces include: High Elf.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Gnomes are Small humanoids with a speed of 25 feet. They have ability bonuses of +2 INT. They gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. they can live 350 to almost 500 years. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. They speak Common, Gnomish. Traits include: Darkvision, Gnome Cunning. Subraces include: Rock Gnome.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Half-Elfs are Medium humanoids with a speed of 30 feet. They have ability bonuses of +2 CHA. They half-elves mature at the same rate humans do and reach adulthood around the age of 20. they live much longer than humans, however, often exceeding 180 years. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They speak Common, Elvish. Traits include: Darkvision, Fey Ancestry, Skill Versatility.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Half-Orcs are Medium humanoids with a speed of 30 feet. They have ability bonuses of +2 STR, +1 CON. They half-orcs mature a little faster than humans, reaching adulthood around age 14. they age noticeably faster and rarely live longer than 75 years. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. They speak Common, Orc. Traits include: Darkvision, Savage Attacks, Relentless Endurance, Menacing.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Halflings are Small humanoids with a speed of 25 feet. They have ability bonuses of +2 DEX. They a halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. They speak Common, Halfling. Traits include: Brave, Halfling Nimbleness, Lucky. Subraces include: Lightfoot Halfling.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Humans are Medium humanoids with a speed of 30 feet. They have ability bonuses of +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. They humans reach adulthood in their late teens and live less than a century. Humans tend toward no particular alignment. The best and the worst are found among them. They speak Common.
Question: Summarize the D&D 5e race traits, abilities, and details.
Answer: Tieflings are Medium humanoids with a speed of 30 feet. They have ability bonuses of +1 INT, +2 CHA. They tieflings mature at the same rate as humans but live a few years longer. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. They speak Common, Infernal. Traits include: Darkvision, Hellish Resistance, Infernal Legacy.
Question: Describe the Ability Scores and Modifiers rule in D&D 5e.
Answer: Ability Scores and Modifiers: | Score | Modifier | |-------|----------| | 1 | -5 | | 2-3 | -4 | | 4-5 | -3 | | 6-7 | -2 | | 8-9 | -1 | | 10-11 | +0 | | 12-13 | +1 | | 14-15 | +2 | | 16-17 | +3 | | 18-19 | +4 | | 20-21 | +5 | | 22-23 | +6 | | 24-25 | +7 | | 26-27 | +8 | | 28-29 | +9 | | 30 | +10 | To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
Question: Describe the Activating an Item rule in D&D 5e.
Answer: Activating an Item: Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation. If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item. ### Command Word A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell. ### Consumables Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic. ### Spells Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability--perhaps you're a rogue with the Use Magic Device feature--your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. ### Charges Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.
Question: Describe the Advantage and Disadvantage rule in D&D 5e.
Answer: Advantage and Disadvantage: Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
Question: Describe the Attunement rule in D&D 5e.
Answer: Attunement: Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time. A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.