jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Create Food and Water spell in D&D 5e.
Answer: Create Food and Water is a 3rd level Conjuration spell. Casting time: 1 action. Range: 30 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric, Druid, Paladin. Subclasses: Lore, Land. You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Question: Describe the Create or Destroy Water spell in D&D 5e.
Answer: Create or Destroy Water is a 1st level Transmutation spell. Casting time: 1 action. Range: 30 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Cleric, Druid. Subclasses: Lore. You either create or destroy water. ***Create Water.*** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range. ***Destroy Water.*** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
Question: Describe the Create Undead spell in D&D 5e.
Answer: Create Undead is a 6th level Necromancy spell. Casting time: 1 minute. Range: 10 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Cleric, Warlock, Wizard. You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
Question: Describe the Creation spell in D&D 5e.
Answer: Creation is a 5th level Illusion spell. Casting time: 1 minute. Range: 30 feet. Duration: Special. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. | Material | Duration | |---|---| | Vegetable matter | 1 day | | Stone or crystal | 12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute | Using any material created by this spell as another spell's material component causes that spell to fail.
Question: Describe the Cure Wounds spell in D&D 5e.
Answer: Cure Wounds is a 1st level Evocation spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Bard, Cleric, Druid, Paladin, Ranger. Subclasses: Lore, Life. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Question: Describe the Dancing Lights spell in D&D 5e.
Answer: Dancing Lights is a Cantrip Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore. You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Question: Describe the Darkness spell in D&D 5e.
Answer: Darkness is a 2nd level Evocation spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 10 minutes. Components: V, M. Requires concentration.  Available to: Sorcerer, Warlock, Wizard. Subclasses: Lore, Land. Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Question: Describe the Darkvision spell in D&D 5e.
Answer: Darkvision is a 2nd level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: 8 hours. Components: V, S, M. No concentration required.  Available to: Druid, Ranger, Sorcerer, Wizard. Subclasses: Lore. You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Question: Describe the Daylight spell in D&D 5e.
Answer: Daylight is a 3rd level Evocation spell. Casting time: 1 action. Range: 60 feet. Duration: 1 hour. Components: V, S. No concentration required.  Available to: Cleric, Druid, Paladin, Ranger, Sorcerer. Subclasses: Lore, Land. A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Question: Describe the Death Ward spell in D&D 5e.
Answer: Death Ward is a 4th level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: 8 hours. Components: V, S. No concentration required.  Available to: Cleric, Paladin. Subclasses: Life. You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Question: Describe the Delayed Blast Fireball spell in D&D 5e.
Answer: Delayed Blast Fireball is a 7th level Evocation spell. Casting time: 1 action. Range: 150 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Wizard. A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
Question: Describe the Demiplane spell in D&D 5e.
Answer: Demiplane is a 8th level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: 1 hour. Components: S. No concentration required.  Available to: Warlock, Wizard. You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Question: Describe the Detect Evil and Good spell in D&D 5e.
Answer: Detect Evil and Good is a 1st level Divination spell. Casting time: 1 action. Range: Self. Duration: Up to 10 minutes. Components: V, S. Requires concentration.  Available to: Cleric, Paladin. Subclasses: Lore. For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Question: Describe the Detect Magic spell in D&D 5e.
Answer: Detect Magic is a 1st level Divination spell. Casting time: 1 action. Range: Self. Duration: Up to 10 minutes. Components: V, S. Requires concentration. Can be cast as a ritual Available to: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard. Subclasses: Lore. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Question: Describe the Detect Poison and Disease spell in D&D 5e.
Answer: Detect Poison and Disease is a 1st level Divination spell. Casting time: 1 action. Range: Self. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration. Can be cast as a ritual Available to: Cleric, Druid, Paladin, Ranger. Subclasses: Lore. For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Question: Describe the Detect Thoughts spell in D&D 5e.
Answer: Detect Thoughts is a 2nd level Divination spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Question: Describe the Dimension Door spell in D&D 5e.
Answer: Dimension Door is a 4th level Conjuration spell. Casting time: 1 action. Range: 500 feet. Duration: Instantaneous. Components: V. No concentration required.  Available to: Bard, Sorcerer, Warlock, Wizard. You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Question: Describe the Disguise Self spell in D&D 5e.
Answer: Disguise Self is a 1st level Illusion spell. Casting time: 1 action. Range: Self. Duration: 1 hour. Components: V, S. No concentration required.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore. You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Question: Describe the Disintegrate spell in D&D 5e.
Answer: Disintegrate is a 6th level Transmutation spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
Question: Describe the Dispel Evil and Good spell in D&D 5e.
Answer: Dispel Evil and Good is a 5th level Abjuration spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Cleric, Paladin. Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. ***Break Enchantment.*** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. ***Dismissal.*** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Question: Describe the Dispel Magic spell in D&D 5e.
Answer: Dispel Magic is a 3rd level Abjuration spell. Casting time: 1 action. Range: 120 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard. Subclasses: Lore, Devotion. Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Question: Describe the Divination spell in D&D 5e.
Answer: Divination is a 4th level Divination spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Druid. Subclasses: Land. Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. 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 finishing 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 Divine Favor spell in D&D 5e.
Answer: Divine Favor is a 1st level Evocation spell. Casting time: 1 bonus action. Range: Self. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Paladin. Subclasses: Lore. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Question: Describe the Divine Word spell in D&D 5e.
Answer: Divine Word is a 7th level Evocation spell. Casting time: 1 bonus action. Range: 30 feet. Duration: Instantaneous. Components: V. No concentration required.  Available to: Cleric. You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - 50 hit points or fewer: deafened for 1 minute - 40 hit points or fewer: deafened and blinded for 10 minutes - 30 hit points or fewer: blinded, deafened, and stunned for 1 hour - 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Question: Describe the Dominate Beast spell in D&D 5e.
Answer: Dominate Beast is a 4th level Enchantment spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Druid, Sorcerer. You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.