recursal/Fanatic-Fandom huggingface dataset:
Adult Blue Dracolich

From Monster Manual, page 84.

**Hit Points:** 225 (18d12 + 108)
 **STR**
25 (+7)
10 (0)
23 (+6)
16 (+3)
15 (+2)
 **Saving Throws:** Dex +6, Con +12, Wis +8, Cha +10
**Skills:** Perception +14, Stealth +6
**Damage Resistances:** necrotic
**Damage Immunities:** lightning, poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 24
**Languages:** Common, Draconic
 ***Legendary Resistance (3/Day).*** If the dracolich fails a saving throw, it can choose to succeed instead.
 ***Multiattack.*** The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
***Claw.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage.
***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage.
***Frightful Presence.*** Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 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 dracolich's Frightful Presence for the next 24 hours.
 The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn.
**Detect.** The dracolich makes a Wisdom (Perception) check.
**Tail Attack.** The dracolich makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dracolich beats its wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.
Cure Wounds

From Player's Handbook, page 230.

## Description

*1st-level evocation*

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

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger
* **Subclasses:** Cleric (*Life Domain*), Druid (*Circle of Wildfire*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*), Mage of Witherbloom (*Druid, Warlock*)
* **Races:** Abyssal Tiefling, Mark of Healing Halfling
* **Backgrounds:** Witherbloom Student
* **Feats:** Artificer Initiate, Gift of the Metallic Dragon, Magic Initiate, Strixhaven Initiate
Commune with Nature

From Player's Handbook, page 224.

## Description

*5th-level divination (ritual)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S
* **Duration:** Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water
* prevalent plants, minerals, animals, or peoples
* powerful celestials, fey, fiends, elementals, or undead
* influence from other planes of existence
* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Barbarian (*Path of the Totem Warrior*), Druid (*Circle of the Land (Arctic)*), Druid (*Circle of the Land (Forest)*), Paladin (*Oath of the Ancients*)
* **Races:** Mark of Finding (Half-orc, Human)
* **Backgrounds:** Selesnya Initiate
Cerodon

From Plane Shift: Amonkhet, page 37.

**Hit Points:** 126 (11d12 + 55)
 **STR**
24 (+7)
9 (-1)
21 (+5)
3 (-4)
11 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Siege Monster.*** The cerodon deals double damage to objects and structures.
 ***Gore.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8 + 7) piercing damage.
***Stomp.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10 + 7) bludgeoning damage.
Elemental Weapon

From Player's Handbook, page 237.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

**At Higher Levels:** When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

## Learned By

* **Classes:** Artificer, Druid (OCF), Paladin, Ranger (OCF)
* **Subclasses:** Cleric (*Forge Domain*), Sorcerer (*Stone Sorcery*), Warlock (*The Hexblade*)
* **Races:** Mark of Making Human
* **Backgrounds:** Izzet Engineer
Chuul

From Monster Manual, page 40.

**Hit Points:** 93 (11d10 + 33)
 **STR**
19 (+4)
10 (0)
16 (+3)
5 (-3)
11 (0)
 **Skills:** Perception +4
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** understands Deep Speech but can't speak
 ***Amphibious.*** The chuul can breathe air and water.
 ***Multiattack.*** The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
***Pincer.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
***Tentacles.*** One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Brown Mold

From Dungeon Master's Guide, page 105.

*Hazard*

Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the temperature within 30 feet of it is always frigid.

When a creature moves to within 5 feet of the mold for the first time on a turn or starts its turn there, it must make a DC 12 Constitution saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one.

Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes it to instantly expand outward in the direction of the fire, covering a 10-foot-square area (with the source of the fire at the center of that area). A patch of brown mold exposed to an effect that deals cold damage is instantly destroyed.
Construct Spirit

From Tasha's Cauldron of Everything, page 111.

**Hit Points:** 40 + 15 for each spell level above 3rd
 **STR**
18 (+4)
10 (0)
18 (+4)
14 (+2)
11 (0)
 **Damage Resistances:** poison
**Condition Immunities:** charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages you speak
**Challenge:** —
 ***Heated Body (Metal Only).*** A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
 ***Multiattack.*** The construct makes a number of attacks equal to half this spell's level (rounded down).
 ***Berserk Lashing (Clay Only).*** When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within react, the construct moves up to half its speed toward an enemy it can see without provoking opportunity attacks.
Duplicitous Manuscript

From Tasha's Cauldron of Everything, page 126.

