recursal/Fanatic-Fandom huggingface dataset:
City Watch

From Sword Coast Adventurer's Guide, page 145.

## Overview

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard. Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

* **Skills:** Athletics, Insight
* **Languages:** Any two of your choice
* **Equipment:** A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

### Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

## Variant: Investigator

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.

## Suggested Characteristics

Use the tables for the Soldier 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 the city watch.

Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
Elemental Gem

From Dungeon Master's Guide, page 167. Found on Magic Item Table B.

## Description

*Wondrous item, uncommon.*

This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Confusion

From Player's Handbook, page 224.

## Description

*4th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (three nut shells)
* **Duration:** Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 2-6
 7-8
 9-10

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

## Learned By

* **Classes:** Bard, Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Knowledge Domain*), Druid (*Circle of Spores*), Fighter (*Eldritch Knight*), Paladin (*Oathbreaker*), Paladin (*Oath of Treachery*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Eldritch Invocations:** Dreadful Word
* **Races:** Mark of Scribing Gnome
* **Backgrounds:** Rakdos Cultist, Silverquill Student
Clockwork Behir

From Acquisitions Incorporated, page 173.

**Hit Points:** 168 (16d12 + 64)
 **STR**
23 (+6)
16 (+3)
18 (+4)
7 (-2)
14 (+2)
 **Skills:** Percpetion +6, Stealth +7
**Damage Immunities:** poison, psychic
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 90 ft., passive Perception 16
**Languages:** Draconic
 ***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target *Hit:* 22 (3d10 + 6) piercing damage
***Constrict.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
***Lightning Breath (Recharge 5-6).*** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
***Swallow.*** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.
Chaos Quadrapod

From Acquisitions Incorporated, page 209.

**Hit Points:** 52 (7d10 + 14)
 **STR**
18 (+4)
13 (+1)
15 (+2)
6 (-2)
10 (0)
 **Skills:** Acrobatics +5, Perception +4
**Senses:** blindsight 120 ft. (blind beyond this radius), passive Perception 14
**Languages:** —
 ***Multiattack.*** The chaos quadrapod makes up to two tentacle attacks.
***Tentacle.** Melee Weapon Attack:* +6 to hit, reach 15 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.
***Chaos Cloud (Recharges after a Short or Long Rest).*** The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.
Conjure Animals

From Player's Handbook, page 225.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

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

* One beast of challenge rating 2 or lower
* Two beasts of challenge rating 1 or lower
* Four beasts of challenge rating 1/2 or lower
* Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it 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 has its 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 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Ranger (*Primeval Guardian*)
* **Races:** Mark of Handling Human
* **Backgrounds:** Gruul Anarch
Earth Elemental

From Monster Manual, page 124.

**Hit Points:** 126 (12d10 + 60)
 **STR**
20 (+5)
8 (-1)
20 (+5)
5 (-3)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, paralyzed, petrified, poisoned, unconscious
**Senses:** darkvision 60 ft., tremorsense 60 ft., passive Perception 10
**Languages:** Terran
 ***Earth Glide.*** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
 ***Multiattack.*** The elemental makes two slam attacks.
***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.
Duskcrusher

From Explorer's Guide to Wildemount, pages 266-267.

## Description

*Weapon (warhammer), very rare (requires attunement).*

This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.

While the radiant head is active, you gain a +2 bonus to attack and damage rolls made using this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage.

While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the Sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.
Disguise Self

From Player's Handbook, page 233.

## Description

*1st-level illusion*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** 1 hour

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Ambition Domain*), Cleric (*Trickery Domain*), Fighter (*Eldritch Knight*), Ranger (*Gloom Stalker*), Rogue (*Arcane Trickster*)
* **Eldritch Invocations:** Mask of Many Faces
* **Races:** Dispater Tiefling, Firbolg, Hexblood, Glasya Tiefling, Mark of Shadow Elf
* **Backgrounds:** Dimir Operative
* **Feats:** Artificer Initiate, Magic Initiate, Shadow Touched, Strixhaven Initiate, Svirfneblin Magic
Courtier

From Sword Coast Adventurer's Guide, page 146.

## Overview

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

* **Skills:** Insight, Persuasion
* **Languages:** Any two of your choice
* **Equipment:** A set of fine clothes and a pouch containing 5 gp

### Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

## Suggested Characteristics

Use the tables for the Guild Artisan 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 courtier.

The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
Clockwork Mule

From Storm King's Thunder, page 162.

