recursal/Fanatic-Fandom huggingface dataset:
Teleportation Circle

From Player's Handbook, page 282.

## Description

*5th-level conjuration*

* **Casting Time:** 1 minute
* **Range:** 10 feet
* **Components:** V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
* **Duration:** 1 round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock (OCF), Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Druid (*Circle of Dreams*), Ranger (*Horizon Walker*)
* **Races:** Mark of Passage Human
* **Feats:** Greater Dragonmark
Sovereign Glue

From Dungeon Master's Guide, page 200. Found on Magic Item Table E.

## Description

*Wondrous item, legendary.*

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6+1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.
Stinking Cloud

From Player's Handbook, page 278.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a rotten egg or several skunk cabbage leaves)
* **Duration:** Concentration, up to 1 minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Artificer (*Alchemist*), Druid (*Circle of the Land (Swamp)*), Druid (*Circle of the Land (Underdark)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Fiend*)
Swarm of Insects

From Monster Manual, page 338.

**Hit Points:** 22 (5d8)
 **STR**
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** blindsight 10 ft., passive Perception 8
**Languages:** —
 ***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Speak with Plants

From Player's Handbook, page 277.

## Description

*3rd-level transmutation*

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

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the Entangle spell to release a restrained creature.

## Learned By

* **Classes:** Bard, Druid, Ranger
* **Races:** Mark of Finding (Half-orc, Human)
* **Backgrounds:** Selesnya Initiate
Searing Smite

From Player's Handbook, page 274.

## Description

*1st-level evocation*

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

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

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

## Learned By

* **Classes:** Paladin, Ranger (OCF)
* **Subclasses:** Cleric (*Forge Domain*), Cleric (*Zeal Domain*), Sorcerer (*Stone Sorcery*)
* **Races:** Zariel Tiefling
Star Spawn Hulk

From Mordenkainen's Tome of Foes, page 234.

**Hit Points:** 136 (13d10 + 65)
 **STR**
20 (+5)
8 (-1)
21 (+5)
7 (-2)
12 (+1)
 **Saving Throws:** Dex +3, Wis +5
**Skills:** Perception +5
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Condition Immunities:** charmed, frightened
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** Deep Speech
 ***Multiattack.*** The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.
***Slam.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.
***Reaping Arms (Recharge 4-6).*** The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.
Sling Bullets of Althemone

From Mythic Odysseys of Theros, page 196.

## Description

*Weapon (sling bullet), very rare.*

The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.

You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.

### Magic Sling Bullets

 2
 3
 4
Staff of Swarming Insects

From Dungeon Master's Guide, page 203. Found on Magic Item Table G.

## Description

*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard). 4 lbs.*

This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).

***Insect Cloud.*** While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Shield of the Uven Rune

From Waterdeep: Dungeon of the Mad Mage, page 299.

## Description

*Armor (shield), very rare (requires attunement). 6 lbs.*

This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven ("enemy" in Giant) rune that confers great power.

While holding the shield, you benefit from the following properties.

***Winter's Friend.*** You are immune to cold damage.

***Deadly Rebuke.*** Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

***Bane.*** You can cast the Bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can't do so again until you finish a short or long rest.

***Gift of Vengeance.*** You can transfer the shield's magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon's creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
Snare

From Xanathar's Guide to Everything, page 165.

## Description

*1st-level abjuration*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (25 feet of rope, which the spell consumes)
* **Duration:** 8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

## Learned By

* **Classes:** Artificer, Druid, Ranger, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Spelljamming Helm

From Astral Adventurer's Guide, page 23.

## Description

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

The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.

The sensation of being attuned to a *spelljamming helm* is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.

While attuned to a *spelljamming helm* and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):

* You can use the *spelljamming helm* to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the *spelljamming helm* to move the vessel fast enough to travel 100 million miles in 24 hours.
* You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.
* At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.

**Transfer Attunement.** You can use an action to touch a willing spellcaster. That creature attunes to the *spelljamming helm* immediately, and your attunement to it ends.
Swarm of Beetles

From Monster Manual, page 338.

