jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Wall of Stone spell in D&D 5e.
Answer: Wall of Stone is a 5th level Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Druid, Sorcerer, Wizard. Subclasses: Land. A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Question: Describe the Wall of Thorns spell in D&D 5e.
Answer: Wall of Thorns is a 6th level Conjuration spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 10 minutes. Components: V, S, M. Requires concentration.  Available to: Druid. You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
Question: Describe the Warding Bond spell in D&D 5e.
Answer: Warding Bond is a 2nd level Abjuration spell. Casting time: 1 action. Range: Touch. Duration: 1 hour. Components: V, S, M. No concentration required.  Available to: Cleric. Subclasses: Lore. This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Question: Describe the Water Breathing spell in D&D 5e.
Answer: Water Breathing is a 3rd level Transmutation spell. Casting time: 1 action. Range: 30 feet. Duration: 24 hours. Components: V, S, M. No concentration required. Can be cast as a ritual Available to: Druid, Ranger, Sorcerer, Wizard. Subclasses: Lore, Land. This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.
Question: Describe the Water Walk spell in D&D 5e.
Answer: Water Walk is a 3rd level Transmutation 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: Cleric, Druid, Ranger, Sorcerer. Subclasses: Lore, Land. This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Question: Describe the Web spell in D&D 5e.
Answer: Web is a 2nd level Conjuration spell. Casting time: 1 action. Range: 60 feet. Duration: Up to 1 hour. Components: V, S, M. Requires concentration.  Available to: Sorcerer, Wizard. Subclasses: Lore, Land. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Question: Describe the Weird spell in D&D 5e.
Answer: Weird is a 9th level Illusion spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 1 minute. Components: V, S. Requires concentration.  Available to: Wizard. Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Question: Describe the Wind Walk spell in D&D 5e.
Answer: Wind Walk is a 6th level Transmutation spell. Casting time: 1 minute. Range: 30 feet. Duration: 8 hours. Components: V, S, M. No concentration required.  Available to: Druid. You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Question: Describe the Wind Wall spell in D&D 5e.
Answer: Wind Wall is a 3rd level Evocation spell. Casting time: 1 action. Range: 120 feet. Duration: Up to 1 minute. Components: V, S, M. Requires concentration.  Available to: Druid, Ranger. Subclasses: Lore. A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Question: Describe the Wish spell in D&D 5e.
Answer: Wish is a 9th level Conjuration spell. Casting time: 1 action. Range: Self. Duration: Instantaneous. Components: V. No concentration required.  Available to: Sorcerer, Wizard. Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: - You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. - You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. - You grant up to ten creatures that you can see resistance to a damage type you choose. - You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. - You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Question: Describe the Word of Recall spell in D&D 5e.
Answer: Word of Recall is a 6th level Conjuration spell. Casting time: 1 action. Range: 5 feet. Duration: Instantaneous. Components: V. No concentration required.  Available to: Cleric. You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
Question: Describe the Zone of Truth spell in D&D 5e.
Answer: Zone of Truth is a 2nd level Enchantment spell. Casting time: 1 action. Range: 60 feet. Duration: 10 minutes. Components: V, S. No concentration required.  Available to: Bard, Cleric, Paladin. Subclasses: Lore, Devotion. You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can remain evasive in its answers as long as it remains within the boundaries of the truth.
Question: Describe the Berserker subclass in D&D 5e.
Answer: Berserker is a Primal Path for the Barbarian class. For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Question: Describe the Champion subclass in D&D 5e.
Answer: Champion is a Martial Archetype for the Fighter class. The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Question: Describe the Devotion subclass in D&D 5e.
Answer: Devotion is a Sacred Oath for the Paladin class. This subclass grants 10 additional spells. The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Question: Describe the Draconic subclass in D&D 5e.
Answer: Draconic is a Sorcerous Origin for the Sorcerer class. Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Question: Describe the Evocation subclass in D&D 5e.
Answer: Evocation is a Arcane Tradition for the Wizard class. You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Question: Describe the Fiend subclass in D&D 5e.
Answer: Fiend is a Otherworldly Patron for the Warlock class. This subclass grants 10 additional spells. You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
Question: Describe the Hunter subclass in D&D 5e.
Answer: Hunter is a Ranger Archetype for the Ranger class. Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Question: Describe the Land subclass in D&D 5e.
Answer: Land is a Druid Circle for the Druid class. This subclass grants 56 additional spells. The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
Question: Describe the Life subclass in D&D 5e.
Answer: Life is a Divine Domain for the Cleric class. This subclass grants 9 additional spells. The Life domain focuses on the vibrant positive energy--one of the fundamental forces of the universe--that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.
Question: Describe the Lore subclass in D&D 5e.
Answer: Lore is a Bard College for the Bard class. Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Question: Describe the Open Hand subclass in D&D 5e.
Answer: Open Hand is a Monastic Tradition for the Monk class. Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Question: Describe the Thief subclass in D&D 5e.
Answer: Thief is a Roguish Archetype for the Rogue class. You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
Question: Describe the High Elf subrace in D&D 5e.
Answer: High Elf is a subrace of Elf. Ability bonuses: +1 INT. Starting proficiencies: Longswords, Shortswords, Shortbows, Longbows. Racial traits: Elf Weapon Training, High Elf Cantrip, Extra Language. As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.
Question: Describe the Hill Dwarf subrace in D&D 5e.
Answer: Hill Dwarf is a subrace of Dwarf. Ability bonuses: +1 WIS. Starting proficiencies: None. Racial traits: Dwarven Toughness. As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.
Question: Describe the Lightfoot Halfling subrace in D&D 5e.
Answer: Lightfoot Halfling is a subrace of Halfling. Ability bonuses: +1 CHA. Starting proficiencies: None. Racial traits: Naturally Stealthy. As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.
Question: Describe the Rock Gnome subrace in D&D 5e.
Answer: Rock Gnome is a subrace of Gnome. Ability bonuses: +1 CON. Starting proficiencies: Tinker's Tools. Racial traits: Artificer's Lore, Tinker. As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.
Question: Describe the Artificer's Lore trait in D&D 5e.
Answer: Artificer's Lore is a racial trait. Available to races: None. Available to subraces: Rock Gnome. Grants proficiencies: None. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Question: Describe the Brave trait in D&D 5e.
Answer: Brave is a racial trait. Available to races: Halfling. Available to subraces: None. Grants proficiencies: None. You have advantage on saving throw against being frightened.