jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Find Familiar spell in D&D 5e.
Answer: Find Familiar is a 1st level Conjuration spell. Casting time: 1 hour. Range: 10 feet. Duration: Instantaneous. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Wizard. You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.
Question: Describe the Find Steed spell in D&D 5e.
Answer: Find Steed is a 2nd level Conjuration spell. Casting time: 10 minutes. Range: 30 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Paladin. Subclasses: Lore. You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Question: Describe the Find the Path spell in D&D 5e.
Answer: Find the Path is a 6th level Divination spell. Casting time: 1 minute. Range: Self. Duration: Up to 24 hours. Components: V, S, M. Requires concentration.  Available to: Bard, Cleric, Druid. This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Question: Describe the Find Traps spell in D&D 5e.
Answer: Find Traps is a 2nd level Divination spell. Casting time: 1 action. Range: 120 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric, Druid, Ranger. Subclasses: Lore. You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Question: Describe the Finger of Death spell in D&D 5e.
Answer: Finger of Death is a 7th level Necromancy spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Sorcerer, Warlock, Wizard. You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Question: Describe the Fire Bolt spell in D&D 5e.
Answer: Fire Bolt is a Cantrip Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Sorcerer, Wizard. You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Question: Describe the Fire Shield spell in D&D 5e.
Answer: Fire Shield is a 4th level Evocation spell. Casting time: 1 action. Range: Self. Duration: 10 minutes. Components: V, S, M. No concentration required.  Available to: Wizard. Subclasses: Fiend. Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear. The flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.
Question: Describe the Fire Storm spell in D&D 5e.
Answer: Fire Storm is a 7th level Evocation spell. Casting time: 1 action. Range: 150 feet. Duration: Instantaneous. Components: V, S. No concentration required.  Available to: Cleric, Druid, Sorcerer. A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Question: Describe the Fireball spell in D&D 5e.
Answer: Fireball is a 3rd level Evocation spell. Casting time: 1 action. Range: 150 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Sorcerer, Wizard. Subclasses: Lore, Fiend. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Question: Describe the Flame Blade spell in D&D 5e.
Answer: Flame Blade is a 2nd level Evocation spell. Casting time: 1 bonus action. Range: Self. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Druid. Subclasses: Lore. You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Question: Describe the Flame Strike spell in D&D 5e.
Answer: Flame Strike is a 5th level Evocation spell. Casting time: 1 action. Range: 60 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Cleric. Subclasses: Devotion, Fiend. A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
Question: Describe the Flaming Sphere spell in D&D 5e.
Answer: Flaming Sphere is a 2nd level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Druid, Wizard. Subclasses: Lore. A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Question: Describe the Flesh to Stone spell in D&D 5e.
Answer: Flesh to Stone is a 6th level Transmutation spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Warlock, Wizard. You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Question: Describe the Floating Disk spell in D&D 5e.
Answer: Floating Disk is a 1st level Conjuration spell. Casting time: 1 action. Range: 30 feet. Duration: 1 hour. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Wizard. Subclasses: Lore. This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Question: Describe the Fly spell in D&D 5e.
Answer: Fly is a 3rd level Transmutation spell. Casting time: 1 action. Range: Touch. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Warlock, Wizard. Subclasses: Lore. You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
Question: Describe the Fog Cloud spell in D&D 5e.
Answer: Fog Cloud is a 1st level Conjuration spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 1 hour. Components: V, S. Requires concentration.  Available to: Druid, Ranger, Sorcerer, Wizard. Subclasses: Lore. You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Question: Describe the Forbiddance spell in D&D 5e.
Answer: Forbiddance is a 6th level Abjuration spell. Casting time: 10 minutes. Range: Touch. Duration: 24 hours. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Cleric. You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
Question: Describe the Forcecage spell in D&D 5e.
Answer: Forcecage is a 7th level Evocation spell. Casting time: 1 action. Range: 100 feet. Duration: 1 hour. Components: V, S, M. No concentration required.  Available to: Bard, Warlock, Wizard. An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.
Question: Describe the Foresight spell in D&D 5e.
Answer: Foresight is a 9th level Divination spell. Casting time: 1 minute. Range: Touch. Duration: 8 hours. Components: V, S, M. No concentration required.  Available to: Bard, Druid, Warlock, Wizard. You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Question: Describe the Freedom of Movement spell in D&D 5e.
Answer: Freedom of Movement is a 4th level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: 1 hour. Components: V, S, M. No concentration required.  Available to: Bard, Cleric, Druid, Ranger. Subclasses: Land, Devotion. You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Question: Describe the Freezing Sphere spell in D&D 5e.
Answer: Freezing Sphere is a 6th level Evocation spell. Casting time: 1 action. Range: 300 feet. Duration: Instantaneous. Components: V, S, M. No concentration required.  Available to: Wizard. A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
Question: Describe the Gaseous Form spell in D&D 5e.
Answer: Gaseous Form is a 3rd 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. You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Question: Describe the Gate spell in D&D 5e.
Answer: Gate is a 9th level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Cleric, Sorcerer, Wizard. You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.