jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Wild Shape (CR 1/2 or below, no flying speed) feature in D&D 5e.
Answer: Wild Shape (CR 1/2 or below, no flying speed) (Level 4) for Druid. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: - Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. - When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Question: Describe the Wild Shape (CR 1/4 or below, no flying or swim speed) feature in D&D 5e.
Answer: Wild Shape (CR 1/4 or below, no flying or swim speed) (Level 2) for Druid. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: - Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. - When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Question: Describe the Wild Shape (CR 1 or below) feature in D&D 5e.
Answer: Wild Shape (CR 1 or below) (Level 8) for Druid. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: - Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. - When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Wizard. 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 Wizard. 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 Wizard. 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 Wizard. 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 Wizard. 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 Abyssal language in D&D 5e.
Answer: Abyssal is a Exotic language. Typical speakers: Demons. Script: Infernal.
Question: Describe the Celestial language in D&D 5e.
Answer: Celestial is a Exotic language. Typical speakers: Celestials. Script: Celestial.
Question: Describe the Common language in D&D 5e.
Answer: Common is a Standard language. Typical speakers: Humans. Script: Common.
Question: Describe the Deep Speech language in D&D 5e.
Answer: Deep Speech is a Exotic language. Typical speakers: Aboleths, Cloakers. Script: undefined.
Question: Describe the Draconic language in D&D 5e.
Answer: Draconic is a Exotic language. Typical speakers: Dragons, Dragonborn. Script: Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Question: Describe the Dwarvish language in D&D 5e.
Answer: Dwarvish is a Standard language. Typical speakers: Dwarves. Script: Dwarvish. Dwarvish is full of hard consonants and guttural sounds.
Question: Describe the Elvish language in D&D 5e.
Answer: Elvish is a Standard language. Typical speakers: Elves. Script: Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Question: Describe the Giant language in D&D 5e.
Answer: Giant is a Standard language. Typical speakers: Ogres, Giants. Script: Dwarvish.
Question: Describe the Gnomish language in D&D 5e.
Answer: Gnomish is a Standard language. Typical speakers: Gnomes. Script: Dwarvish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Question: Describe the Goblin language in D&D 5e.
Answer: Goblin is a Standard language. Typical speakers: Goblinoids. Script: Dwarvish.
Question: Describe the Halfling language in D&D 5e.
Answer: Halfling is a Standard language. Typical speakers: Halflings. Script: Common. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong.
Question: Describe the Infernal language in D&D 5e.
Answer: Infernal is a Exotic language. Typical speakers: Devils. Script: Infernal.
Question: Describe the Orc language in D&D 5e.
Answer: Orc is a Standard language. Typical speakers: Orcs. Script: Dwarvish. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Question: Describe the Primordial language in D&D 5e.
Answer: Primordial is a Exotic language. Typical speakers: Elementals. Script: Dwarvish.
Question: Describe the Sylvan language in D&D 5e.
Answer: Sylvan is a Exotic language. Typical speakers: Fey creatures. Script: Elvish.
Question: Describe the Undercommon language in D&D 5e.
Answer: Undercommon is a Exotic language. Typical speakers: Underdark traders. Script: Elvish.
Question: Describe the Adamantine Armor magic item in D&D 5e.
Answer: Adamantine Armor is a Uncommon Armor. Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Question: Describe the Ammunition, +1, +2, or +3 magic item in D&D 5e.
Answer: Ammunition, +1, +2, or +3 is a Varies Ammunition. Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Question: Describe the Ammunition, +1 magic item in D&D 5e.
Answer: Ammunition, +1 is a Uncommon Ammunition. Weapon (any ammunition), uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Question: Describe the Ammunition, +2 magic item in D&D 5e.
Answer: Ammunition, +2 is a Rare Ammunition. Weapon (any ammunition), rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Question: Describe the Ammunition, +3 magic item in D&D 5e.
Answer: Ammunition, +3 is a Very Rare Ammunition. Weapon (any ammunition), very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Question: Describe the Amulet of Health magic item in D&D 5e.
Answer: Amulet of Health is a Rare Wondrous Items. Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher
Question: Describe the Amulet of Proof against Detection and Location magic item in D&D 5e.
Answer: Amulet of Proof against Detection and Location is a Uncommon Wondrous Items. Wondrous item, uncommon (requires attunement) While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Question: Describe the Amulet of the Planes magic item in D&D 5e.
Answer: Amulet of the Planes is a Very Rare Wondrous Items. Wondrous item, very rare (requires attunement) While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
Question: Describe the Animated Shield magic item in D&D 5e.
Answer: Animated Shield is a Very Rare Armor. Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Question: Describe the Apparatus of the Crab magic item in D&D 5e.
Answer: Apparatus of the Crab is a Legendary Wondrous Items. Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics: Armor Class: 20 Hit Points: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers | Lever | Up | Down | |---|---|---| | 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. | | 2 | Forward window shutter opens. | Forward window shutter closes. | | 3 | Side window shutters open (two per side). | Side window shutters close (two per side). | | 4 | Two claws extend from the front sides of the apparatus. | The claws retract. | | 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). | | 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. | | 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. | | 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. | | 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. | | 10 | The rear hatch unseals and opens. |  The rear hatch closes and seals. |
Question: Describe the Armor, +1, +2, or +3 magic item in D&D 5e.
Answer: Armor, +1, +2, or +3 is a Varies Armor. Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Question: Describe the Armor, +1 magic item in D&D 5e.
Answer: Armor, +1 is a Rare Armor. Armor (light, medium, or heavy), rare You have a +1 bonus to AC while wearing this armor.
Question: Describe the Armor, +2 magic item in D&D 5e.
Answer: Armor, +2 is a Very Rare Armor. Armor (light, medium, or heavy), very rare You have a +2 bonus to AC while wearing this armor.
Question: Describe the Armor, +3 magic item in D&D 5e.
Answer: Armor, +3 is a Legendary Armor. Armor (light, medium, or heavy), legendary You have a +3 bonus to AC while wearing this armor.
Question: Describe the Armor of Invulnerability magic item in D&D 5e.
Answer: Armor of Invulnerability is a Legendary Armor. Armor (plate), legendary (requires attunement) You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
Question: Describe the Armor of Resistance magic item in D&D 5e.
Answer: Armor of Resistance is a Rare Armor. Armor (light, medium, or heavy), rare (requires attunement) You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. | d10 | Damage Type | |---|---| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Necrotic | | 7 | Poison | | 8 | Psychic | | 9 | Radiant | | 10 | Thunder |
Question: Describe the Armor of Vulnerability magic item in D&D 5e.
Answer: Armor of Vulnerability is a Rare Armor. Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to  one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. ***Curse.*** This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Question: Describe the Arrow-Catching Shield magic item in D&D 5e.
Answer: Arrow-Catching Shield is a Rare Armor. Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.