jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Astral Projection spell in D&D 5e.
Answer: Astral Projection is a 9th level Necromancy spell. Casting time: 1 hour. Range: 10 feet. Duration: Special. Components: V, S, M. No concentration required.  Available to: Cleric, Warlock, Wizard. You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Question: Describe the Augury spell in D&D 5e.
Answer: Augury is a 2nd level Divination spell. Casting time: 1 minute. Range: Self. Duration: Instantaneous. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Cleric. Subclasses: Lore. By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: - Weal, for good results - Woe, for bad results - Weal and woe, for both good and bad results - Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Question: Describe the Awaken spell in D&D 5e.
Answer: Awaken is a 5th level Transmutation spell. Casting time: 8 hours. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Bard, Druid. After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Question: Describe the Bane spell in D&D 5e.
Answer: Bane is a 1st level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Cleric. Subclasses: Lore. Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Question: Describe the Banishment spell in D&D 5e.
Answer: Banishment is a 4th level Abjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Cleric, Paladin, Sorcerer, Warlock, Wizard. You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Question: Describe the Barkskin spell in D&D 5e.
Answer: Barkskin is a 2nd level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Druid, Ranger. Subclasses: Lore, Land. You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Question: Describe the Beacon of Hope spell in D&D 5e.
Answer: Beacon of Hope is a 3rd level Abjuration spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Cleric. Subclasses: Lore, Life, Devotion. This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Question: Describe the Bestow Curse spell in D&D 5e.
Answer: Bestow Curse is a 3rd level Necromancy spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Bard, Cleric, Wizard. Subclasses: Lore. You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. - While cursed, the target has disadvantage on attack rolls against you. - While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. - While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.
Question: Describe the Black Tentacles spell in D&D 5e.
Answer: Black Tentacles is a 4th level Conjuration spell. Casting time: 1 action. Range: 90 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Wizard. Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Question: Describe the Blade Barrier spell in D&D 5e.
Answer: Blade Barrier is a 6th level Evocation spell. Casting time: 1 action. Range: 90 feet. Duration: Up to 10 minutes. Components: V, S. Requires concentration.  Available to: Cleric. You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Question: Describe the Bless spell in D&D 5e.
Answer: Bless is a 1st level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Cleric, Paladin. Subclasses: Lore, Life. You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Question: Describe the Blight spell in D&D 5e.
Answer: Blight is a 4th level Necromancy spell. Casting time: 1 action. Range: 30 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Druid, Sorcerer, Warlock, Wizard. Subclasses: Land. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
Question: Describe the Blindness/Deafness spell in D&D 5e.
Answer: Blindness/Deafness is a 2nd level Necromancy spell. Casting time: 1 action. Range: 30 feet. Duration: 1 minute. Components: V. No concentration required.  Available to: Bard, Cleric, Sorcerer, Wizard. Subclasses: Lore, Fiend. You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.
Question: Describe the Blink spell in D&D 5e.
Answer: Blink is a 3rd level Transmutation spell. Casting time: 1 action. Range: Self. Duration: 1 minute. Components: V, S. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore. Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Question: Describe the Blur spell in D&D 5e.
Answer: Blur is a 2nd level Illusion spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V. Requires concentration.  Available to: Sorcerer, Wizard. Subclasses: Lore, Land. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Question: Describe the Branding Smite spell in D&D 5e.
Answer: Branding Smite is a 2nd level Evocation spell. Casting time: 1 bonus action. Range: Self. Duration: Up to 1 minute. Components: V. Requires concentration.  Available to: Paladin. The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
Question: Describe the Burning Hands spell in D&D 5e.
Answer: Burning Hands is a 1st level Evocation spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore, Fiend. As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Question: Describe the Call Lightning spell in D&D 5e.
Answer: Call Lightning is a 3rd level Conjuration spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S. Requires concentration.  Available to: Druid. Subclasses: Lore, Land. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
Question: Describe the Calm Emotions spell in D&D 5e.
Answer: Calm Emotions is a 2nd level Enchantment spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Bard, Cleric. Subclasses: Lore. You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Question: Describe the Chain Lightning spell in D&D 5e.
Answer: Chain Lightning is a 6th level Evocation spell. Casting time: 1 action. Range: 150 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Question: Describe the Charm Person spell in D&D 5e.
Answer: Charm Person is a 1st level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: 1 hour. Components: V, S. No concentration required.  Available to: Bard, Druid, Sorcerer, Warlock, Wizard. Subclasses: Lore. You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Question: Describe the Chill Touch spell in D&D 5e.
Answer: Chill Touch is a Cantrip Necromancy spell. Casting time: 1 action. Range: 120 feet. Duration: 1 round. Components: V, S. No concentration required.  Available to: Sorcerer, Warlock, Wizard. Subclasses: Lore. You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Question: Describe the Circle of Death spell in D&D 5e.
Answer: Circle of Death is a 6th level Necromancy spell. Casting time: 1 action. Range: 150 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Sorcerer, Warlock, Wizard. A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
Question: Describe the Clairvoyance spell in D&D 5e.
Answer: Clairvoyance is a 3rd level Divination spell. Casting time: 10 minutes. Range: 1 mile. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Bard, Cleric, Sorcerer, Wizard. Subclasses: Lore. You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Question: Describe the Clone spell in D&D 5e.
Answer: Clone is a 8th level Necromancy spell. Casting time: 1 hour. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Wizard. This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Question: Describe the Cloudkill spell in D&D 5e.
Answer: Cloudkill is a 5th level Conjuration spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S. Requires concentration.  Available to: Sorcerer, Wizard. Subclasses: Land. You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Question: Describe the Color Spray spell in D&D 5e.
Answer: Color Spray is a 1st level Illusion spell. Casting time: 1 action. Range: Self. Duration: 1 round. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore. A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.