jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Shapechange spell in D&D 5e.
Answer: Shapechange is a 9th level Transmutation spell. Casting time: 1 action. Range: Self. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Druid, Wizard. You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment 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 listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines 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 shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Question: Describe the Shatter spell in D&D 5e.
Answer: Shatter is a 2nd level Evocation spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A non-magical item that is not worn or carried also suffers damage if it is in the area of the spell.
Question: Describe the Shield spell in D&D 5e.
Answer: Shield is a 1st level Abjuration spell. Casting time: 1 reaction. Range: Self. Duration: 1 round. Components: V, S. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Question: Describe the Shield of Faith spell in D&D 5e.
Answer: Shield of Faith is a 1st level Abjuration spell. Casting time: 1 bonus action. Range: 60 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Cleric, Paladin. Subclasses: Lore. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Question: Describe the Shillelagh spell in D&D 5e.
Answer: Shillelagh is a Cantrip Transmutation spell. Casting time: 1 bonus action. Range: Touch. Duration: 1 minute. Components: V, S, M. No concentration required.  Available to: Druid. Subclasses: Lore. The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Question: Describe the Shocking Grasp spell in D&D 5e.
Answer: Shocking Grasp is a Cantrip Evocation spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore. Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Question: Describe the Silence spell in D&D 5e.
Answer: Silence is a 2nd level Illusion spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S. Requires concentration. Can be cast as a ritual Available to: Bard, Cleric, Ranger. Subclasses: Lore, Land. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Question: Describe the Silent Image spell in D&D 5e.
Answer: Silent Image is a 1st level Illusion spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Question: Describe the Simulacrum spell in D&D 5e.
Answer: Simulacrum is a 7th level Illusion spell. Casting time: 12 hours. Range: Touch. Duration: Until dispelled. Components: V, S, M. No concentration required.  Available to: Wizard. You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Question: Describe the Sleep spell in D&D 5e.
Answer: Sleep is a 1st level Enchantment spell. Casting time: 1 action. Range: 90 feet. Duration: 1 minute. Components: V, S, M. No concentration required.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore. This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
Question: Describe the Sleet Storm spell in D&D 5e.
Answer: Sleet Storm is a 3rd level Conjuration spell. Casting time: 1 action. Range: 150 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Druid, Sorcerer, Wizard. Subclasses: Lore, Land. Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.
Question: Describe the Slow spell in D&D 5e.
Answer: Slow is a 3rd level Transmutation spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Wizard. Subclasses: Lore, Land. You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Question: Describe the Spare the Dying spell in D&D 5e.
Answer: Spare the Dying is a Cantrip Necromancy spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric. You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Question: Describe the Speak with Animals spell in D&D 5e.
Answer: Speak with Animals is a 1st level Divination spell. Casting time: 1 action. Range: Self. Duration: 10 minutes. Components: V, S. No concentration required. Can be cast as a ritual Available to: Bard, Druid, Ranger. Subclasses: Lore. You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Question: Describe the Speak with Dead spell in D&D 5e.
Answer: Speak with Dead is a 3rd level Necromancy spell. Casting time: 1 action. Range: 10 feet. Duration: 10 minutes. Components: V, S, M. No concentration required.  Available to: Bard, Cleric. Subclasses: Lore. You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Question: Describe the Speak with Plants spell in D&D 5e.
Answer: Speak with Plants is a 3rd level Transmutation spell. Casting time: 1 action. Range: Self. Duration: 10 minutes. Components: V, S. No concentration required.  Available to: Bard, Druid, Ranger. Subclasses: Lore. You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Question: Describe the Spider Climb spell in D&D 5e.
Answer: Spider Climb is a 2nd level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Warlock, Wizard. Subclasses: Lore, Land. Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Question: Describe the Spike Growth spell in D&D 5e.
Answer: Spike Growth is a 2nd level Transmutation spell. Casting time: 1 action. Range: 150 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Druid, Ranger. Subclasses: Lore, Land. The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast can make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Question: Describe the Spirit Guardians spell in D&D 5e.
Answer: Spirit Guardians is a 3rd level Conjuration spell. Casting time: 1 action. Range: Self. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Cleric. Subclasses: Lore. You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
Question: Describe the Spiritual Weapon spell in D&D 5e.
Answer: Spiritual Weapon is a 2nd level Evocation spell. Casting time: 1 bonus action. Range: 60 feet. Duration: 1 minute. Components: V, S. No concentration required.  Available to: Cleric. Subclasses: Lore, Life. You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
Question: Describe the Stinking Cloud spell in D&D 5e.
Answer: Stinking Cloud is a 3rd level Conjuration spell. Casting time: 1 action. Range: 90 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Sorcerer, Wizard. Subclasses: Lore, Land, Fiend. You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Question: Describe the Stone Shape spell in D&D 5e.
Answer: Stone Shape is a 4th level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Cleric, Druid, Wizard. Subclasses: Land. You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Question: Describe the Stoneskin spell in D&D 5e.
Answer: Stoneskin is a 4th level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Druid, Ranger, Sorcerer, Wizard. Subclasses: Land. This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Question: Describe the Storm of Vengeance spell in D&D 5e.
Answer: Storm of Vengeance is a 9th level Conjuration spell. Casting time: 1 action. Range: Sight. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Druid. A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. ***Round 2.*** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. ***Round 3.*** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. ***Round 4.*** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. ***Round 5-10.*** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Question: Describe the Suggestion spell in D&D 5e.
Answer: Suggestion is a 2nd level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 8 hours. Components: V, M. Requires concentration.  Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.