jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Sacred Oath feature feature in D&D 5e.
Answer: Sacred Oath feature (Level 20) for Paladin. When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Question: Describe the Sculpt Spells feature in D&D 5e.
Answer: Sculpt Spells (Evocation subclass) (Level 2) for Wizard. Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Question: Describe the Second-Story Work feature in D&D 5e.
Answer: Second-Story Work (Thief subclass) (Level 3) for Rogue. When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Question: Describe the Second Wind feature in D&D 5e.
Answer: Second Wind (Level 1) for Fighter. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Question: Describe the Signature Spell feature in D&D 5e.
Answer: Signature Spell (Level 20) for Wizard. When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Question: Describe the Slippery Mind feature in D&D 5e.
Answer: Slippery Mind (Level 15) for Rogue. By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Question: Describe the Slow Fall feature in D&D 5e.
Answer: Slow Fall (Level 4) for Monk. Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Question: Describe the Sneak Attack feature in D&D 5e.
Answer: Sneak Attack (Level 1) for Rogue. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Question: Describe the Song of Rest (d10) feature in D&D 5e.
Answer: Song of Rest (d10) (Level 13) for Bard. Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.  The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Question: Describe the Song of Rest (d12) feature in D&D 5e.
Answer: Song of Rest (d12) (Level 17) for Bard. Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.  The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Question: Describe the Song of Rest (d6) feature in D&D 5e.
Answer: Song of Rest (d6) (Level 2) for Bard. Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.  The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Question: Describe the Song of Rest (d8) feature in D&D 5e.
Answer: Song of Rest (d8) (Level 9) for Bard. Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.  The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Sorcerer. 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 Sorcerer. 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 Sorcerer. 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 Sorcerer. 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 Sorcerer. 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 Sorcerous Origin feature in D&D 5e.
Answer: Sorcerous Origin (Level 1) for Sorcerer. Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Question: Describe the Sorcerous Origin feature feature in D&D 5e.
Answer: Sorcerous Origin feature (Level 6) for Sorcerer. Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Question: Describe the Sorcerous Origin feature feature in D&D 5e.
Answer: Sorcerous Origin feature (Level 14) for Sorcerer. Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Question: Describe the Sorcerous Origin feature feature in D&D 5e.
Answer: Sorcerous Origin feature (Level 18) for Sorcerer. Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Question: Describe the Sorcerous Restoration feature in D&D 5e.
Answer: Sorcerous Restoration (Level 20) for Sorcerer. At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
Question: Describe the Spell Mastery feature in D&D 5e.
Answer: Spell Mastery (Level 18) for Wizard. At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Question: Describe the Spellcasting: Bard feature in D&D 5e.
Answer: Spellcasting: Bard (Level 1) for Bard. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Question: Describe the Spellcasting: Cleric feature in D&D 5e.
Answer: Spellcasting: Cleric (Level 1) for Cleric. As a conduit for divine power, you can cast cleric spells.
Question: Describe the Spellcasting: Druid feature in D&D 5e.
Answer: Spellcasting: Druid (Level 1) for Druid. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Question: Describe the Spellcasting: Paladin feature in D&D 5e.
Answer: Spellcasting: Paladin (Level 2) for Paladin. By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Question: Describe the Spellcasting: Ranger feature in D&D 5e.
Answer: Spellcasting: Ranger (Level 2) for Ranger. By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Question: Describe the Spellcasting: Sorcerer feature in D&D 5e.
Answer: Spellcasting: Sorcerer (Level 1) for Sorcerer. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Question: Describe the Spellcasting: Wizard feature in D&D 5e.
Answer: Spellcasting: Wizard (Level 1) for Wizard. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Question: Describe the Step of the Wind feature in D&D 5e.
Answer: Step of the Wind (Level 2) for Monk. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Question: Describe the Stillness of Mind feature in D&D 5e.
Answer: Stillness of Mind (Level 7) for Monk. Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Question: Describe the Stroke of Luck feature in D&D 5e.
Answer: Stroke of Luck (Level 20) for Rogue. At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
Question: Describe the Stunning Strike feature in D&D 5e.
Answer: Stunning Strike (Level 5) for Monk. Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Question: Describe the Superior Critical feature in D&D 5e.
Answer: Superior Critical (Champion subclass) (Level 15) for Fighter. Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Question: Describe the Superior Hunter's Defense feature in D&D 5e.
Answer: Superior Hunter's Defense (Hunter subclass) (Level 15) for Ranger. At 15th level, you gain one of the following features of your choice. Evasion Stand Against the Tide Uncanny Dodge
Question: Describe the Superior Hunter's Defense: Evasion feature in D&D 5e.
Answer: Superior Hunter's Defense: Evasion (Hunter subclass) (Level 15) for Ranger. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, 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 Superior Hunter's Defense: Stand Against the Tide feature in D&D 5e.
Answer: Superior Hunter's Defense: Stand Against the Tide (Hunter subclass) (Level 15) for Ranger. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Question: Describe the Superior Hunter's Defense: Uncanny Dodge feature in D&D 5e.
Answer: Superior Hunter's Defense: Uncanny Dodge (Hunter subclass) (Level 15) for Ranger. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Question: Describe the Superior Inspiration feature in D&D 5e.
Answer: Superior Inspiration (Level 20) for Bard. At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
Question: Describe the Supreme Healing feature in D&D 5e.
Answer: Supreme Healing (Level 17) for Cleric. Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Question: Describe the Supreme Sneak feature in D&D 5e.
Answer: Supreme Sneak (Thief subclass) (Level 9) for Rogue. Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Question: Describe the Survivor feature in D&D 5e.
Answer: Survivor (Champion subclass) (Level 18) for Fighter. At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Question: Describe the Thief's Reflexes feature in D&D 5e.
Answer: Thief's Reflexes (Thief subclass) (Level 17) for Rogue. When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Question: Describe the Thieves' Cant feature in D&D 5e.
Answer: Thieves' Cant (Level 1) for Rogue. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Question: Describe the Tongue of the Sun and Moon feature in D&D 5e.
Answer: Tongue of the Sun and Moon (Level 13) for Monk. Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Question: Describe the Tranquility feature in D&D 5e.
Answer: Tranquility (Open Hand subclass) (Level 11) for Monk. Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Question: Describe the Unarmored Movement feature in D&D 5e.
Answer: Unarmored Movement (Level 2) for Monk. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in Table: The Monk. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Question: Describe the Unarmored Movement feature in D&D 5e.
Answer: Unarmored Movement (Level 9) for Monk. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in Table: The Monk. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Question: Describe the Uncanny Dodge feature in D&D 5e.
Answer: Uncanny Dodge (Level 5) for Rogue. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Question: Describe the Use Magic Device feature in D&D 5e.
Answer: Use Magic Device (Thief subclass) (Level 13) for Rogue. By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Question: Describe the Vanish feature in D&D 5e.
Answer: Vanish (Level 14) for Ranger. Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Warlock. 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 Warlock. 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 Warlock. 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 Warlock. 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 Warlock. 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 Wholeness of Body feature in D&D 5e.
Answer: Wholeness of Body (Open Hand subclass) (Level 6) for Monk. At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.