**Hit Points:** 11 (2d8 + 2)
 **STR**
14 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** passive Perception 10
**Languages:** —
 ***Beast of Burden.*** The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
***Maintainable.*** Repairing 1 hit point of damage to the clockwork mule takes 1 hour and requires replacement parts, which can be bought in a large city for 20 gp. If the mule drops to 0 hit points, it is destroyed and unrepairable.
 ***Hooves.** Melee Weapon Attack:* +2 to hit, range 5 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.
Cloaker

From Monster Manual, page 41.

**Hit Points:** 78 (12d10 + 12)
 **STR**
17 (+3)
15 (+2)
12 (+1)
13 (+1)
12 (+1)
 **Skills:** Stealth +5
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Deep Speech, Undercommon
 ***Damage Transfer.*** While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.
***False Appearance.*** While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
 ***Multiattack.*** The cloaker makes two attacks: one with its bite and one with its tail.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
***Tail.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8 + 3) slashing damage.
***Moan.*** Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
***Phantasms (Recharges after a Short or Long Rest).*** The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Crystal Ball

From Dungeon Master's Guide, page 159. Found on Magic Item Tables H and I.

## Description

*Wondrous item, very rare or legendary (requires attunement)*

This crystal ball is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.

The following crystal ball variants are legendary items and have additional properties.

***Crystal Ball of Mind Reading.*** You can use an action to cast the Detect Thoughts spell (save DC 17) while you are Scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.

***Crystal Ball of Telepathy.*** While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the Suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. Once used, the Suggestion power of the crystal ball can't be used again until the next dawn.

***Crystal Ball of True Seeing.*** While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Crag Cat

From Storm King's Thunder, page 240.

**Hit Points:** 34 (4d10 + 12)
 **STR**
16 (+3)
17 (+3)
16 (+3)
4 (-3)
14 (+2)
 **Skills:** Perception +4, Stealth +7
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Nondetection.*** The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors.
***Pounce.*** If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage.
Contagion

From Player's Handbook, page 227.

## Description

*5th-level necromancy*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

* **Blinding Sickness:** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
* **Filth Fever:** A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
* **Flesh Rot:** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
* **Mindfire:** The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
* **Seizure:** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
* **Slimy Doom:** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

## Learned By

* **Classes:** Cleric, Druid
* **Subclasses:** Druid (*Circle of Spores*), Paladin (*Oathbreaker*), Sorcerer (*Divine Soul*), Warlock (*The Undying*), Wizard (*Theurgy*)
Elemental Bane

From Xanathar's Guide to Everything, page 155; and Elemental Evil Player's Companion, page 17.

## Description

*4th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

## Learned By

* **Classes:** Artificer, Druid, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Duergar Hammerer

From Mordenkainen's Tome of Foes, page 188.

**Hit Points:** 33 (6d8 + 8)
 **STR**
17 (+3)
7 (-2)
12 (+1)
5 (-3)
5 (-3)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 7
**Languages:** understands Dwarvish but can't speak
 ***Engine of Pain.*** Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
 ***Multiattack.*** The hammerer makes two attacks: one with its claw and one with its hammer.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
***Hammer.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage.
Disintegrate

From Player's Handbook, page 233.

## Description

*6th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a lodestone and a pinch of dust)
* **Duration:** Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Cuddly Strixhaven Mascot

From Strixhaven: A Curriculum of chaos, page 38.

## Description

*Wondrous item, common*

Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.

This toy can also be used to fight off fear. When you make a saving throw to avoid or end the Frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way again until you finish a long rest.
Core Spawn Seer

From Explorer's Guide to Wildemount, page 286.

**Hit Points:** 153 (18d8 + 72)
 **STR**
14 (+2)
12 (+1)
18 (+4)
22 (+6)
19 (+4)
 **Saving Throws:** Dex +6, Int +11, Wis +9, Cha +8
**Skills:** Perception +9
**Damage Immunities:** psychic
**Condition Immunities:** charmed, frightened
**Senses:** blindsight 60 ft., tremorsense 60 ft., passive Perception 19
**Languages:** Common, Deep Speech, telepathy 120 ft., Undercommon
 ***Earth Glide.*** The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.
 ***Multiattack.*** The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.
***Fission Staff.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.
 ***Fuse Damage.*** When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.
Cauldron of Plenty

From Icewind Dale: Rime of the Frostmaiden, page 314.

## Description

*Wondrous item, rare.*

This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3 1/2 feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.

If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.

The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
Dust Mephit

From Monster Manual, page 215.