**Hit Points:** 22 (5d8)
 **STR**
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** blindsight 10 ft., passive Perception 8
**Languages:** —
 ***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Shield of Missile Attraction

From Dungeon Master's Guide, page 200. Found on Magic Item Table G.

## Description

*Armor (shield), rare (requires attunement). 6 lbs.*

While holding this shield, you have resistance to damage from ranged weapon attacks.

***Curse.*** This shield is cursed. Attuning to it curses you until you are targeted by the Remove Curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Stone of Controlling Earth Elementals

From Dungeon Master's Guide, page 205. Found on Magic Item Table G.

## Description

*Wondrous item, rare. 5 lbs.*

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the Conjure Elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
Staff of Birdcalls

From Xanathar's Guide to Everything, page 139.

## Description

*Staff, common.*

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's book, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Seeming

From Player's Handbook, page 274.

## Description

*5th-level illusion*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

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 a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's 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.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Ranger (*Gloom Stalker*), Warlock (*The Archfey*), Warlock (*The Genie (Djinni)*)
Swarm of Rot Grubs

From Volo's Guide to Monsters, page 208.

**Hit Points:** 22 (5d8)
 **STR**
2 (-4)
7 (-2)
10 (0)
1 (-5)
2 (-4)
 **Damage Resistances:** piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained
**Senses:** blindsight 10 ft. passive Perception 6
**Languages:** —
 ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.
 ***Bites.** Melee Weapon Attack:* +0 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned.
If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.
Swarm of Centipedes

From Monster Manual, page 338.

**Hit Points:** 22 (5d8)
 **STR**
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** blindsight 10 ft., passive Perception 8
**Languages:** —
 ***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by the swarm is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Siren Song Lyre

From Mythic Odysseys of Theros, page 198.

## Description

*Wondrous item, rare (requires attunement).*

You can use an action to play this lyre and cast one of the following spells from it: Animal Friendship, Charm Person, Enthrall, Suggestion. If the spell requires a saving throw, the spell save DC is 13.

Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
Storm Sphere

From Xanathar's Guide to Everything, page 166; and Elemental Evil Player's Companion, page 22.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Scroll of Protection

From Dungeon Master's Guide, page 199. Found on Magic Item Table C.

## Description

*Scroll, rare.*

Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.

 11-20
 21-30
 31-40
 41-50
 51-75
 76-80
 81-00

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.

The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.

A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Tenser's Floating Disk

From Player's Handbook, page 282.

## Description

*1st-level conjuration (ritual)*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a drop of mercury)
* **Duration:** 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mammon Tiefling, Mark of Making Human
* **Feats:** Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Spiritual Weapon

From Player's Handbook, page 278.

## Description

*2nd-level evocation*

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

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

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

## Learned By

* **Classes:** Cleric
* **Subclasses:** Cleric (*Life Domain*), Cleric (*War Domain*), Paladin (*Oath of Conquest*), Sorcerer (*Divine Soul*), Warlock (*The Raven Queen*), Wizard (*Theurgy*)
Slaad Tadpole

From Monster Manual, page 276.

**Hit Points:** 10 (4d4)
 **STR**
7 (-2)
15 (+2)
10 (0)
3 (-4)
5 (-3)
 **Skills:** Stealth +4
**Damage Resistances:** acid, cold, fire, lightning, thunder
**Senses:** darkvision 60 ft., passive Perception 7
**Languages:** understands Slaad but can't speak
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
Scrying

From Player's Handbook, page 273.

