jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Wand of Binding magic item in D&D 5e.
Answer: Wand of Binding is a Rare Wand. Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ***Spells.*** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). ***Assisted Escape.*** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Question: Describe the Wand of Enemy Detection magic item in D&D 5e.
Answer: Wand of Enemy Detection is a Rare Wand. Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Question: Describe the Wand of Fear magic item in D&D 5e.
Answer: Wand of Fear is a Rare Wand. Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ***Command.*** While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). ***Cone of Fear.*** While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a 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 it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Question: Describe the Wand of Fireballs magic item in D&D 5e.
Answer: Wand of Fireballs is a Rare Wand. Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Question: Describe the Wand of Lightning Bolts magic item in D&D 5e.
Answer: Wand of Lightning Bolts is a Rare Wand. Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Question: Describe the Wand of Magic Detection magic item in D&D 5e.
Answer: Wand of Magic Detection is a Uncommon Wand. Wand, uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Question: Describe the Wand of Magic Missiles magic item in D&D 5e.
Answer: Wand of Magic Missiles is a Uncommon Wand. Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Question: Describe the Wand of Paralysis magic item in D&D 5e.
Answer: Wand of Paralysis is a Rare Wand. Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Question: Describe the Wand of Polymorph magic item in D&D 5e.
Answer: Wand of Polymorph is a Very Rare Wand. Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Question: Describe the Wand of Secrets magic item in D&D 5e.
Answer: Wand of Secrets is a Uncommon Wand. Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Question: Describe the Wand of the War Mage, +1, +2, or +3 magic item in D&D 5e.
Answer: Wand of the War Mage, +1, +2, or +3 is a Varies Wand. Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
Question: Describe the Wand of the War Mage, +1 magic item in D&D 5e.
Answer: Wand of the War Mage, +1 is a Uncommon Wand. Wand, uncommon (requires attunement by a spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Question: Describe the Wand of the War Mage, +2 magic item in D&D 5e.
Answer: Wand of the War Mage, +2 is a Rare Wand. Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Question: Describe the Wand of the War Mage, +3 magic item in D&D 5e.
Answer: Wand of the War Mage, +3 is a Very Rare Wand. Wand, very rare (requires attunement by a spellcaster) While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Question: Describe the Wand of Web magic item in D&D 5e.
Answer: Wand of Web is a Uncommon Wand. Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Question: Describe the Weapon, +1, +2, or +3 magic item in D&D 5e.
Answer: Weapon, +1, +2, or +3 is a Varies Weapon. Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
Question: Describe the Weapon, +1 magic item in D&D 5e.
Answer: Weapon, +1 is a Uncommon Weapon. Weapon (any), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon.
Question: Describe the Weapon, +2 magic item in D&D 5e.
Answer: Weapon, +2 is a Rare Weapon. Weapon (any), rare You have a +2 bonus to attack and damage rolls made with this magic weapon.
Question: Describe the Weapon, +3 magic item in D&D 5e.
Answer: Weapon, +3 is a Very Rare Weapon. Weapon (any), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon.
Question: Describe the Well of Many Worlds magic item in D&D 5e.
Answer: Well of Many Worlds is a Legendary Wondrous Items. Wondrous item, legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.
Question: Describe the Wind Fan magic item in D&D 5e.
Answer: Wind Fan is a Uncommon Wondrous Items. Wondrous item, uncommon While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Question: Describe the Winged Boots magic item in D&D 5e.
Answer: Winged Boots is a Uncommon Wondrous Items. Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Question: Describe the Wings of Flying magic item in D&D 5e.
Answer: Wings of Flying is a Rare Wondrous Items. Wondrous item, rare (requires attunement) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
Question: Describe the Abjuration magic school in D&D 5e.
Answer: Abjuration
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Question: Describe the Conjuration magic school in D&D 5e.
Answer: Conjuration
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Question: Describe the Divination magic school in D&D 5e.
Answer: Divination
Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Question: Describe the Enchantment magic school in D&D 5e.
Answer: Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
Question: Describe the Evocation magic school in D&D 5e.
Answer: Evocation
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Question: Describe the Illusion magic school in D&D 5e.
Answer: Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Question: Describe the Necromancy magic school in D&D 5e.
Answer: Necromancy
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Question: Describe the Transmutation magic school in D&D 5e.
Answer: Transmutation
Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
Question: Describe the Aboleth monster in D&D 5e.
Answer: Aboleth is a Large aberration (lawful evil).
AC: 17 (natural), HP: 135 (18d10), Speed: walk 10 ft., swim 40 ft..
Abilities: STR 21 DEX 9 CON 15 INT 18 WIS 15 CHA 18.
Senses: darkvision 120 ft., passive_perception 20. Languages: Deep Speech, telepathy 120 ft.. CR: 10.

Special Abilities:
**Amphibious:** The aboleth can breathe air and water.

**Mucous Cloud:** While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

**Probing Telepathy:** If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
Actions:
**Multiattack:** The aboleth makes three tentacle attacks.

**Tentacle:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

**Tail:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

**Enslave:** The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
Question: Describe the Acolyte monster in D&D 5e.
Answer: Acolyte is a Medium humanoid (any alignment).
AC: 10 (dex), HP: 9 (2d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 10 CON 10 INT 10 WIS 14 CHA 11.
Senses: passive_perception 12. Languages: any one language (usually Common). CR: 0.25.

Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. Special Abilities:
**Spellcasting:** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

- Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (3 slots): bless, cure wounds, sanctuary
Actions:
**Club:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Question: Describe the Adult Black Dragon monster in D&D 5e.
Answer: Adult Black Dragon is a Huge dragon (chaotic evil).
AC: 19 (natural), HP: 195 (17d12), Speed: walk 40 ft., fly 80 ft., swim 40 ft..
Abilities: STR 23 DEX 14 CON 21 INT 14 WIS 13 CHA 17.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 21. Languages: Common, Draconic. CR: 14.

Special Abilities:
**Amphibious:** The dragon can breathe air and water.

**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

**Claw:** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

**Tail:** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Acid Breath:** The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Question: Describe the Adult Blue Dragon monster in D&D 5e.
Answer: Adult Blue Dragon is a Huge dragon (lawful evil).
AC: 19 (natural), HP: 225 (18d12), Speed: walk 40 ft., burrow 30 ft., fly 80 ft..
Abilities: STR 25 DEX 10 CON 23 INT 16 WIS 15 CHA 19.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 22. Languages: Common, Draconic. CR: 16.

Special Abilities:
**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

**Claw:** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

**Tail:** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Lightning Breath:** The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Question: Describe the Adult Brass Dragon monster in D&D 5e.
Answer: Adult Brass Dragon is a Huge dragon (chaotic good).
AC: 18 (natural), HP: 172 (15d12), Speed: walk 40 ft., burrow 40 ft., fly 80 ft..
Abilities: STR 23 DEX 10 CON 21 INT 14 WIS 13 CHA 17.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 21. Languages: Common, Draconic. CR: 13.

Special Abilities:
**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

**Claw:** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

**Tail:** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

**Breath Weapons:** The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.