jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Favored Enemy (1 type) feature in D&D 5e.
Answer: Favored Enemy (1 type) (Level 1) for Ranger. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Question: Describe the Favored Enemy (2 types) feature in D&D 5e.
Answer: Favored Enemy (2 types) (Level 6) for Ranger. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Question: Describe the Favored Enemy (3 enemies) feature in D&D 5e.
Answer: Favored Enemy (3 enemies) (Level 14) for Ranger. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Question: Describe the Feral Instinct feature in D&D 5e.
Answer: Feral Instinct (Level 7) for Barbarian. By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Question: Describe the Feral Senses feature in D&D 5e.
Answer: Feral Senses (Level 18) for Ranger. At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Question: Describe the Fiendish Resilience feature in D&D 5e.
Answer: Fiendish Resilience (Fiend subclass) (Level 10) for Warlock. Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Fighter. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 6) for Fighter. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Fighter. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Fighter. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 14) for Fighter. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Fighter. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Fighter. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Fighting Style feature in D&D 5e.
Answer: Fighting Style (Level 1) for Fighter. 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 1) for Fighter. 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 1) for Fighter. 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 1) for Fighter. 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: Great Weapon Fighting feature in D&D 5e.
Answer: Fighting Style: Great Weapon Fighting (Level 1) for Fighter. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Question: Describe the Fighting Style: Protection feature in D&D 5e.
Answer: Fighting Style: Protection (Level 1) for Fighter. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Question: Describe the Fighting Style: Two-Weapon Fighting feature in D&D 5e.
Answer: Fighting Style: Two-Weapon Fighting (Level 1) for Fighter. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Question: Describe the Fighting Style: Defense feature in D&D 5e.
Answer: Fighting Style: Defense (Level 2) for Paladin. 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 Paladin. 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: Great Weapon Fighting feature in D&D 5e.
Answer: Fighting Style: Great Weapon Fighting (Level 2) for Paladin. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Question: Describe the Fighting Style: Protection feature in D&D 5e.
Answer: Fighting Style: Protection (Level 2) for Paladin. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Question: Describe the Flexible Casting: Converting Spell Slot feature in D&D 5e.
Answer: Flexible Casting: Converting Spell Slot (Level 2) for Sorcerer. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level..
Question: Describe the Flexible Casting: Creating Spell Slots feature in D&D 5e.
Answer: Flexible Casting: Creating Spell Slots (Level 2) for Sorcerer. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.  Any spell slot you create with this feature vanishes when you finish a long rest.
Question: Describe the Flurry of Blows feature in D&D 5e.
Answer: Flurry of Blows (Level 2) for Monk. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Question: Describe the Foe Slayer feature in D&D 5e.
Answer: Foe Slayer (Level 20) for Ranger. At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Question: Describe the Font of Inspiration feature in D&D 5e.
Answer: Font of Inspiration (Level 5) for Bard. Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Question: Describe the Font of Magic feature in D&D 5e.
Answer: Font of Magic (Level 2) for Sorcerer. At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Question: Describe the Frenzy feature in D&D 5e.
Answer: Frenzy (Berserker subclass) (Level 3) for Barbarian. Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
Question: Describe the Hide in Plain Sight feature in D&D 5e.
Answer: Hide in Plain Sight (Level 10) for Ranger. Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Question: Describe the Holy Nimbus feature in D&D 5e.
Answer: Holy Nimbus (Devotion subclass) (Level 20) for Paladin. At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Question: Describe the Hunter's Prey feature in D&D 5e.
Answer: Hunter's Prey (Hunter subclass) (Level 3) for Ranger. At 3rd level, you gain one of the following features of your choice. Colossus Slayer Giant Killer Horde Breaker
Question: Describe the Hunter's Prey: Colossus Slayer feature in D&D 5e.
Answer: Hunter's Prey: Colossus Slayer (Hunter subclass) (Level 3) for Ranger. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
Question: Describe the Hunter's Prey: Giant Killer feature in D&D 5e.
Answer: Hunter's Prey: Giant Killer (Hunter subclass) (Level 3) for Ranger. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Question: Describe the Hunter's Prey: Horde Breaker feature in D&D 5e.
Answer: Hunter's Prey: Horde Breaker (Hunter subclass) (Level 3) for Ranger. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Question: Describe the Hurl Through Hell feature in D&D 5e.
Answer: Hurl Through Hell (Fiend subclass) (Level 14) for Warlock. Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.
Question: Describe the Improved Critical feature in D&D 5e.
Answer: Improved Critical (Champion subclass) (Level 3) for Fighter. Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Question: Describe the Improved Divine Smite feature in D&D 5e.
Answer: Improved Divine Smite (Level 11) for Paladin. By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
Question: Describe the Indomitable (1 use) feature in D&D 5e.
Answer: Indomitable (1 use) (Level 9) for Fighter. Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Question: Describe the Indomitable (2 uses) feature in D&D 5e.
Answer: Indomitable (2 uses) (Level 13) for Fighter. Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Question: Describe the Indomitable (3 uses) feature in D&D 5e.
Answer: Indomitable (3 uses) (Level 17) for Fighter. Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Question: Describe the Indomitable Might feature in D&D 5e.
Answer: Indomitable Might (Level 18) for Barbarian. Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Question: Describe the Intimidating Presence feature in D&D 5e.
Answer: Intimidating Presence (Berserker subclass) (Level 10) for Barbarian. Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.  If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Question: Describe the Jack of All Trades feature in D&D 5e.
Answer: Jack of All Trades (Level 2) for Bard. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Question: Describe the Ki feature in D&D 5e.
Answer: Ki (Level 2) for Monk. Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of Table: The Monk. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Question: Describe the Ki Empowered Strikes feature in D&D 5e.
Answer: Ki Empowered Strikes (Level 6) for Monk. Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Question: Describe the Lay on Hands feature in D&D 5e.
Answer: Lay on Hands (Level 1) for Paladin. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Question: Describe the Magical Secrets feature in D&D 5e.
Answer: Magical Secrets (Level 10) for Bard. By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.  The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.  You learn two additional spells from any class at 14th level and again at 18th level.
Question: Describe the Magical Secrets feature in D&D 5e.
Answer: Magical Secrets (Level 14) for Bard. By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.  The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.  You learn two additional spells from any class at 14th level and again at 18th level.
Question: Describe the Magical Secrets feature in D&D 5e.
Answer: Magical Secrets (Level 18) for Bard. By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.  The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.  You learn two additional spells from any class at 14th level and again at 18th level.
Question: Describe the Martial Archetype feature in D&D 5e.
Answer: Martial Archetype (Level 3) for Fighter. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Question: Describe the Martial Archetype feature feature in D&D 5e.
Answer: Martial Archetype feature (Level 7) for Fighter. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Question: Describe the Martial Archetype feature feature in D&D 5e.
Answer: Martial Archetype feature (Level 10) for Fighter. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Question: Describe the Martial Archetype feature feature in D&D 5e.
Answer: Martial Archetype feature (Level 15) for Fighter. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.