jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Geas spell in D&D 5e.
Answer: Geas is a 5th level Enchantment spell. Casting time: 1 minute. Range: 60 feet. Duration: 30 days. Components: V. No concentration required.  Available to: Bard, Cleric, Druid, Paladin, Wizard. You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
Question: Describe the Gentle Repose spell in D&D 5e.
Answer: Gentle Repose is a 2nd level Necromancy spell. Casting time: 1 action. Range: Touch. Duration: 10 days. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Cleric, Wizard. Subclasses: Lore. You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Question: Describe the Giant Insect spell in D&D 5e.
Answer: Giant Insect is a 4th level Transmutation spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 10 minutes. Components: V, S. Requires concentration.  Available to: Druid. You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Question: Describe the Glibness spell in D&D 5e.
Answer: Glibness is a 8th level Transmutation spell. Casting time: 1 action. Range: Self. Duration: 1 hour. Components: V. No concentration required.  Available to: Bard, Warlock. Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Question: Describe the Globe of Invulnerability spell in D&D 5e.
Answer: Globe of Invulnerability is a 6th level Abjuration spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Wizard. An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
Question: Describe the Glyph of Warding spell in D&D 5e.
Answer: Glyph of Warding is a 3rd level Abjuration spell. Casting time: 1 hour. Range: Touch. Duration: Until dispelled. Components: V, S, M. No concentration required.  Available to: Bard, Cleric, Wizard. Subclasses: Lore. When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. ***Explosive Runes.*** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. ***Spell Glyph.*** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
Question: Describe the Goodberry spell in D&D 5e.
Answer: Goodberry is a 1st level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Druid, Ranger. Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for a day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Question: Describe the Grease spell in D&D 5e.
Answer: Grease is a 1st level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: 1 minute. Components: V, S, M. No concentration required.  Available to: Wizard. Subclasses: Lore. Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.
Question: Describe the Greater Invisibility spell in D&D 5e.
Answer: Greater Invisibility is a 4th level Illusion spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Bard, Sorcerer, Wizard. Subclasses: Land. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Question: Describe the Greater Restoration spell in D&D 5e.
Answer: Greater Restoration is a 5th level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Bard, Cleric, Druid. You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: - One effect that charmed or petrified the target - One curse, including the target's attunement to a cursed magic item - Any reduction to one of the target's ability scores - One effect reducing the target's hit point maximum
Question: Describe the Guardian of Faith spell in D&D 5e.
Answer: Guardian of Faith is a 4th level Conjuration spell. Casting time: 1 action. Range: 30 feet. Duration: 8 hours. Components: V. No concentration required.  Available to: Cleric. A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Question: Describe the Guards and Wards spell in D&D 5e.
Answer: Guards and Wards is a 6th level Abjuration spell. Casting time: 10 minutes. Range: Touch. Duration: 24 hours. Components: V, S, M. No concentration required.  Available to: Bard, Wizard. You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. ***Corridors.*** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. ***Doors.*** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. ***Stairs.*** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. ***Other Spell Effect.*** You can place your choice of one of the following magical effects within the warded area of the stronghold. - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. - Place magic mouth in two locations. - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. - Place a constant gust of wind in one corridor or room. - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Question: Describe the Guidance spell in D&D 5e.
Answer: Guidance is a Cantrip Divination spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Cleric, Druid. Subclasses: Lore. You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Question: Describe the Guiding Bolt spell in D&D 5e.
Answer: Guiding Bolt is a 1st level Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: 1 round. Components: V, S. No concentration required.  Available to: Cleric. Subclasses: Lore. A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Question: Describe the Gust of Wind spell in D&D 5e.
Answer: Gust of Wind is a 2nd level Evocation spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Druid, Sorcerer, Wizard. Subclasses: Lore. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Question: Describe the Hallow spell in D&D 5e.
Answer: Hallow is a 5th level Evocation spell. Casting time: 24 hours. Range: Touch. Duration: Until dispelled. Components: V, S, M. No concentration required.  Available to: Cleric. Subclasses: Fiend. You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. ***Courage.*** Affected creatures can't be frightened while in the area. ***Darkness.*** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. ***Daylight.*** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. ***Energy Protection.*** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. ***Energy Vulnerability.*** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. ***Everlasting Rest.*** Dead bodies interred in the area can't be turned into undead. ***Extradimensional Interference.*** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. ***Fear.*** Affected creatures are frightened while in the area. ***Silence.*** No sound can emanate from within the area, and no sound can reach into it. ***Tongues.*** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Question: Describe the Hallucinatory Terrain spell in D&D 5e.
Answer: Hallucinatory Terrain is a 4th level Illusion spell. Casting time: 10 minutes. Range: 300 feet. Duration: 24 hours. Components: V, S, M. No concentration required.  Available to: Bard, Druid, Warlock, Wizard. Subclasses: Land. You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Question: Describe the Harm spell in D&D 5e.
Answer: Harm is a 6th level Necromancy spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric. You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Question: Describe the Haste spell in D&D 5e.
Answer: Haste is a 3rd level Transmutation spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Wizard. Subclasses: Lore, Land. Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Question: Describe the Heal spell in D&D 5e.
Answer: Heal is a 6th level Evocation spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric, Druid. Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
Question: Describe the Healing Word spell in D&D 5e.
Answer: Healing Word is a 1st level Evocation spell. Casting time: 1 bonus action. Range: 60 feet. Duration: Instantaneous. Components: V. No concentration required.  Available to: Bard, Cleric, Druid. Subclasses: Lore. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Question: Describe the Heat Metal spell in D&D 5e.
Answer: Heat Metal is a 2nd level Transmutation spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Druid. Subclasses: Lore. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Question: Describe the Hellish Rebuke spell in D&D 5e.
Answer: Hellish Rebuke is a 1st level Evocation spell. Casting time: 1 reaction. Range: 60 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Warlock. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Heroes' Feast spell in D&D 5e.
Answer: Heroes' Feast is a 6th level Conjuration spell. Casting time: 10 minutes. Range: 30 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Cleric, Druid. You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Question: Describe the Heroism spell in D&D 5e.
Answer: Heroism is a 1st level Enchantment spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Bard, Paladin. Subclasses: Lore. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.