jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Circle of the Land: Mountain feature in D&D 5e.
Answer: Circle of the Land: Mountain (Land subclass) (Level 2) for Druid. The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
Question: Describe the Circle of the Land: Swamp feature in D&D 5e.
Answer: Circle of the Land: Swamp (Land subclass) (Level 2) for Druid. The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
Question: Describe the Circle Spells feature in D&D 5e.
Answer: Circle Spells (Land subclass) (Level 3) for Druid. Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land--arctic, coast, desert, forest, grassland, mountain, or swamp--and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Question: Describe the Circle Spells feature in D&D 5e.
Answer: Circle Spells (Land subclass) (Level 5) for Druid. Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land--arctic, coast, desert, forest, grassland, mountain, or swamp--and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Question: Describe the Circle Spells feature in D&D 5e.
Answer: Circle Spells (Land subclass) (Level 7) for Druid. Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land--arctic, coast, desert, forest, grassland, mountain, or swamp--and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Question: Describe the Circle Spells feature in D&D 5e.
Answer: Circle Spells (Land subclass) (Level 9) for Druid. Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land--arctic, coast, desert, forest, grassland, mountain, or swamp--and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Question: Describe the Cleansing Touch feature in D&D 5e.
Answer: Cleansing Touch (Level 14) for Paladin. Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Cleric. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 8) for Cleric. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 12) for Cleric. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 16) for Cleric. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 19) for Cleric. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Question: Describe the Countercharm feature in D&D 5e.
Answer: Countercharm (Level 6) for Bard. At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Question: Describe the Cunning Action feature in D&D 5e.
Answer: Cunning Action (Level 2) for Rogue. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Question: Describe the Cutting Words feature in D&D 5e.
Answer: Cutting Words (Lore subclass) (Level 3) for Bard. Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
Question: Describe the Danger Sense feature in D&D 5e.
Answer: Danger Sense (Level 2) for Barbarian. At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Question: Describe the Dark One's Blessing feature in D&D 5e.
Answer: Dark One's Blessing (Fiend subclass) (Level 1) for Warlock. Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Question: Describe the Dark One's Own Luck feature in D&D 5e.
Answer: Dark One's Own Luck (Fiend subclass) (Level 6) for Warlock. Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.
Question: Describe the Defensive Tactics feature in D&D 5e.
Answer: Defensive Tactics (Hunter subclass) (Level 7) for Ranger. At 7th level, you gain one of the following features of your choice. Escape the Horde Multiattack Defense Steel Will
Question: Describe the Defensive Tactics: Escape the Horde feature in D&D 5e.
Answer: Defensive Tactics: Escape the Horde (Hunter subclass) (Level 7) for Ranger. Opportunity attacks against you are made with disadvantage.
Question: Describe the Defensive Tactics: Multiattack Defense feature in D&D 5e.
Answer: Defensive Tactics: Multiattack Defense (Hunter subclass) (Level 7) for Ranger. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Question: Describe the Defensive Tactics: Steel Will feature in D&D 5e.
Answer: Defensive Tactics: Steel Will (Hunter subclass) (Level 7) for Ranger. You have advantage on saving throws against being frightened.
Question: Describe the Deflect Missiles feature in D&D 5e.
Answer: Deflect Missiles (Level 3) for Monk. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Question: Describe the Destroy Undead (CR 1/2 or below) feature in D&D 5e.
Answer: Destroy Undead (CR 1/2 or below) (Level 5) for Cleric. Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.
Question: Describe the Destroy Undead (CR 1 or below) feature in D&D 5e.
Answer: Destroy Undead (CR 1 or below) (Level 8) for Cleric. Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.
Question: Describe the Destroy Undead (CR 2 or below) feature in D&D 5e.
Answer: Destroy Undead (CR 2 or below) (Level 11) for Cleric. Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.
Question: Describe the Destroy Undead (CR 3 or below) feature in D&D 5e.
Answer: Destroy Undead (CR 3 or below) (Level 14) for Cleric. Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.
Question: Describe the Destroy Undead (CR 4 or below) feature in D&D 5e.
Answer: Destroy Undead (CR 4 or below) (Level 17) for Cleric. Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.
Question: Describe the Diamond Soul feature in D&D 5e.
Answer: Diamond Soul (Level 14) for Monk. Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Question: Describe the Disciple of Life feature in D&D 5e.
Answer: Disciple of Life (Life subclass) (Level 1) for Cleric. Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Question: Describe the Divine Domain feature in D&D 5e.
Answer: Divine Domain (Level 1) for Cleric. Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers. Your domain grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Question: Describe the Divine Domain feature feature in D&D 5e.
Answer: Divine Domain feature (Level 2) for Cleric. Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers. Your domain grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Question: Describe the Divine Domain feature feature in D&D 5e.
Answer: Divine Domain feature (Level 6) for Cleric. Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers. Your domain grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Question: Describe the Divine Domain feature feature in D&D 5e.
Answer: Divine Domain feature (Level 8) for Cleric. Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers. Your domain grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Question: Describe the Divine Domain feature feature in D&D 5e.
Answer: Divine Domain feature (Level 17) for Cleric. Choose one domain related to your deity, such as Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Only the Life domain is detailed in the Open Game Licensed SRD. Additional Domains are described in the official rulebooks or products from other publishers. Your domain grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Question: Describe the Divine Health feature in D&D 5e.
Answer: Divine Health (Level 3) for Paladin. By 3rd level, the divine magic flowing through you makes you immune to disease.
Question: Describe the Divine Intervention feature in D&D 5e.
Answer: Divine Intervention (Level 10) for Cleric. Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
Question: Describe the Divine Intervention Improvement feature in D&D 5e.
Answer: Divine Intervention Improvement (Level 20) for Cleric. At 20th level, your call for intervention succeeds automatically, no roll required.
Question: Describe the Divine Sense feature in D&D 5e.
Answer: Divine Sense (Level 1) for Paladin. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Question: Describe the Divine Smite feature in D&D 5e.
Answer: Divine Smite (Level 2) for Paladin. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Question: Describe the Divine Strike feature in D&D 5e.
Answer: Divine Strike (Life subclass) (Level 8) for Cleric. At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Question: Describe the Domain Spells feature in D&D 5e.
Answer: Domain Spells (Level 1) for Cleric. Each domain has a list of spells--its domain spells--that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Question: Describe the Domain Spells feature in D&D 5e.
Answer: Domain Spells (Level 3) for Cleric. Each domain has a list of spells--its domain spells--that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Question: Describe the Domain Spells feature in D&D 5e.
Answer: Domain Spells (Level 5) for Cleric. Each domain has a list of spells--its domain spells--that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Question: Describe the Domain Spells feature in D&D 5e.
Answer: Domain Spells (Level 7) for Cleric. Each domain has a list of spells--its domain spells--that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Question: Describe the Domain Spells feature in D&D 5e.
Answer: Domain Spells (Level 9) for Cleric. Each domain has a list of spells--its domain spells--that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Question: Describe the Draconic Presence feature in D&D 5e.
Answer: Draconic Presence (Draconic subclass) (Level 18) for Sorcerer. Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Question: Describe the Draconic Resilience feature in D&D 5e.
Answer: Draconic Resilience (Draconic subclass) (Level 1) for Sorcerer. As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Question: Describe the Dragon Ancestor feature in D&D 5e.
Answer: Dragon Ancestor (Draconic subclass) (Level 1) for Sorcerer. At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Question: Describe the Dragon Ancestor: Black - Acid Damage feature in D&D 5e.
Answer: Dragon Ancestor: Black - Acid Damage (Draconic subclass) (Level 1) for Sorcerer. At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.