## Description

*Wondrous item, rare (requires attunement by a wizard)*

To you, this book is a magical spellbook. To everyone else, the book appears to a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.

When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Hallucinatory Terrain, Major Image, Mirror Image, Mislead, Nystul's Magic Aura, Phantasmal Force, and Silent Image. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
* When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Coiling Grasp Tattoo

From Tasha's Cauldron of Everything, page 123.

## Description

*Wondrous item (tattoo), uncommon (requires attunement).*

Produced by a special needle, this magic tattoo has long intertwining designs.

***Tattoo Attunement.*** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.

***Grasping Tendrils.*** While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Claugiyliamatar

From Storm King's Thunder, page 96.

**Hit Points:** 385 (22d20 + 154)
 **STR**
27 (+8)
12 (+1)
25 (+7)
20 (+5)
17 (+3)
 **Saving Throws:** Dex +8, Con +14, Wis +10, Cha +11
**Skills:** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 27
**Languages:** Common, Draconic
 ***Amphibious.*** Claugiyliamatar can breathe air and water.
***Legendary Resistance (3/Day).*** If Claugiyliamatar fails a saving throw, she can choose to succeed instead.
***Innate Spellcasting.*** Claugiyliamatar's innate spellcasting ability is Charisma (spell save DC 19). Claugiyliamatar can innately cast the following spells, requiring no material components:
*1/day each:* Invisibility, Legend Lore, Protection from Energy, True Seeing
***Spellcasting.*** Claugiyliamatar is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following druid spells prepared:
*Cantrips (at will):* Druidcraft, Mending, Produce Flame
*1st level (4 slots):* Cure Wounds, Detect Magic, Entangle, Speak with Animals
*2nd level (3 slots):* Animal Messenger, Pass without Trace
*3rd level (3 slots):* Dispel Magic, Plant Growth
 ***Multiattack.*** Claugiyliamatar can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
***Bite.** Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
***Claw.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6 + 8) slashing damage.
***Tail.** Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.
***Frightful Presence.*** Each creature of Claugiyliamatar's choice that is within 120 feet of Claugiyliamatar and aware of her must succeed on a DC 19 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 Claugiyliamatar's Frightful Presence for the next 24 hours.
 Claugiyliamatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Claugiyliamatar regains spent legendary actions at the start of its turn.
**Detect.** Claugiyliamatar makes a Wisdom (Perception) check.
**Tail Attack.** Claugiyliamatar makes a tail attack.
**Wing Attack (Costs 2 Actions).** Claugiyliamatar beats her wings. Each creature within 15 feet of Claugiyliamatar must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Claugiyliamatar can then fly up to half her flying speed.
Dust Devil

From Xanathar's Guide to Everything, page 154; and Elemental Evil Player's Companion, page 17.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a pinch of dust)
* **Duration:** Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Dragon Slayer

From Dungeon Master's Guide, page 166. Found on Magic Item Table G.

## Description

*Weapon (any sword), rare.*

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

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Blood Hawk

From Monster Manual, page 319.

**Hit Points:** 7 (2d6)
 **STR**
6 (-2)
14 (+2)
10 (0)
3 (-4)
14 (+2)
 **Skills:** Perception +4
**Senses:** passive Perception 14
**Languages:** —
 ***Keen Sight.*** The blood hawk has advantage on Wisdom (Perception) checks that rely on sight.
 ***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
Bestial Spirit

From Tasha's Cauldron of Everything, page 109.

**Hit Points:** 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
 **STR**
18 (+4)
11 (0)
16 (+3)
4 (-3)
14 (+2)
 **Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands the languages you speak
**Challenge:** —
 ***Flyby (Air Only).*** The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Pack Tactics (Land and Water Only).*** The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
 ***Multiattack.*** The beast makes a number of attacks equal to half this spell's level (rounded down).
***Maul.** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + 4 + the spell's level piercing damage.
Deck of Illusions

From Dungeon Master's Guide, page 161. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon.*

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Chill Touch

From Player's Handbook, page 221.

## Description

*Necromancy cantrip*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Death Domain*), Druid (*Circle of Spores*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Eladrin (UA), Half-elf (High Elf Descent), High Elf, Mul Daya Elf, Shadar-kai (UA), Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate, Spell Sniper, Strixhaven Initiate
Cloak of Arachnida

From Dungeon Master's Guide, page 158. Found on Magic Item Table H.

