recursal/Fanatic-Fandom huggingface dataset:
Crystal Battleaxe

From Waterdeep: Dungeon of the Mad Mage, page 89.

**Hit Points:** 17 (5d6)
 **STR**
12 (+1)
15 (+2)
11 (0)
1 (-5)
5 (-3)
 **Saving Throws:** Dex +4
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 7
**Languages:** —
 ***Antimagic Susceptibility.*** The battleaxe is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the battleaxe must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
 ***Battleaxe.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage.
Desecrated Ground

From Dungeon Master's Guide, page 110.

*Wilderness hazard*

Some cemeteries and catacombs are imbued with the unseen traces of ancient evil. An area of desecrated ground can be any size, and a Detect Evil and Good spell cast within range reveals its presence.

Undead standing on desecrated ground have advantage on all saving throws.

A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a Hallow spell purifies desecrated ground within its area.
Cap of Water Breathing

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

## Description

*Wondrous item, uncommon.*

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Dimensional Seal

From Eberron: Rising From the Last War, page 280; and Wayfinder's Guide to Eberron, page 118.

## Description

*Eldritch machine, legendary.*

A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches-reminders of the conflict between the Gatekeepers and the daelkyr. The techniques used to create these seals have been long lost. It's said that as a whole, the dimensional seals keep the daelkyr bound in Khyber and prevent Xoriat from becoming coterminous with Eberron. If enough of these seals are destroyed, there could be dire consequences for the world.
Distort Value

From Acquisitions Incorporated, page 75.

## Description

*1st-level illusion*

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

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

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

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Shadow Touched, Strixhaven Initiate
Control Weather

From Player's Handbook, page 228.

## Description

*8th-level transmutation*

* **Casting Time:** 10 minutes
* **Range:** 5 miles
* **Components:** V, S, M (burning incense and bits of earth and wood mixed in water)
* **Duration:** Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

### Precipitation

 2
 3
 4
 5

### Temperature

 2
 3
 4
 5
 6

### Wind

 2
 3
 4
 5

## Learned By

* **Classes:** Cleric, Druid, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Danthor's Visor

From Explorer's Guide to Wildemount, pages 270-271.

## Description

*Wondrous item, artifact (requires attunement).*

These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.

***Dormant.*** While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.

***Awakened.*** When Danoth's Visor reaches an awakened state, it gains the following properties:

* You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
* As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.
* As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.

***Exalted.*** When Danoth's Visor reaches an exalted state, it gains the following properties:

* You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.
* As an action, you can cast the Antimagic Field spell from the visor. This property can't be used again until the next dawn.
Dretch

From Monster Manual, page 57.

**Hit Points:** 18 (4d6 + 4)
 **STR**
11 (0)
11 (0)
12 (+1)
5 (-3)
8 (-1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
 ***Multiattack.*** The dretch makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.
***Claws.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage.
***Fetid Cloud (1/Day).*** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Dust of Deliciousness

From Explorer's Guide to Wildemount, page 267.

## Description

*Wondrous item, uncommon.*

This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to cover six servings.
Dominate Monster

From Player's Handbook, page 235.

## Description

*8th-level enchantment*

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

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**At Higher Levels:** When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Elemental Essence Shard

From Tasha's Cauldron of Everything, page 127.

## Description

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

This crackling crystal contains the essence of an elemental plane. As an action, you can attack the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing a shard, you can use that property.

 2
 3
 4
Etherealness

From Player's Handbook, page 238.

## Description

*7th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

## Learned By

* **Classes:** Bard, Cleric, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Druid (*Circle of Twilight*), Ranger (*Horizon Walker*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Conjure Volley

From Player's Handbook, page 226.

## Description

*5th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (one piece of ammunition or one thrown weapon)
* **Duration:** Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Cursed Luckstone

From Ghosts of Saltmarsh, page 229.

## Description

*Wondrous item, uncommon (requires attunement).*

This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.

***Curse.*** This item is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.
Deva

From Monster Manual, page 16.

**Hit Points:** 136 (16d8 + 64)
 **STR**
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
 **Saving Throws:** Wis +9, Cha +9
**Skills:** Insight +9, Perception +9
**Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** darkvision 120 ft., passive Perception 19
**Languages:** all, telepathy 120 ft.
 ***Angelic Weapons.*** The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
*At will:* Detect Evil and Good
*1/day each:* Commune, Raise Dead
 ***Multiattack.*** The deva makes two melee attacks.
***Mace.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
***Healing Touch (3/Day).*** The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
***Change Shape.*** The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Crystal Golem

From Waterdeep: Dungeon of the Mad Mage, page 210.

