jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Sunbeam spell in D&D 5e.
Answer: Sunbeam is a 6th 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. A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Question: Describe the Sunburst spell in D&D 5e.
Answer: Sunburst is a 8th level Evocation spell. Casting time: 1 action. Range: 150 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Druid, Sorcerer, Wizard. Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.
Question: Describe the Telekinesis spell in D&D 5e.
Answer: Telekinesis is a 5th level Transmutation spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 10 minutes. Components: V, S. Requires concentration.  Available to: Sorcerer, Wizard. You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. ***Creature.*** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. ***Object.*** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Question: Describe the Telepathic Bond spell in D&D 5e.
Answer: Telepathic Bond is a 5th level Divination spell. Casting time: 1 action. Range: 30 feet. Duration: 1 hour. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Wizard. You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
Question: Describe the Teleportation Circle spell in D&D 5e.
Answer: Teleportation Circle is a 5th level Conjuration spell. Casting time: 1 minute. Range: 10 feet. Duration: 1 round. Components: V, M. No concentration required.  Available to: Bard, Sorcerer, Wizard. As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Question: Describe the Thaumaturgy spell in D&D 5e.
Answer: Thaumaturgy is a Cantrip Transmutation spell. Casting time: 1 action. Range: 30 feet. Duration: 1 minute. Components: V. No concentration required.  Available to: Cleric. Subclasses: Lore. You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. - Your voice booms up to three times as loud as normal for 1 minute. - You cause flames to flicker, brighten, dim, or change color for 1 minute. - You cause harmless tremors in the ground for 1 minute. - You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. - You instantaneously cause an unlocked door or window to fly open or slam shut. - You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Question: Describe the Thunderwave spell in D&D 5e.
Answer: Thunderwave is a 1st level Evocation spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Bard, Druid, Sorcerer, Wizard. Subclasses: Lore. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Question: Describe the Time Stop spell in D&D 5e.
Answer: Time Stop is a 9th level Transmutation spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V. No concentration required.  Available to: Sorcerer, Wizard. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Question: Describe the Tiny Hut spell in D&D 5e.
Answer: Tiny Hut is a 3rd level Evocation spell. Casting time: 1 minute. Range: Self. Duration: 8 hours. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Bard, Wizard. Subclasses: Lore. A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Question: Describe the Tongues spell in D&D 5e.
Answer: Tongues is a 3rd level Divination spell. Casting time: 1 action. Range: Touch. Duration: 1 hour. Components: V, M. No concentration required.  Available to: Bard, Cleric, Sorcerer, Warlock, Wizard. Subclasses: Lore. This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Question: Describe the Transport via Plants spell in D&D 5e.
Answer: Transport via Plants is a 6th level Conjuration spell. Casting time: 1 action. Range: 10 feet. Duration: 1 round. Components: V, S. No concentration required.  Available to: Druid. This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Question: Describe the Tree Stride spell in D&D 5e.
Answer: Tree Stride is a 5th level Conjuration spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Druid, Ranger. Subclasses: Land. You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Question: Describe the True Polymorph spell in D&D 5e.
Answer: True Polymorph is a 9th level Transmutation spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Bard, Warlock, Wizard. Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Shapechangers aren't affected by this spell. An unwilling creature can make a wisdom saving throw, and if it succeeds, it isn't affected by this spell. ***Creature into Creature.*** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. ***Object into Creature.*** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. ***Creature into Object.*** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Question: Describe the True Resurrection spell in D&D 5e.
Answer: True Resurrection is a 9th level Necromancy spell. Casting time: 1 hour. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Cleric, Druid. You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Question: Describe the True Seeing spell in D&D 5e.
Answer: True Seeing is a 6th level Divination spell. Casting time: 1 action. Range: Touch. Duration: 1 hour. Components: V, S, M. No concentration required.  Available to: Bard, Cleric, Sorcerer, Warlock, Wizard. This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Question: Describe the True Strike spell in D&D 5e.
Answer: True Strike is a Cantrip Divination spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 round. Components: S. Requires concentration.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Question: Describe the Unseen Servant spell in D&D 5e.
Answer: Unseen Servant is a 1st level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: 1 hour. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Bard, Warlock, Wizard. Subclasses: Lore. This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Question: Describe the Vampiric Touch spell in D&D 5e.
Answer: Vampiric Touch is a 3rd level Necromancy spell. Casting time: 1 action. Range: Self. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Warlock, Wizard. Subclasses: Lore. The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
Question: Describe the Vicious Mockery spell in D&D 5e.
Answer: Vicious Mockery is a Cantrip Enchantment spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V. No concentration required.  Available to: Bard. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Question: Describe the Wall of Fire spell in D&D 5e.
Answer: Wall of Fire is a 4th level Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Druid, Sorcerer, Wizard. Subclasses: Fiend. You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. The other side of the wall deals no damage.
Question: Describe the Wall of Force spell in D&D 5e.
Answer: Wall of Force is a 5th level Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Wizard. An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Question: Describe the Wall of Ice spell in D&D 5e.
Answer: Wall of Ice is a 6th level Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Wizard. You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.