jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Pact of the Chain feature in D&D 5e.
Answer: Pact of the Chain (Level 3) for Warlock. You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.
Question: Describe the Pact of the Tome feature in D&D 5e.
Answer: Pact of the Tome (Level 3) for Warlock. Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Paladin. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 8) for Paladin. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 12) for Paladin. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 16) for Paladin. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 19) for Paladin. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Extra Attack feature in D&D 5e.
Answer: Extra Attack (Level 5) for Paladin. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Question: Describe the Fighting Style feature in D&D 5e.
Answer: Fighting Style (Level 2) for Paladin. At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Question: Describe the Patient Defense feature in D&D 5e.
Answer: Patient Defense (Level 2) for Monk. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Question: Describe the Peerless Skill feature in D&D 5e.
Answer: Peerless Skill (Lore subclass) (Level 14) for Bard. Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
Question: Describe the Perfect Self feature in D&D 5e.
Answer: Perfect Self (Level 20) for Monk. At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Question: Describe the Persistent Rage feature in D&D 5e.
Answer: Persistent Rage (Level 15) for Barbarian. Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Question: Describe the Potent Cantrip feature in D&D 5e.
Answer: Potent Cantrip (Evocation subclass) (Level 6) for Wizard. Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Question: Describe the Primal Champion feature in D&D 5e.
Answer: Primal Champion (Level 20) for Barbarian. At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Question: Describe the Primal Path feature in D&D 5e.
Answer: Primal Path (Level 3) for Barbarian. At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Question: Describe the Path feature feature in D&D 5e.
Answer: Path feature (Level 6) for Barbarian. At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Question: Describe the Path feature feature in D&D 5e.
Answer: Path feature (Level 10) for Barbarian. At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Question: Describe the Path feature feature in D&D 5e.
Answer: Path feature (Level 14) for Barbarian. At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Question: Describe the Primeval Awareness feature in D&D 5e.
Answer: Primeval Awareness (Level 3) for Ranger. Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Question: Describe the Purity of Body feature in D&D 5e.
Answer: Purity of Body (Level 10) for Monk. At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Question: Describe the Purity of Spirit feature in D&D 5e.
Answer: Purity of Spirit (Devotion subclass) (Level 15) for Paladin. Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Question: Describe the Quivering Palm feature in D&D 5e.
Answer: Quivering Palm (Open Hand subclass) (Level 17) for Monk. At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Question: Describe the Rage feature in D&D 5e.
Answer: Rage (Level 1) for Barbarian. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action. Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Ranger. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 8) for Ranger. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 12) for Ranger. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 16) for Ranger. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 19) for Ranger. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ranger Archetype feature in D&D 5e.
Answer: Ranger Archetype (Level 3) for Ranger. At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Question: Describe the Ranger Archetype feature feature in D&D 5e.
Answer: Ranger Archetype feature (Level 7) for Ranger. At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Question: Describe the Ranger Archetype feature feature in D&D 5e.
Answer: Ranger Archetype feature (Level 11) for Ranger. At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Question: Describe the Ranger Archetype feature feature in D&D 5e.
Answer: Ranger Archetype feature (Level 15) for Ranger. At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Question: Describe the Extra Attack feature in D&D 5e.
Answer: Extra Attack (Level 5) for Ranger. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Question: Describe the Fighting Style feature in D&D 5e.
Answer: Fighting Style (Level 2) for Ranger. At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Question: Describe the Fighting Style: Archery feature in D&D 5e.
Answer: Fighting Style: Archery (Level 2) for Ranger. You gain a +2 bonus to attack rolls you make with ranged weapons.
Question: Describe the Fighting Style: Defense feature in D&D 5e.
Answer: Fighting Style: Defense (Level 2) for Ranger. While you are wearing armor, you gain a +1 bonus to AC.
Question: Describe the Fighting Style: Dueling feature in D&D 5e.
Answer: Fighting Style: Dueling (Level 2) for Ranger. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Question: Describe the Fighting Style: Two-Weapon Fighting feature in D&D 5e.
Answer: Fighting Style: Two-Weapon Fighting (Level 2) for Ranger. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Question: Describe the Land's Stride feature in D&D 5e.
Answer: Land's Stride (Level 8) for Ranger. Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Question: Describe the Reckless Attack feature in D&D 5e.
Answer: Reckless Attack (Level 2) for Barbarian. Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Question: Describe the Relentless Rage feature in D&D 5e.
Answer: Relentless Rage (Level 11) for Barbarian. Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Question: Describe the Reliable Talent feature in D&D 5e.
Answer: Reliable Talent (Level 11) for Rogue. By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Question: Describe the Remarkable Athlete feature in D&D 5e.
Answer: Remarkable Athlete (Champion subclass) (Level 7) for Fighter. Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Question: Describe the Retaliation feature in D&D 5e.
Answer: Retaliation (Berserker subclass) (Level 14) for Barbarian. Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon Attack against that creature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Rogue. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 8) for Rogue. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 10) for Rogue. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 12) for Rogue. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 16) for Rogue. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 19) for Rogue. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Evasion feature in D&D 5e.
Answer: Evasion (Level 7) for Rogue. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Question: Describe the Expertise feature in D&D 5e.
Answer: Expertise (Level 1) for Rogue. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit
Question: Describe the Expertise feature in D&D 5e.
Answer: Expertise (Level 6) for Rogue. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit
Question: Describe the Roguish Archetype feature in D&D 5e.
Answer: Roguish Archetype (Level 3) for Rogue. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Additional archetypes are available in the original source material. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Question: Describe the Roguish Archetype feature feature in D&D 5e.
Answer: Roguish Archetype feature (Level 9) for Rogue. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Additional archetypes are available in the original source material. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Question: Describe the Roguish Archetype feature feature in D&D 5e.
Answer: Roguish Archetype feature (Level 13) for Rogue. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Additional archetypes are available in the original source material. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Question: Describe the Roguish Archetype feature feature in D&D 5e.
Answer: Roguish Archetype feature (Level 17) for Rogue. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Additional archetypes are available in the original source material. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Question: Describe the Sacred Oath feature in D&D 5e.
Answer: Sacred Oath (Level 3) for Paladin. When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Question: Describe the Sacred Oath feature feature in D&D 5e.
Answer: Sacred Oath feature (Level 7) for Paladin. When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Question: Describe the Sacred Oath feature feature in D&D 5e.
Answer: Sacred Oath feature (Level 15) for Paladin. When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.