**Hit Points:** 178 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Illumination.*** The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is destroyed.
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Light Intensity.*** Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of the creature's next turn.
A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The golem makes two slam attacks.
***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
***Slow (Recharge 5-6).*** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Crusader's Mantle

From Player's Handbook, page 230.

## Description

*3rd-level evocation*

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

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Cleric (*Solidarity Domain*), Cleric (*War Domain*)
Circlet of Blasting

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

## Description

*Wondrous item, uncommon.*

While wearing this circlet, you can use an action to cast the Scorching Ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Crystalline Chronicle

From Tasha's Cauldron of Everything, page 124.

## Description

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

An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells, which are wizard spells for you while you are attuned to it: Detect Thoughts, Intellect Fortress, Rary's Telepathic Bond, Sending, Telekinesis, Tasha's Mind Whip, and Tenser's Floating Disk. It functions as a spell book for you, with spells and other writing psychically encoded within it.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells, and you know the Mage Hand, Mind Sliver, and Message cantrips if you don't already know them.

The crystal 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 information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the crystal.
* When you cast a wizard spell, you can expand 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
Chamberlain of Zuggtmoy

From Out of the Abyss, page 230.

**Hit Points:** 45 (6d10 + 12)
 **STR**
17 (+3)
7 (-2)
14 (+2)
11 (0)
8 (-1)
 **Damage Resistances:** bludgeoning, piercing
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** Abyssal, Undercommon
 ***Mushroom Portal.*** The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.
 ***Multiattack.*** The chamberlain makes two slam attacks.
***Slam.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage.
***Infestation Spores (1/Day).*** The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be.
Dream of the Blue Veil

From Tasha's Cauldron of Everything, page 106.

## Description

*7th-level conjuration*

* **Casting Time:** 10 minutes
* **Range:** 20 feet
* **Components:** V, S, M (a magic item or a willing creature from the destination world)
* **Duration:** 6 hours

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Kyrnn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.

## Learned By

* **Classes:** Bard (OCF), Sorcerer (OCF), Warlock (OCF)
* **Subclasses:** Cleric (*Arcana Domain*)
Dybbuk

From Mordenkainen's Tome of Foes, page 132.

**Hit Points:** 37 (5d8 + 15)
 **STR**
6 (-2)
19 (+4)
16 (+3)
16 (+3)
15 (+2)
 **Skills:** Deception +6, Intimidation +4, Perception +4
**Damage Resistances:** cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 120 ft., passive Perception 14
**Languages:** Abyssal, Common, telepathy 120 ft.
 **Incorporeal Movement.** The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
**Innate Spellcasting.** The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
*At will:* Dimension Door
*3/day each:* Fear, Phantasmal Force
**Magic Resistance.** The dybbuk has advantage on saving throws against spells and other magical effects.
 ***Tendril.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.
***Possess Corpse (Recharge 6).*** The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
Dispel Evil and Good

From Player's Handbook, page 233.

## Description

*5th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (holy water or powdered silver and iron)
* **Duration:** Concentration, up to 1 minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

* **Break Enchantment:** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
* **Dismissal:** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

## Learned By

* **Classes:** Cleric, Paladin
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Ego Whip

From [ /e/e0/UA66\_-\_Fighter%2C\_Rogue%2C\_and\_Wizard.pdf Unearthed Arcana: Fighter, Rogue, and Wizard].

## Description

*4th-level enchantment*

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

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can't cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Calm Emotions

From Player's Handbook, page 221.

## Description

*2nd-level enchantment*

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

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

## Learned By

* **Classes:** Bard, Cleric
* **Subclasses:** Paladin (*Oath of Redemption*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Warlock (*The Archfey*), Wizard (*Theurgy*)
* **Races:** Mark of Handling Human, Mark of Hospitality Halfling
* **Backgrounds:** Azorius Functionary, Selesnya Initiate, Silverquill Student
Delayed Blast Fireball

From Player's Handbook, page 230.

## Description

*7th-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a tiny ball of bat guano and sulfur)
* **Duration:** Concentration, up to 1 minute

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

## Learned By

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

From Monster Manual, page 143.

**Hit Points:** 187 (15d10 + 105)
 **STR**
23 (+6)
12 (+1)
24 (+7)
12 (+1)
13 (+1)
 **Saving Throws:** Int +5, Wis +5, Cha +6
**Condition Immunities:** petrified
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Terran
 ***Earth Glide.*** The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.
***Elemental Demise.*** If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
***Spellcasting.*** The dao's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
*Cantrips (at will):* Detect Evil and Good, Detect Magic, Stone Shape
*3/day each:* Passwall, Move Earth, Tongues
*1/day each:* Conjure Elemental (Earth Elemental only), Gaseous Form, Invisibility, Phantasmal Killer, Plane Shift, Wall of Stone
***Variant: Genie Powers.** Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.*
* **Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the Disguise Self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the True Polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
* **Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

 ***Multiattack.*** The dao makes two fist attacks or two maul attacks.
***Fist.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.
***Maul.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.
Create Spelljamming Helm

From Astral Adventurer's Guide, page 22.

