recursal/Fanatic-Fandom huggingface dataset:
Timepiece of Travel

From Acquisitions Incorporated, page 221.

## Description

*Wondrous item, very rare (requires attunement).*

While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the Longstrider spell on yourself at will.

***Turn-by-Turn Directions.*** You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.

The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the Timepiece of Travel, it cannot be used again until the next dawn.

***Get Away From It All.*** As an action, you can cast the Teleport spell. Once you use this feature of the Timepiece of Travel, it cannot be used again until the next dawn.

***Part of a Whole.*** While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Wand of Polymorph

From Dungeon Master's Guide, page 211. Found on Magic Item Table H.

## Description

*Wand, very rare (requires attunement by a spellcaster). 1 lbs.*

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.
Tree Stride

From Player's Handbook, page 283.

## Description

*5th-level conjuration*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Cleric (*Nature Domain*), Druid (*Circle of the Land (Forest)*), Paladin (*Oath of the Ancients*)
Thunderwave

From Player's Handbook, page 282.

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (15-foot cube)
* **Components:** V, S
* **Duration:** Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

## Learned By

* **Classes:** Bard, Druid, Sorcerer, Wizard
* **Subclasses:** Artificer (*Armorer*), Artificer (*Artillerist*), Cleric (*Tempest Domain*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Storm Giant)*), Warlock (*The Fathomless*), Warlock (*The Genie (Djinni)*)
* **Races:** Abyssal Tiefling
* **Backgrounds:** Gruul Anarch, Prismari Student
* **Feats:** Magic Initiate, Strixhaven Initiate
Whisper Jar

From Acquisitions Incorporated, page 27.

## Description

*Wondrous item, varies by rank*

Also at rank 1, you are the beneficiary of a Whisper Jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The Whisper Jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action.

 2
 3
 4
 5
 6
 7
 8

***Whispered Encyclopedia.*** At rank 2, your Whisper Jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (History) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the Whisper Jar can't be used again until the next dawn.

***Whispered Warnings.*** Also at rank 3, your Whisper Jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the Whisper Jar can't be used again until the next dawn.

***Whispered Arcana.*** Also at rank 4, your Whisper Jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: Detect Evil and Good, Detect Magic, Detect Poison and Disease, Find Traps, Identify, or Locate Animals or Plants. This property of the Whisper Jar can't be used again until the next dawn.
Warforged Titan

From Eberron: Rising From the Last War, page 315.

**Hit Points:** 125 (10d12 + 60)
 **STR**
23 (+6)
8 (-1)
22 (+6)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Platforms.*** The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger.
 ***Multiattack.*** The warforged titan makes one axehand attack and one hammerfist attack.
***Axehand.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone.
***Hammerfist.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
***Sweeping Axe (Recharge 6).*** The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.
Tyrannosaurus Rex

From Monster Manual, page 80.

**Hit Points:** 136 (13d12 + 52)
 **STR**
25 (+7)
10 (0)
19 (+4)
2 (-4)
12 (+1)
 **Skills:** Perception +4
**Senses:** passive Perception 14
**Languages:** —
 ***Multiattack.*** The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.
Wand of Winter

From Hoard of the Dragon Queen, page 94.

## Description

*Wand, rare (requires attunement).*

This wand looks and feels like an icicle. You must be attuned to the wand to use it.

The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: Ray of Frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Sleet Storm (3 charges; spell save DC 15), or Ice Storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6+1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Wall of Light

From Xanathar's Guide to Everything, page 170.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a hand mirror)
* **Duration:** Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Vulture

From Monster Manual, page 339.

**Hit Points:** 5 (1d8 + 1)
 **STR**
7 (-2)
10 (0)
13 (+1)
2 (-4)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
 ***Beak.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.
Vitriolic Sphere

From Xanathar's Guide to Everything, page 170; and Elemental Evil Player's Companion, page 23.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a drop of giant slug bile)
* **Duration:** Instantaneous

You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Young Silver Dragon

From Monster Manual, page 118.

**Hit Points:** 168 (16d10 + 80)
 **STR**
23 (+6)
10 (0)
21 (+5)
14 (+2)
11 (0)
 **Saving Throws:** Dex +4, Con +9, Wis +4, Cha +8
**Skills:** Arcana +6, History +6, Perception +8, Stealth +4
**Damage Immunities:** cold
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 18
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.
***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
* **Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
* **Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.
Vicious Mockery

From Player's Handbook, page 285.

## Description

*Enchantment cantrip*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V
* **Duration:** Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

## Learned By

* **Classes:** Bard
* **Subclasses:** Mage of Silverquill (*Bard, Warlock, Wizard*)
* **Races:** Cosi (Trickster) Creed Merfolk, Tiefling (Devil's Tongue)
* **Backgrounds:** Rakdos Cultist
* **Feats:** Magic Initiate, Strixhaven Initiate
Vampiric Touch

From Player's Handbook, page 285.