## Description

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

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

* You have resistance to poison damage.
* You have a climbing speed equal to your walking speed.
* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
* You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Dragon's Breath

From Xanathar's Guide to Everything, page 154.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 bonus action
* **Range:** Touch
* **Components:** V, S, M (a hot pepper)
* **Duration:** Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Alchemical Compendium

From Tasha's Cauldron of Everything, page 119.

## Description

*Wondrous item, rare (requires attunement by a wizard)*

Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: Enlarge/Reduce, Feather Fall, Flesh to Stone, Gaseous Form, Magic Weapon, and Polymorph. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
* As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
Blinding Smite

From Player's Handbook, page 219.

## Description

*3rd-level evocation*

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

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Artificer (*Battle Smith*), Sorcerer (*Stone Sorcery*)
* **Backgrounds:** Boros Legionnaire
Chaos Bolt

From Xanathar's Guide to Everything, page 151; and Guildmasters' Guide to Ravnica, page 67.

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

 2
 3
 4
 5
 6
 7
 8

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

## Learned By

* **Classes:** Sorcerer
* **Backgrounds:** Izzet Engineer
* **Feats:** Magic Initiate, Strixhaven Initiate
Dispel Magic

From Player's Handbook, page 234.

## Description

*3rd-level abjuration*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Trickery Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Devotion*), Ranger (*Fey Wanderer*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Feats:** Drow High Magic
Dancing Lights

From Player's Handbook, page 230.

## Description

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm)
* **Duration:** Concentration, up to 1 minute

You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Abyssal Tiefling, Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Drow, Half-elf (Drow Descent), Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Backgrounds:** Golgari Agent
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate
Earthbind

From Xanathar's Guide to Everything, page 154; and Elemental Evil Player's Companion, page 17.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 300 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

## Learned By

* **Classes:** Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Deep Gnome (Race)

From Mordenkainen Presents: Monsters of the Multiverse, page 11.

## Traits

As a deep gnome, you have the following racial traits.

***Ability Score Increase.*** When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

***Creature Type.*** You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.

***Size.*** You are Small.

***Speed.*** Your walking speed is 30 feet.

***Languages.*** Your character can read, speak, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. Your DM is free to modify that list for a campaign.

***Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

***Gift of the Svirfneblin.*** Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

***Gnomish Magic Resistance.*** You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

***Svirfneblin Camouflage.*** When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Deep Rothé

From Volo's Guide to Monsters, page 208.

**Hit Points:** 13 (2d8 + 4)
 **STR**
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
 **Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Charge.*** If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
 ***Gore.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
Circle of Power

From Player's Handbook, page 221.

## Description

*5th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Cleric (*Solidarity Domain*), Cleric (*Twilight Domain*), Paladin (*Oath of the Crown*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Backgrounds:** Quandrix Student
Comprehend Languages

From Player's Handbook, page 224.

## Description

*1st-level divination (ritual)*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a pinch of soot and salt)
* **Duration:** 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Races:** Mark of Scribing Gnome
* **Backgrounds:** Lorehold Student
* **Feats:** Fey Touched, Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Dragonhide Belt

From Fizban's Treasury of Dragons, page 23.

## Description

*Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a monk)*

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.

In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Death Ward

From Player's Handbook, page 230.

## Description

*4th-level abjuration*

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

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

## Learned By

* **Classes:** Cleric, Paladin
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Ambition Domain*), Cleric (*Death Domain*), Cleric (*Grave Domain*), Cleric (*Life Domain*), Sorcerer (*Divine Soul*), Warlock (*The Undead*), Warlock (*The Undying*), Wizard (*Theurgy*)
* **Races:** Mark of Sentinel Human
* **Backgrounds:** Boros Legionnaire, Orzhov Representative, Witherbloom Student
Ceremony

From Xanathar's Guide to Everything, page 151.

## Description

*1st-level abjuration (ritual)*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (25 gp worth of powdered silver, which the spell consumes)
* **Duration:** Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

* **Atonement:** You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
* **Bless Water:** You touch one vial of water and cause it to become holy water.
* **Coming of Age:** You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
* **Dedication:** You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
* **Funeral Rite:** You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a Wish spell.
* **Wedding:** You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

## Learned By

* **Classes:** Cleric, Paladin
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Feats:** Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Arcane Eye

From Player's Handbook, page 214.