## Description

*5th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes)
* **Duration:** Instantaneous

Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm.

## Learned By

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

From Subclasses, Part 5. Used by the Drakewarden subclass.

**Hit Points:** 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
 **STR**
16 (+3)
12 (+1)
15 (+2)
8 (-1)
14 (+2)
 **Saving Throws:** Dex +1 plus PB, Wis +2 plus PB
**Damage Immunities:** determined by the drake's Draconic Essence trait
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Draconic
**Challenge Rating:** —
 ***Infused Strikes.*** When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence.
Gift of Alacrity

From Explorer's Guide to Wildemount, page 186.

## Description

*1st-level divination*

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

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

## Learned By

* **Subclasses:** Wizard (*Chronurgy Magic*)
* **Feats:** Fey Touched
Junior Designer

**Junior Designer** helfen Lisa dabei, Kleidung zu entwerfen, die sie in Supernova verkaufen kann. Manchmal gibt der Admin ihnen ein Thema und sie müssen ein Outfit für dieses Thema entwerfen. Wenn alle fertig sind, werden ihre Outfits in Supernova verkauft, es kann ein einzigartiges, besonderes oder ganz normales Outfit sein.
Dragon Turtle

From Monster Manual, page 119.

**Hit Points:** 341 (22d20 + 110)
 **STR**
25 (+7)
10 (0)
20 (+5)
10 (0)
12 (+1)
 **Saving Throws:** Dex +5, Con +10, Wis +6
**Damage Resistance:** fire
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Aquan, Draconic
 ***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
***Bite.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.
***Claw.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.
***Tail.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) bludgeon damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
***Steam Breath (Recharge 5-6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Finger of Death

From Player's Handbook, page 241.

## Description

*7th-level necromancy*

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

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Dust of Dryness

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

## Description

*Wondrous item, uncommon.*

This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Death Kiss

From Volo's Guide to Monsters, page 124.

**Hit Points:** 161 (17d10 + 68)
 **STR**
18 (+4)
14 (+2)
18 (+4)
10 (0)
12 (+1)
 **Saving Throws:** Con +8, Wis +5
**Skills:** Perception +5
**Damage Immunities:** lightning
**Condition Immunities:** prone
**Senses:** darkvision 120 ft., passive Perception 15
**Languages:** Deep Speech, Undercommon
 ***Multiattack.*** The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.
***Tentacle.** Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:* 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.
***Blood Drain.*** One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.
Devil's Ride

From Decent into Avernus, page 218.

**Cargo Capacity:** 100lb
**Armor Class:** 23 (19 while motionless)
**Hit Points:** 30 (damage threshold 5)
 **STR**
14 (+2)
18 (4)
12 (+1)
0
—
0
—
0
 **Damage Immunities:** fire, poison, psychic
 ***Jump:***
If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on a jump costs a foot of movement.
***Prone deficiency:***
If the Devil's Ride falls prone, it cannot right itself and is incapacitated until pulled upright.
***Stunt:***
 ***Juke:*** If the Devil's Ride is able to move, the driver can use its reaction to grant the Devil's Ride advantage on a Dexterity saving throw.
Druid/Unearthed Arcana

*To view the official mechanics and statistics of this class, see Druid.*
The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events. **Ask your Dungeon Master before using any material on this page.**

If Wizards of the Coast decides to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.

# Druid Circles and Wild Shape

(Unearthed Arcana: Druid Circles and Wild Shape)

## Circle of Twilight

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

### Harvest's Scythe

Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

### Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast Speak With Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Watcher at the Threshold

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.

### Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.
Dawn

From Xanathar's Guide to Everything, page 153.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a sunburst pendant worth at least 100 gp)
* **Duration:** Concentration, up to 1 minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

## Learned By

* **Classes:** Cleric, Wizard
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Claw of the Wyrm Rune

From Storm King's Thunder, page 233.

## Description

*Wondrous item, rare (requires attunement).*

This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.

***Wyrmslayer.*** As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.

***Wyrm Shield.*** While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon.

***Wyrm Ward.*** You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:

While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
Dragonstaff of Ahghairon

From Waterdeep: Dragon Heist, page 191.

## Description

*Staff, legendary (requires attunement).*

While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles).

A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward. This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit.

The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the Command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn.