jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Arcane Tradition feature feature in D&D 5e.
Answer: Arcane Tradition feature (Level 10) for Wizard. When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Question: Describe the Arcane Tradition feature feature in D&D 5e.
Answer: Arcane Tradition feature (Level 14) for Wizard. When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Question: Describe the Archdruid feature in D&D 5e.
Answer: Archdruid (Level 20) for Druid. At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Question: Describe the Aura improvements feature in D&D 5e.
Answer: Aura improvements (Level 18) for Paladin. At 18th level, the range of your auras increase to 30 feet.
Question: Describe the Aura of Courage feature in D&D 5e.
Answer: Aura of Courage (Level 10) for Paladin. Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Question: Describe the Aura of Devotion feature in D&D 5e.
Answer: Aura of Devotion (Devotion subclass) (Level 7) for Paladin. Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Question: Describe the Aura of Protection feature in D&D 5e.
Answer: Aura of Protection (Level 6) for Paladin. Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Barbarian. 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 Barbarian. 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 Barbarian. 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 Barbarian. 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 Barbarian. 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 Extra Attack feature in D&D 5e.
Answer: Extra Attack (Level 5) for Barbarian. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Question: Describe the Unarmored Defense feature in D&D 5e.
Answer: Unarmored Defense (Level 1) for Barbarian. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Question: Describe the Ability Score Improvement feature in D&D 5e.
Answer: Ability Score Improvement (Level 4) for Bard. 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 Bard. 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 Bard. 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 Bard. 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 Bard. 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 Bard College feature in D&D 5e.
Answer: Bard College (Level 3) for Bard. At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.
Question: Describe the Bard College feature feature in D&D 5e.
Answer: Bard College feature (Level 6) for Bard. At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.
Question: Describe the Bard College feature feature in D&D 5e.
Answer: Bard College feature (Level 14) for Bard. At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.
Question: Describe the Expertise feature in D&D 5e.
Answer: Expertise (Level 3) for Bard. At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Question: Describe the Expertise feature in D&D 5e.
Answer: Expertise (Level 10) for Bard. At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Question: Describe the Bardic Inspiration (d10) feature in D&D 5e.
Answer: Bardic Inspiration (d10) (Level 10) for Bard. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.  Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Question: Describe the Bardic Inspiration (d12) feature in D&D 5e.
Answer: Bardic Inspiration (d12) (Level 15) for Bard. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.  Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Question: Describe the Bardic Inspiration (d6) feature in D&D 5e.
Answer: Bardic Inspiration (d6) (Level 1) for Bard. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.  Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Question: Describe the Bardic Inspiration (d8) feature in D&D 5e.
Answer: Bardic Inspiration (d8) (Level 5) for Bard. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.  Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Question: Describe the Beast Spells feature in D&D 5e.
Answer: Beast Spells (Level 18) for Druid. Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Question: Describe the Blessed Healer feature in D&D 5e.
Answer: Blessed Healer (Life subclass) (Level 6) for Cleric. Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Question: Describe the Blindsense feature in D&D 5e.
Answer: Blindsense (Level 14) for Rogue. Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Question: Describe the Bonus Cantrip feature in D&D 5e.
Answer: Bonus Cantrip (Land subclass) (Level 2) for Druid. When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Question: Describe the Bonus Proficiencies feature in D&D 5e.
Answer: Bonus Proficiencies (Lore subclass) (Level 3) for Bard. When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Question: Describe the Bonus Proficiency feature in D&D 5e.
Answer: Bonus Proficiency (Life subclass) (Level 1) for Cleric. When you choose this domain at 1st level, you gain proficiency with heavy armor.
Question: Describe the Brutal Critical (1 die) feature in D&D 5e.
Answer: Brutal Critical (1 die) (Level 9) for Barbarian. Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Question: Describe the Brutal Critical (2 dice) feature in D&D 5e.
Answer: Brutal Critical (2 dice) (Level 13) for Barbarian. Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Question: Describe the Brutal Critical (3 dice) feature in D&D 5e.
Answer: Brutal Critical (3 dice) (Level 17) for Barbarian. Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Question: Describe the Channel Divinity feature in D&D 5e.
Answer: Channel Divinity (Level 3) for Paladin. Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Question: Describe the Channel Divinity (1/rest) feature in D&D 5e.
Answer: Channel Divinity (1/rest) (Level 2) for Cleric. At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Question: Describe the Channel Divinity (2/rest) feature in D&D 5e.
Answer: Channel Divinity (2/rest) (Level 6) for Cleric. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Question: Describe the Channel Divinity (3/rest) feature in D&D 5e.
Answer: Channel Divinity (3/rest) (Level 18) for Cleric. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Question: Describe the Channel Divinity: Preserve Life feature in D&D 5e.
Answer: Channel Divinity: Preserve Life (Life subclass) (Level 2) for Cleric. Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Question: Describe the Channel Divinity: Sacred Weapon feature in D&D 5e.
Answer: Channel Divinity: Sacred Weapon (Devotion subclass) (Level 3) for Paladin. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Question: Describe the Channel Divinity: Turn the Unholy feature in D&D 5e.
Answer: Channel Divinity: Turn the Unholy (Devotion subclass) (Level 3) for Paladin. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Question: Describe the Channel Divinity: Turn Undead feature in D&D 5e.
Answer: Channel Divinity: Turn Undead (Level 2) for Cleric. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Question: Describe the Circle of the Land feature in D&D 5e.
Answer: Circle of the Land (Land subclass) (Level 2) for Druid. 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 Circle of the Land: Arctic feature in D&D 5e.
Answer: Circle of the Land: Arctic (Land subclass) (Level 2) for Druid. 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 Circle of the Land: Coast feature in D&D 5e.
Answer: Circle of the Land: Coast (Land subclass) (Level 2) for Druid. 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 Circle of the Land: Desert feature in D&D 5e.
Answer: Circle of the Land: Desert (Land subclass) (Level 2) for Druid. 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 Circle of the Land: Forest feature in D&D 5e.
Answer: Circle of the Land: Forest (Land subclass) (Level 2) for Druid. 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 Circle of the Land: Grassland feature in D&D 5e.
Answer: Circle of the Land: Grassland (Land subclass) (Level 2) for Druid. 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.