## Description

*5th-level divination*

* **Casting Time:** 10 minutes
* **Range:** Self
* **Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
* **Duration:** Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

 Firsthand (you have met the target)
 Familiar (you know the target well)

 Possession or garment
 Body part, lock of hair, bit of nail, or the like

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

## Learned By

* **Classes:** Bard, Cleric, Druid, Warlock, Wizard
* **Subclasses:** Cleric (*Knowledge Domain*), Cleric (*Light Domain*), Druid (*Circle of Dreams*), Druid (*Circle of the Land (Coast)*), Druid (*Circle of the Land (Swamp)*), Paladin (*Oath of Vengeance*), Paladin (*Oath of the Watchers*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Psionics*), Wizard (*Theurgy*)
Stone Defender

From Mordenkainen's Tome of Foes, page 126.

**Hit Points:** 52 (7d8 + 21)
 **STR**
19 (+4)
10 (0)
17 (+3)
3 (-4)
10 (0)
 **Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands one of the languages of its creator but can't speak
 ***False Appearance.*** While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.
 ***Intercept Attack.*** In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.
Staff of the Woodlands

From Dungeon Master's Guide, page 204. Found on Magic Item Table G.

## Description

*Staff, rare (requires attunement by a druid). 4 lbs.*

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), Locate Animals or Plants (2 charges), Speak With Animals (1 charge), Speak With Plants (3 charges), or Wall of Thorns (6 charges).

You can also use an action to cast the Pass Without Trace spell from the staff without using any charges.

***Tree Form.*** You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Steel Predator

From Mordenkainen's Tome of Foes, page 239.

**Hit Points:** 207 (18d10 + 108)
 **STR**
24 (+7)
17 (+3)
22 (+6)
4 (-3)
14 (+2)
 **Skills:** Perception +7, Stealth +8, Survival +7
**Damage Resistances:** cold, lightning, necrotic, thunder
**Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
**Senses:** blindsight 30 ft., darkvision 60 ft., passive Perception 17
**Languages:** understands Modron and the language of its owner but can't speak
 ***Innate Spellcasting.*** The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:
*3/day each:* Dimension Door (self only), Plane Shift (self only)
***Magic Resistance.*** The steel predator has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The steel predator makes three attacks: one with its bite and two with its claw.
***Bite.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) piercing damage.
***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.
***Stunning Roar (Recharge 5-6).*** The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sphere of Annihilation

From Dungeon Master's Guide, page 201. Found on Magic Item Table I.

## Description

*Wondrous item, legendary.*

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

If the sphere comes into contact with a planar portal, such as that created by the Gate spell, or an extradimensional space, such as that within a Portable Hole, the DM determines randomly what happens, using the following table.

 51-85
 86-00
Skum

From Ghosts of Saltmarsh, page 254.

**Hit Points:** 93 (11d8 + 44)
 **STR**
19 (+4)
11 (0)
18 (+4)
7 (-2)
12 (+1)
 **Skills:** Perception +4
**Damage Resistances:** psychic
**Senses:** darkvision 120 ft., passive Perception 14
**Languages:** Common, Deep Speech, telepathy 60 ft.
 ***Abolethic Vassal.*** The skum is permanently charmed by its aboleth master.
***Amphibious.*** The skum can breathe air and water.
***Psychic Conditioning.*** The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth.
 ***Multiattack.*** The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.
***Trident.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
***Mind-Breaking Touch.** +7 to hit, reach 5 ft., one target.* Hit: *18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn.*
Skyblinder Staff

From Guildmasters' Guide to Ravnica, page 181.

## Description

*Staff, uncommon (requires attunement)*

You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.

If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Sleet Storm

From Player's Handbook, page 276.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a pinch of dust and a few drops of water)
* **Duration:** Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Tempest Domain*), Druid (*Circle of the Land (Arctic)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Fathomless*), Warlock (*The Genie (Marid)*)
* **Races:** Mark of Storm Half-elf
Summon Shadowspawn

From Tasha's Cauldron of Everything, page 113.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (tears inside a gem worth at least 300 gp)
* **Duration:** Concentration, up to 1 hour

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen biped marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

## Learned By

* **Classes:** Warlock (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Solar

From Monster Manual, page 18.

**Hit Points:** 243 (18d10 + 144)
 **STR**
26 (+8)
22 (+6)
26 (+8)
25 (+7)
25 (+7)
 **Saving Throws:** Int +14, Wis +14, Cha +17
**Skills:** Perception +14
**Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** necrotic, poison
**Condition Immunities:** charmed, exhaustion, frightened, poisoned
**Senses:** truesight 120 ft., passive Perception 24
**Languages:** all, telepathy 120 ft.
 ***Angelic Weapons.*** The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
***Divine Awareness.*** The solar knows if it hears a lie.
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
*At will:* Detect Evil and Good, Invisibility (self only)
*3/day each:* Blade Barrier, Dispel Evil and Good, Resurrection
*1/day each:* Commune, Control Weather
 ***Multiattack.*** The solar makes two greatsword attacks.
***Greatsword.** Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
***Slaying Longbow.** Ranged Weapon Attack:* +13 to hit, range 150/600 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
***Flying Sword.*** The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
 The solar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.
**Teleport.** The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
**Searing Burst (Costs 2 Actions).** The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
**Blinding Gaze (Costs 3 Actions).** The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the Lesser Restoration spell removes the blindness.
Sword of the Paruns

From Guildmasters' Guide to Ravnica, page 181.

## Description

*Weapon (longsword), very rare (requires attunement)*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:

* Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
* Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
* Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.
System Backdoor

From [ /7/74/UA07\_-\_Modern\_Magic.pdf Unearthed Arcana: Modern Magic].

## Description

*4th-level transmutation (technomagic)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S, M (hacking tools)
* **Duration:** Concentration, up to 1 hour

This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.

Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Warlock (*The Ghost in the Machine*)
Star Spawn Seer

From Mordenkainen's Tome of Foes, page 236.

**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 Resistances:** cold; bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** psychic
**Condition Immunities:** charmed, frightened
**Senses:** darkvision 60 ft., passive Perception 19
**Languages:** Common, Deep Speech, Undercommon
 ***Multiattack.*** The seer makes two comet staff attacks or uses Psychic Orb twice.
***Comet Staff.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) psychic damage, or 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, if used with two hands, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.
***Psychic Orb.** Ranged Spell Attack:* +11 to hit, range 120 feet, one target. *Hit:* 27 (5d10) psychic damage.
 ***Bend Space.*** When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.
Scaladar

From Waterdeep: Dungeon of the Mad Mage, page 315.

**Hit Points:** 94 (7d12 + 49)
 **STR**
19 (+4)
10 (0)
25 (+7)
1 (-5)
12 (+1)
 **Damage Resistances:** fire; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** force, lightning, poison
**Condition Immunities:** charmed, paralyzed, poisoned
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** —
 ***Lightning Absorption.*** Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn.
 ***Multiattack.*** The scaladar makes three attacks: two with its claws and one with its sting.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target.
***Sting.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage plus 11 (2d10) lightning damage.
Spider King

From Out of the Abyss, page 74.

**Hit Points:** 44
 **STR**
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (0)
 **Saving Throws:** Con +3, Wis +2
**Skills:** Perception +4, Stealth +7
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Spider Climb.*** The Spider King can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Two Heads.*** The Spider King has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
***Web Sense.*** While in contact with a web, the Spider King knows the exact location of any other creature in contact with the same web.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
***Web (Recharge 5-6).** Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Shield Guardian

From Monster Manual, page 271.

**Hit Points:** 142 (15d10 + 60)
 **STR**
18 (+4)
8 (-1)
18 (+4)
7 (-2)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 10
**Languages:** understands commands given in any language but can't speak
 ***Bound.*** The shield guardian is magically bound to  an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
***Regeneration.*** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
 ***Multiattack.*** The guardian makes two fist attacks.
 ***Shield.*** When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Silent Image

From Player's Handbook, page 276.

## Description

*1st-level illusion*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a bit of fleece)
* **Duration:** Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Eldritch Invocations:** Misty Visions
* **Races:** Mark of Shadow Elf
* **Feats:** Magic Initiate, Shadow Touched, Strixhaven Initiate