jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Command spell in D&D 5e.
Answer: Command is a 1st level Enchantment spell. Casting time: 1 action. Range: 60 feet. Duration: 1 round. Components: V. No concentration required.  Available to: Cleric, Paladin. Subclasses: Lore, Fiend. You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. ***Approach.*** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. ***Drop.*** The target drops whatever it is holding and then ends its turn. ***Flee.*** The target spends its turn moving away from you by the fastest available means. ***Grovel.*** The target falls prone and then ends its turn. ***Halt.*** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Question: Describe the Commune spell in D&D 5e.
Answer: Commune is a 5th level Divination spell. Casting time: 1 minute. Range: Self. Duration: 1 minute. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Cleric. Subclasses: Devotion. You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
Question: Describe the Commune With Nature spell in D&D 5e.
Answer: Commune With Nature is a 5th level Divination spell. Casting time: 1 minute. Range: Self. Duration: Instantaneous. Components: V, S. No concentration required. Can be cast as a ritual Available to: Druid, Ranger. Subclasses: Land. You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - terrain and bodies of water - prevalent plants, minerals, animals, or peoples - powerful celestials, fey, fiends, elementals, or undead - influence from other planes of existence - buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Question: Describe the Comprehend Languages spell in D&D 5e.
Answer: Comprehend Languages is a 1st level Divination spell. Casting time: 1 action. Range: Self. Duration: 1 hour. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Bard, Sorcerer, Warlock, Wizard. Subclasses: Lore. For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Question: Describe the Compulsion spell in D&D 5e.
Answer: Compulsion is a 4th level Enchantment spell. Casting time: 1 action. Range: 30 feet. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Bard. Creatures of your choice that you can see within range and that can hear you must make a wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any action before it moves. After moving in this way, it can make another Wisdom save to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.
Question: Describe the Cone of Cold spell in D&D 5e.
Answer: Cone of Cold is a 5th level Evocation spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Land. A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Question: Describe the Confusion spell in D&D 5e.
Answer: Confusion is a 4th level Enchantment spell. Casting time: 1 action. Range: 90 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Bard, Druid, Sorcerer, Wizard. This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. | d10 | Behavior | |---|---| | 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | | 2-6 | The creature doesn't move or take actions this turn. | | 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | | 9-10 | The creature can act and move normally. | At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Question: Describe the Conjure Animals spell in D&D 5e.
Answer: Conjure Animals is a 3rd level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 hour. Components: V, S. Requires concentration.  Available to: Druid, Ranger. Subclasses: Lore. You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - One beast of challenge rating 2 or lower - Two beasts of challenge rating 1 or lower - Four beasts of challenge rating 1/2 or lower - Eight beasts of challenge rating 1/4 or lower - Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.
Question: Describe the Conjure Celestial spell in D&D 5e.
Answer: Conjure Celestial is a 7th level Conjuration spell. Casting time: 1 minute. Range: 90 feet. Duration: Up to 1 hour. Components: V, S. Requires concentration.  Available to: Cleric. You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The GM has the celestial's statistics.
Question: Describe the Conjure Elemental spell in D&D 5e.
Answer: Conjure Elemental is a 5th level Conjuration spell. Casting time: 1 minute. Range: 90 feet. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Druid, Wizard. Subclasses: Land. You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental's statistics.
Question: Describe the Conjure Fey spell in D&D 5e.
Answer: Conjure Fey is a 6th level Conjuration spell. Casting time: 1 minute. Range: 90 feet. Duration: Up to 1 hour. Components: V, S. Requires concentration.  Available to: Druid, Warlock. You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the fey creature's statistics.
Question: Describe the Conjure Minor Elementals spell in D&D 5e.
Answer: Conjure Minor Elementals is a 4th level Conjuration spell. Casting time: 1 minute. Range: 90 feet. Duration: Up to 1 hour. Components: V, S. Requires concentration.  Available to: Druid, Wizard. You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - One elemental of challenge rating 2 or lower - Two elementals of challenge rating 1 or lower - Four elementals of challenge rating 1/2 or lower - Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.
Question: Describe the Conjure Woodland Beings spell in D&D 5e.
Answer: Conjure Woodland Beings is a 4th level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Druid, Ranger. You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - One fey creature of challenge rating 2 or lower - Two fey creatures of challenge rating 1 or lower - Four fey creatures of challenge rating 1/2 or lower - Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.
Question: Describe the Contact Other Plane spell in D&D 5e.
Answer: Contact Other Plane is a 5th level Divination spell. Casting time: 1 minute. Range: Self. Duration: 1 minute. Components: V. No concentration required. Can be cast as a ritual Available to: Warlock, Wizard. You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
Question: Describe the Contagion spell in D&D 5e.
Answer: Contagion is a 5th level Necromancy spell. Casting time: 1 action. Range: Touch. Duration: 7 days. Components: V, S. No concentration required.  Available to: Cleric, Druid. Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. ***Blinding Sickness.*** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded. ***Filth Fever.*** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength. ***Flesh Rot.*** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. ***Mindfire.*** The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. ***Seizure.*** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity. ***Slimy Doom.*** The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Question: Describe the Contingency spell in D&D 5e.
Answer: Contingency is a 6th level Evocation spell. Casting time: 10 minutes. Range: Self. Duration: 10 days. Components: V, S, M. No concentration required.  Available to: Wizard. Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Question: Describe the Continual Flame spell in D&D 5e.
Answer: Continual Flame is a 2nd level Evocation spell. Casting time: 1 action. Range: Touch. Duration: Until dispelled. Components: V, S, M. No concentration required.  Available to: Cleric, Wizard. Subclasses: Lore. A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Question: Describe the Control Water spell in D&D 5e.
Answer: Control Water is a 4th level Transmutation spell. Casting time: 1 action. Range: 300 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Cleric, Druid, Wizard. Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. ***Flood.*** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. ***Part Water.*** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. ***Redirect Flow.*** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. ***Whirlpool.*** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Question: Describe the Control Weather spell in D&D 5e.
Answer: Control Weather is a 8th level Transmutation spell. Casting time: 10 minutes. Range: Self. Duration: Up to 8 hours. Components: V, S, M. Requires concentration.  Available to: Cleric, Druid, Wizard. Subclasses: Land. You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. ##### Precipitation | Stage | Condition | |---|---| | 1 | Clear | | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | ##### Temperature | Stage | Condition | |---|---| | 1 | Unbearable heat | | 2 | Hot | | 3 | Warm | | 4 | Cool | | 5 | Cold | | 6 | Arctic cold | ##### Wind | Stage | Condition | |---|---| | 1 | Calm | | 2 | Moderate wind | | 3 | Strong wind | | 4 | Gale | | 5 | Storm |
Question: Describe the Counterspell spell in D&D 5e.
Answer: Counterspell is a 3rd level Abjuration spell. Casting time: 1 reaction. Range: 60 feet. Duration: Instantaneous. Components: S. No concentration required.  Available to: Sorcerer, Warlock, Wizard. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.