## Description

*3rd-level necromancy*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

## Learned By

* **Classes:** Sorcerer (OCF), Warlock, Wizard
* **Subclasses:** Cleric (*Ambition Domain*), Cleric (*Death Domain*), Cleric (*Grave Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Mage of Witherbloom (*Druid, Warlock*)
* **Backgrounds:** Witherbloom Student
Waterdhavian Noble

From Sword Coast Adventurer's Guide, page 154.

## Overview

You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.

Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?

Work with your DM to come up with the family you are part of — there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.

* **Skills:** History, Persuasion
* **Tool Proficiencies:** One type of gaming set or musical instrument
* **Languages:** Any one of your choice
* **Equipment:** A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp

### Feature: Kept in Style

While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income — the benefit is a line of credit, not an actual monetary reward.

## Suggested Characteristics

Use the tables for the Noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.

Like other nobles, you were born and raised in a different world from the one that most folk know — one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.
Wave

From Dungeon Master's Guide, page 218.

## Description

*Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)*

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a Trident of Fish Command and a Weapon of Warning. It can confer the benefit of a Cap of Water Breathing while you hold it, and you can use it as a Cube of Force by choosing the effect, instead of pressing cube sides to select it.

***Sentience.*** Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a Speak With Animals spell, using telepathy to involve its wielder in the conversation.

***Personality.*** When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to — or rebellion against — that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Watchful Helm

From Candlekeep Mysteries, page 183.

## Description

*Wondrous item, very rare (requires attunement)*

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the See Invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.
Wand of the War Mage, +1, +2, or +3

From Dungeon Master's Guide, page 212. Found on Magic Item Tables F, G, and H.

## Description

*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.
Young Copper Dragon

From Monster Manual, page 112.

**Hit Points:** 119 (14d10 + 42)
 **STR**
19 (+4)
12 (+1)
17 (+3)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +4, Con +6, Wis +4, Cha +5
**Skills:** Deception +5, Perception +7, Stealth +4
**Damage Immunities:** acid
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 17
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
* **Acid Breath.** The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
* **Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Spider

From Monster Manual, page 337.

**Hit Points:** 1 (1d4 - 1)
 **STR**
2 (-4)
14 (+2)
8 (-1)
1 (-5)
10 (0)
 **Skills:** Stealth +4
**Senses:** darkvision 30 ft., passive Perception 10
**Languages:** —
 ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Young Frost Giant

From Tales from the Yawning Portal, page 187.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
 **Damage Immunity:** cold
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common, Giant
 ***Greatclub.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Javelin.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.
Tome of Clear Thought

From Dungeon Master's Guide, page 208. Found on Magic Item Table H.

## Description

*Wondrous item, very rare. 5 lbs.*

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Water Breathing

From Player's Handbook, page 287.

## Description

*3rd-level transmutation (ritual)*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a short reed or piece of straw)
* **Duration:** 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

## Learned By

* **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Druid (*Circle of the Land (Coast)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Eldritch Invocations:** Gift of the Depths
* **Backgrounds:** Simic Scientist
Vegepygmy

From Volo's Guide to Monsters, page 196.

**Hit Points:** 9 (2d6 + 2)
 **STR**
7 (-2)
14 (+2)
13 (+1)
6 (-2)
11 (0)
 **Skills:** Perception +2, Stealth +4
**Damage Resistances:** lightning, piercing
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Vegepygmy
 ***Plant Camouflage.*** The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
 ***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
***Sling.** Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.
Transport via Plants

From Player's Handbook, page 283.

## Description

*6th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 10 feet
* **Components:** V, S
* **Duration:** 1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Whelm

From Dungeon Master's Guide, page 218.

## Description

*Weapon (warhammer), legendary (requires attunement by a dwarf)*

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

***Thrown Weapon.*** Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

***Shock Wave.*** You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned 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. Once used, this property can't be used again until the next dawn.

***Supernatural Awareness.*** While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast Detect Evil and Good or Locate Object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

***Sentience.*** Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

***Personality.*** Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.

Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.

The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Wingwear

From Princes of the Apocalypse, page 223.

## Description

*Wondrous item, uncommon (requires attunement).*

This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.

The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
Wand of Binding

From Dungeon Master's Guide, page 209. Found on Magic Item Table G.

## Description

*Wand, rare (requires attunement by a spellcaster). 1 lbs.*

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.
Young Gold Dragon

From Monster Manual, page 115.

**Hit Points:** 178 (17d10 + 85)
 **STR**
23 (+6)
14 (+2)
21 (+5)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +6, Con +9, Wis +5, Cha +9
**Skills:** Insight +5, Perception +9, Persuasion +9, Stealth +6
**Damage Immunities:** fire
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 19
**Languages:** Common, Draconic
 ***Amphibious.*** The dragon can breathe air and water.
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage.
***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
* **Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
* **Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Two-Birds Sling

From Mythic Odysseys of Theros, page 198.

## Description

*Weapon (sling), rare.*

You have a +1 bonus to attack and damage rolls made with this weapon.

When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.
Toll the Dead

From Xanathar's Guide to Everything, page 169.