## Description

*4th-level divination*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a bit of bat fur)
* **Duration:** Concentration, up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Knowledge Domain*), Fighter (*Eldritch Knight*), Ranger (*Swarmkeeper*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Seeker*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Eldritch Invocations:** Visions of Distant Realms
* **Races:** Mark of Detection Half-elf, Mark of Scribing Gnome
* **Backgrounds:** Dimir Operative, Lorehold Student
Carpet of Flying

From Dungeon Master's Guide, page 157. Found on Magic Item Table H.

## Description

*Wondrous item, very rare.*

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly.

 21-55
 56-80
 81-100

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Conjure Woodland Beings

From Player's Handbook, page 226.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (one holly berry per creature summoned)
* **Duration:** Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

* One fey creature of challenge rating 2 or lower
* Two fey creatures of challenge rating 1 or lower
* Four fey creatures of challenge rating 1/2 or lower
* Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

**At Higher Levels:** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Dragon Sensing Longsword

From Princes of the Apocalypse, page 90.

## Description

*Weapon (longsword), uncommon. 3 lbs.*

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

This longsword is made of dragon bone and with a dragon-leather grip, and has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon.
Dimension Door

From Player's Handbook, page 233.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 500 feet
* **Components:** V
* **Duration:** Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Ambition Domain*), Cleric (*Trickery Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Vengence*), Ranger (*Fey Wanderer*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Passage Human
Chime of Opening

From Dungeon Master's Guide, page 158. Found on Magic Item Table C.

## Description

*Wondrous item, rare.*

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Counterspell

From Player's Handbook, page 228.

## Description

*3rd-level abjuration*

* **Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
* **Range:** 60 feet
* **Components:** S
* **Duration:** Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Paladin (*Oath of Redemption*), Paladin (*Oath of the Watchers*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mark of Sentinel Human
* **Backgrounds:** Azorius Functionary
Dragonlance

From Fizban's Treasury of Dragons, page 23.

## Description

*Weapon (lance or pike), legendary (requires attunement)*

A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as pikes) and by riders (as lances), but the magical properties of the weapons are the same.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.
Coin of Decisionry

From Acquisitions Incorporated, page 22.

## Description

*Wondrous item, varies with rank*

Starting at rank 2, your Coin of Decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the "tails" face. Roll a d4 on the following table to determine the message.

 2
 3
 4

The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.

***Better Odds.*** When you reach rank 3, your Coin of Decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the Coin of Decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn.
Cleansing Stone

From Eberron: Rising From the Last War, page 279; and Wayfinder's Guide to Eberron, page 115.

## Description

*Wondrous item, common.*

A cleansing stone is a stone sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Cleansing stones are often embedded into pedestals in public squares in Aundair or found in high-end Ghallanda inns.
Celestial Spirit

From Tasha's Cauldron of Everything, page 110.

**Hit Points:** 40 + 10 for each spell level above 5th
 **STR**
16 (+3)
14 (+2)
16 (+3)
10 (0)
14 (+2)
 **Damage Resistances:** radiant
**Condition Immunities:** charmed, frightened
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Celestial, understands the languages you speak
**Challenge:** —
 ***Multiattack.*** The celestial makes a number of attacks equal to half this spell's level (rounded down).
***Radiant Bow (Avenger Only).** Ranged Weapon Attack:* your spell attack modifier to hit, range 150/600 ft., one target. *Hit:* 2d6 + 2 + the spell's level radiant damage.
***Radiant Mace (Defender Only).** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
***Healing Touch (1/Day).*** The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.
Clay Gladiator

From Tomb of Annihilation, page 100.

**Hit Points:** 112 (15d8 + 45)
 **STR**
18 (+4)
15 (+2)
16 (+3)
10 (0)
12 (+1)
 **Saving Throws:** Str +7, Dex +5, Con +6
**Skills:** Athletics +10, Intimidation +5
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** passive Perception 11
**Languages:** —
 ***Brute.*** A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
***Climbing.*** The gladiator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 ***Multiattack.*** The gladiator makes three melee attacks.
***Spear.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands.
 ***Parry.*** The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Conjure Barrage

From Player's Handbook, page 225.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** Self (60-foot cone)
* **Components:** V, S, M (one piece of ammunition or a thrown weapon)
* **Duration:** Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

## Learned By

* **Classes:** Ranger
* **Subclasses:** Artificer (*Battle Smith*)
* **Races:** Mark of Making Human
* **Backgrounds:** Gruul Anarch