**Hit Points:** 17 (5d6)
 **STR**
5 (-3)
14 (+2)
10 (0)
8 (-1)
11 (0)
 **Skills:** Perception +2, Stealth +4
**Damage Vulnerabilities:** fire
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Auran, Terran
 ***Death Burst.*** When the mephit dies, it explodes in a burst of dust. Each creature withing 10 feet of it must then succeed DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
 ***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage.
***Blinding Breath (Recharge 6).*** The mephit exhales a 15-foot of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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.
Detect Magic

From Player's Handbook, page 231.

## Description

*1st-level divination (ritual)*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Fighter (*Monster Hunter*), Paladin (*Oath of the Watchers*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Eldritch Invocations:** Eldritch Sight
* **Races:** Firbolg, Mark of Detection Half-elf, Owlin (UA)
* **Feats:** Artificer Initiate, Drow High Magic, Fey Touched, Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Create Food and Water

From Player's Handbook, page 229.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

## Learned By

* **Classes:** Artificer, Cleric, Paladin
* **Subclasses:** Druid (*Circle of the Land (Desert)*), Sorcerer (*Divine Soul*), Warlock (*The Genie*), Wizard (*Theurgy*)
* **Races:** Mark of Hospitality Halfling
Druid Grove

From Xanathar's Guide to Everything, page 154.

## Description

*6th-level abjuration*

* **Casting Time:** 10 minutes
* **Range:** Touch
* **Components:** V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
* **Duration:** 24 hours

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire warded area radiates magic. A Dispel Magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

* **Solid Fog:** You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
* **Grasping Undergrowth:** You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an Entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
* **Grove Guardians:** You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
* **Additional Spell Effect:** You can place your choice of one of the following magical effects within the warded area:
	+ A constant Gust of Wind in two locations of your choice
	+ Spike Growth in one location of your choice
	+ Wind Wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of Spike Growth is harmless.
Call Lightning

From Player's Handbook, page 220.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

**At Higher Levels:** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

## Learned By

* **Classes:** Druid
* **Subclasses:** Cleric (*Tempest Domain*), Druid (*Circle of the Land (Forest)*)
* **Backgrounds:** Izzet Engineer
Dissonant Whispers

From Player's Handbook, page 234.

## Description

*1st-level enchantment*

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

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

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

## Learned By

* **Classes:** Bard
* **Subclasses:** Sorcerer (*Aberrant Mind*), Warlock (*The Great Old One*)
* **Backgrounds:** Rakdos Cultist, Silverquill Student
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Compulsion

From Player's Handbook, page 224.

## Description

*4th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

## Learned By

* **Classes:** Bard
* **Subclasses:** Cleric (*Order Domain*), Paladin (*Oath of Glory*)
* **Eldritch Invocations:** Bewitching Whispers
* **Backgrounds:** Azorius Functionary, Silverquill Student
Decanter of Endless Water

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

## Description

*Wondrous item, uncommon. 2 lbs.*

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

* "Stream" produces 1 gallon of water.
* "Fountain" produces 5 gallons of water.
* "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Devotee's Censer

From Tasha's Cauldron of Everything, page 119.

## Description

*Weapon (flail), rare (requires attunement by a cleric or paladin)*

The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense regain 1d4 hit points. This property can't be used again until the next dawn.
Deinonychus

From Volo's Guide to Monsters, page 139.

**Hit Points:** 26 (4d8 + 8)
 **STR**
15 (+2)
15 (+2)
14 (+2)
4 (-3)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The deinonychus makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
***Claw.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage.
Gloves of Soul Catching

From Candlekeep Mysteries, page 169.

## Description

*Wondrous item, legendary (requires attunement)*

Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.

After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
Commune

From Player's Handbook, page 223.

## Description

*5th-level divination (ritual)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S, M (incense and a vial of holy or unholy water)
* **Duration:** 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Cleric (*Order Domain*), Paladin (*Oath of Devotion*), Paladin (*Oath of Glory*), Sorcerer (*Divine Soul*), Warlock (*The Raven Queen*), Wizard (*Theurgy*)
Daern's Instant Fortress

From Dungeon Master's Guide, page 160. Found on Magic Item Table G.

## Description

*Wondrous item, rare.*

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the Knock spell and similar magic, such as that of a Chime of Opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a Wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Dyrrn's Tentacle Whip

From Eberron: Rising From the Last War, pages 276-277.

## Description

*Weapon (whip), very rare (requires attunement).*

This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.

You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.

As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.

***Symbiotic Nature.*** The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
Dimensional Loop

From Acquisitions Incorporated, page 220.

## Description

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

While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

***Dimensional Cloak.*** As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.

***Fold Space.*** Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, 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.
Defender

From Dungeon Master's Guide, page 164. Found on Magic Item Table I.

## Description

*Weapon (any sword), legendary (requires attunement).*

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

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.