## Description

*Necromancy cantrip*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

## Learned By

* **Classes:** Cleric, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Death Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Fighting Styles:** Blessed Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Magic Initiate
Web

From Player's Handbook, page 287.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a bit of spiderweb)
* **Duration:** Concentration, up to 1 hour

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.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Druid (*Circle of the Land (Underdark)*), Fighter (*Eldritch Knight*), Ranger (*Swarmkeeper*), Rogue (*Arcane Trickster*)
* **Races:** Mephistopheles Tiefling (UA)
Thunderclap

From Xanathar's Guide to Everything, page 168; and Elemental Evil Player's Companion, page 22.

## Description

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** 5 feet
* **Components:** S
* **Duration:** Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

## Learned By

* **Classes:** Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Emeria (Wind) Creed Merfolk, Cosi (Trickster) Creed Merfolk, Green Merfolk, Grugach, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Wood Elf Magic
Werewolf

From Monster Manual, page 246.

**Hit Points:** 58 (9d8 + 18)
 **STR**
15 (+2)
13 (+1)
14 (+2)
10 (0)
11 (0)
 **Skills:** Perception +4
**Damage Immunities:** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Senses:** passive Perception 14
**Languages:** Common (can't speak in wolf form)
 ***Shapechanger.*** The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
 ***Multiattack (Humanoid or Hybrid Form Only).*** The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
***Bite (Wolf or Hybrid Form Only).** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
***Claws (Hybrid Form Only).** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4 + 2) slashing damage.
***Spear (Humanoid Form Only).** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Wand of Pyrotechnics

From Xanathar's Guide to Everything, page 140.

## Description

*Wand, common.*

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.
Yellow Musk Creeper

From Tomb of Annihilation, page 237.

**Hit Points:** 60 (11d8 + 11)
 **STR**
12 (+1)
3 (-4)
12 (+1)
1 (-5)
10 (0)
 **Condition Immunities:** blinded, deafened, exhaustion, prone
**Senses:** blindsight 30 ft., passive Perception 10
**Languages:** —
 ***False Appearance.*** While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
 ***Touch.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
***Yellow Musk (3/Day).*** The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tree Blight

From Curse of Strahd, page 230.

**Hit Points:** 149 (13d12 + 65)
 **STR**
23 (+6)
10 (0)
20 (+5)
6 (-2)
10 (0)
 **Condition Immunities:** blinded, deafened
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10
**Languages:** understands Common and Druidic but doesn't speak
 ***False Appearance.*** While the blight remains motionless, it is indistinguishable from a dead tree.
 ***Multiattack.*** The blight makes four attacks: two with its branches and two with its grasping roots. If it has a target grappled, the blight can also make a bite attack against that target as a bonus action.
***Bite.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) piercing damage.
***Branch.** Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 16 (3d6 + 6) bludgeoning damage.
***Grasping Root.** Melee Weapon Attack:* +9 to hit, reach 15 ft., one creature not grappled by the blight. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight, but ends the grapple.
Wand of Paralysis

From Dungeon Master's Guide, page 211. Found on Magic Item Table G.

## Description

*Wand, rare (requires attunement by a spellcaster). 1 lbs.*

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.
Wrathful Smite

From Player's Handbook, page 289.

## Description

*1st-level evocation*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Sorcerer (*Stone Sorcery*), Warlock (*The Hexblade*)
Topaz Annihilator

From Fizban's Treasury of Dragons, page 24.

## Description

*Weapon (firearm), legendary (requires attunement)*

This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.

The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a True Resurrection or Wish spell.

While the weapon is on your person, you can use an action to cast the Disintegrate spell (save DC 18). Once this property is used, it can't be used again until the next dawn.
Thomas T. Toad

From The Lost Dungeon of Rickedness: Big Rick Energy, page 28.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common
 ***Webby Hands.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage.
Tressym

From Baldur's Gate: Descent into Avernus, page 241.

**Hit Points:** 5 (2d4)
 **STR**
3 (-4)
15 (+2)
10 (0)
11 (0)
12 (+1)
 **Skills:** Perception +5, Stealth +4
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** understands Common but can't speak
 ***Detect Invisibility.*** Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.
***Familiar.*** With the DM's permission, a person who casts the Find Familiar spell can choose to conjure a tressym instead of a normal cat.
***Keen Smell.*** The tressym has advantage on Wisdom (Perception) checks that rely on smell.
***Poison Sense.*** The tressym can detect whether a substance is poisonous by taste, touch, or smell.
 ***Claws.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
Tiny Servant

From Xanathar's Guide to Everything, page 168.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S
* **Duration:** 8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

**Hit Points:** 10 (4d4)
 **STR**
4 (-3)
16 (+3)
10 (0)
2 (-4)
10 (0)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10
 ***Slam.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) bludgeoning damage.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Time Stop

From Player's Handbook, page 283.

## Description

*9th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V
* **Duration:** Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Tongues

From Player's Handbook, page 283.

## Description

*3rd-level divination*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, M (a small clay model of a ziggurat)
* **Duration:** 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

## Learned By

* **Classes:** Bard, Cleric, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Scribing Gnome
* **Feats:** Greater Dragonmark