jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Martial Archetype feature feature in D&D 5e.
Answer: Martial Archetype feature (Level 18) for Fighter. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Question: Describe the Martial Arts feature in D&D 5e.
Answer: Martial Arts (Level 1) for Monk. At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. - You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of Table: The Monk. - When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.
Question: Describe the Metamagic feature in D&D 5e.
Answer: Metamagic (Level 3) for Sorcerer. At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Question: Describe the Metamagic feature in D&D 5e.
Answer: Metamagic (Level 10) for Sorcerer. At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Question: Describe the Metamagic feature in D&D 5e.
Answer: Metamagic (Level 17) for Sorcerer. At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Question: Describe the Metamagic: Careful Spell feature in D&D 5e.
Answer: Metamagic: Careful Spell (Level 3) for Sorcerer. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Question: Describe the Metamagic: Distant Spell feature in D&D 5e.
Answer: Metamagic: Distant Spell (Level 3) for Sorcerer. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Question: Describe the Metamagic: Empowered Spell feature in D&D 5e.
Answer: Metamagic: Empowered Spell (Level 3) for Sorcerer. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Question: Describe the Metamagic: Extended Spell feature in D&D 5e.
Answer: Metamagic: Extended Spell (Level 3) for Sorcerer. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Question: Describe the Metamagic: Heightened Spell feature in D&D 5e.
Answer: Metamagic: Heightened Spell (Level 3) for Sorcerer. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Question: Describe the Metamagic: Quickened Spell feature in D&D 5e.
Answer: Metamagic: Quickened Spell (Level 3) for Sorcerer. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Question: Describe the Metamagic: Subtle Spell feature in D&D 5e.
Answer: Metamagic: Subtle Spell (Level 3) for Sorcerer. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Question: Describe the Metamagic: Twinned Spell feature in D&D 5e.
Answer: Metamagic: Twinned Spell (Level 3) for Sorcerer. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.
Question: Describe the Mindless Rage feature in D&D 5e.
Answer: Mindless Rage (Berserker subclass) (Level 6) for Barbarian. Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Question: Describe the Monastic Tradition feature in D&D 5e.
Answer: Monastic Tradition (Level 3) for Monk. When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Question: Describe the Monastic Tradition feature feature in D&D 5e.
Answer: Monastic Tradition feature (Level 6) for Monk. When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Question: Describe the Monastic Tradition feature feature in D&D 5e.
Answer: Monastic Tradition feature (Level 11) for Monk. When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Question: Describe the Monastic Tradition feature feature in D&D 5e.
Answer: Monastic Tradition feature (Level 17) for Monk. When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Monk. 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 Monk. 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 Monk. 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 Monk. 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 Monk. 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 Evasion feature in D&D 5e.
Answer: Evasion (Level 7) for Monk. At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Question: Describe the Extra Attack feature in D&D 5e.
Answer: Extra Attack (Level 5) for Monk. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Question: Describe the Timeless Body feature in D&D 5e.
Answer: Timeless Body (Level 15) for Monk. At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Question: Describe the Unarmored Defense feature in D&D 5e.
Answer: Unarmored Defense (Level 1) for Monk. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Question: Describe the Multiattack feature in D&D 5e.
Answer: Multiattack (Hunter subclass) (Level 11) for Ranger. At 11th level, you gain one of the following features of your choice. Volley Whirlwind Attack
Question: Describe the Multiattack: Volley feature in D&D 5e.
Answer: Multiattack: Volley (Hunter subclass) (Level 11) for Ranger. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Question: Describe the Multiattack: Whirlwind Attack feature in D&D 5e.
Answer: Multiattack: Whirlwind Attack (Hunter subclass) (Level 11) for Ranger. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Question: Describe the Mystic Arcanum (6th level) feature in D&D 5e.
Answer: Mystic Arcanum (6th level) (Level 11) for Warlock. At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Question: Describe the Mystic Arcanum (7th level) feature in D&D 5e.
Answer: Mystic Arcanum (7th level) (Level 13) for Warlock. At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Question: Describe the Mystic Arcanum (8th level) feature in D&D 5e.
Answer: Mystic Arcanum (8th level) (Level 15) for Warlock. At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Question: Describe the Mystic Arcanum (9th level) feature in D&D 5e.
Answer: Mystic Arcanum (9th level) (Level 17) for Warlock. At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Question: Describe the Natural Explorer (1 terrain type) feature in D&D 5e.
Answer: Natural Explorer (1 terrain type) (Level 1) for Ranger. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: - Difficult terrain doesn't slow your group's travel. - Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
Question: Describe the Natural Explorer (2 terrain types) feature in D&D 5e.
Answer: Natural Explorer (2 terrain types) (Level 6) for Ranger. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: - Difficult terrain doesn't slow your group's travel. - Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
Question: Describe the Natural Explorer (3 terrain types) feature in D&D 5e.
Answer: Natural Explorer (3 terrain types) (Level 10) for Ranger. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: - Difficult terrain doesn't slow your group's travel. - Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
Question: Describe the Natural Recovery feature in D&D 5e.
Answer: Natural Recovery (Land subclass) (Level 2) for Druid. Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Question: Describe the Nature's Sanctuary feature in D&D 5e.
Answer: Nature's Sanctuary (Land subclass) (Level 14) for Druid. When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
Question: Describe the Nature's Ward feature in D&D 5e.
Answer: Nature's Ward (Land subclass) (Level 10) for Druid. When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Question: Describe the Oath Spells feature in D&D 5e.
Answer: Oath Spells (Level 3) for Paladin. Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Question: Describe the Open Hand Technique feature in D&D 5e.
Answer: Open Hand Technique (Open Hand subclass) (Level 3) for Monk. Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: - It must succeed on a Dexterity saving throw or be knocked prone. - It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. - It can't take reactions until the end of your next turn.
Question: Describe the Otherworldly Patron feature in D&D 5e.
Answer: Otherworldly Patron (Level 1) for Warlock. At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Question: Describe the Otherworldly Patron feature feature in D&D 5e.
Answer: Otherworldly Patron feature (Level 6) for Warlock. At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Question: Describe the Otherworldly Patron feature feature in D&D 5e.
Answer: Otherworldly Patron feature (Level 10) for Warlock. At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Question: Describe the Otherworldly Patron feature feature in D&D 5e.
Answer: Otherworldly Patron feature (Level 14) for Warlock. At 1st level, you have struck a bargain with an otherworldly being of your choice, such as the Fiend. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Question: Describe the Overchannel feature in D&D 5e.
Answer: Overchannel (Evocation subclass) (Level 14) for Wizard. Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Question: Describe the Pact Boon feature in D&D 5e.
Answer: Pact Boon (Level 3) for Warlock. At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Question: Describe the Pact Magic feature in D&D 5e.
Answer: Pact Magic (Level 1) for Warlock. Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Question: Describe the Pact of the Blade feature in D&D 5e.
Answer: Pact of the Blade (Level 3) for Warlock. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.