recursal/Fanatic-Fandom huggingface dataset:
Flame Blade

From Player's Handbook, page 242.

## Description

*2nd-level evocation*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (leaf of sumac)
* **Duration:** Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

## Learned By

* **Classes:** Druid, Sorcerer (OCF)
* **Races:** Fire Genasi, Mephistopheles Tiefling
Feather of Diatryma Summoning

From Waterdeep: Dragon Heist, page 191.

## Description

*Wondrous item, rare (requires attunement).*

This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.

When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed.

The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.
Grung

From One Grung Above, page 4.

## Traits

Your grung character has an assortment of inborn abilities, part and parcel of grung nature.

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Constitution score increases by 1.
* **Age:** Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
* **Alignment:** Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.
* **Size:** Grungs stand between 2 1/2 and 3 1/2 feet tall and average about 30 pounds. Your size is Small.
* **Speed:** Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.
* **Arboreal Alertness:** You have proficiency in the Perception skill.
* **Amphibious:** You can breathe air and water.
* **Poison Immunity:** You're immune to poison damage and the poisoned condition.
* **Poisonous Skin:** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
* **Standing Leap:** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
* **Water Dependency:** If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
* **Languages:** You can speak, read, and write Grung.
Healing Elixir

From [ /2/21/UA36\_-\_Starter\_Spells.pdf Unearthed Arcana: Starter Spells].

## Description

*1st-level conjuration*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S, M (alchemist's supplies)
* **Duration:** 24 hours

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Strixhaven Initiate
Far Gear

From Acquisitions Incorporated, page 221.

## Description

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

While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.

***Aberrant Ally.*** You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the Conjure Celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the Far Gear, it cannot be used again until the next dawn.

***Unnatural Bane.*** You can cast the Bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.

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

From Player's Handbook, page 240.

## Description

*1st-level conjuration (ritual)*

* **Casting Time:** 1 hour
* **Range:** 10 feet
* **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
* **Duration:** Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. At your DM's choice, the options of an abyssal chicken, an almiraj, a flying monkey, or a tressym may be available. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

## Learned By

* **Classes:** Druid (OCF), Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*Pact of the Chain*)
* **Feats:** Magic Initiate, Quicksmithing, Ritual Caster, Servo Crafting, Strixhaven Initiate, Strixhaven Mascot
Ghost Lantern

From Tomb of Annihilation, page 206.

## Description

*Wondrous item, legendary (requires attunement). 1 lbs.*

A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.

While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the Mage Hand spell. The spirit returns to the lantern when the spell ends.

If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.

The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead.

Casting a Dispel Evil and Good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
Enemies Abound

From Xanathar's Guide to Everything, page 155.

## Description

*3rd-level enchantment*

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

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

## Learned By

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

From Player's Handbook, page 249.

## Description

*1st-level evocation*

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

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

## Learned By

* **Classes:** Bard, Cleric, Druid
* **Subclasses:** Artificer (*Alchemist*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Healing Halfling
* **Feats:** Magic Initiate, Strixhaven Initiate
Feylost

From The Wild Beyond the Witchlight, page 9.

## Overview

You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild's spell and learned a little about the nature of the mercurial tricksters that dwell there.

When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild — a mirror world hidden behind a mere twist of perception — is only a hair's breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie — your home away from home.

* **Skill Proficiencies:** Deception, Survival
* **Tool Proficiencies:** One type of musical instrument
* **Languages:** One of your choice of Elvish, Gnomish, Goblin, or Sylvan
* **Equipment:** A musical instrument (one of your choice), a set of traveler's clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp

### Fey Mark

You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table.

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### Feywild Visitor

Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.

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### Feature: Feywild Connection

Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Green Slaad

From Monster Manual, page 277.

**Hit Points:** 127 (15d10 + 45)
 **STR**
18 (+4)
15 (+2)
16 (+3)
11 (0)
8 (-1)
 **Skills:** Arcana +3, Perception +2
**Damage Resistances:** acid, cold, fire, lightning, thunder
**Senses:** blindsight 30 ft., darkvision 60 ft., passive Perception 12
**Languages:** Slaad, telepathy 60 ft.
 ***Shapechanger.*** The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Innate Spellcasting.*** The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:
*At will:* Detect Magic, Detect Thoughts, Mage Hand
*2/day each:* Fear, Invisibility (self only)
*1/day each:* Fireball
***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects.
***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
***Variant: Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against Imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A Wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A Greater Restoration spell cast on the slaad destroys the gem without harming the slaad.
 ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.
***Bite (Slaad Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.
***Claws (Slaad Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage.
***Staff.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
***Hurl Flame.** Ranged Spell Attack:* +4 to hit, range 60 ft., one target. *Hit:* 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried.
Giant Vulture

From Monster Manual, page 329.

**Hit Points:** 22 (3d10 + 6)
 **STR**
15 (+2)
10 (0)
15 (+2)
6 (-2)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** understands Common but can't speak
 ***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
 ***Multiattack.*** The vulture makes two attacks: one with its beak and one with its talons.
***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage.
***Talons.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage.
Giant Lightning Eel

From Tales From the Yawning Portal, page 236.

**Hit Points:** 42 (5d10 + 15)
 **STR**
11 (0)
17 (+3)
16 (+3)
2 (-4)
12 (+1)
 **Damage Resistances:** lightning
**Senses:** blindsight 60 ft., passive Perception 11
**Languages:** —
 ***Multiattack.*** The eel makes two bite attacks.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage.
***Lightning Jolt (Recharge 5-6).*** One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned.
Giant Wasp

From Monster Manual, page 329.

**Hit Points:** 13 (3d8)
 **STR**
10 (0)
14 (+2)
10 (0)
1 (-5)
10 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 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.
Gulthias Staff

From Curse of Strahd, page 221.

## Description

*Staff, rare (requires attunement)*

Made from the branch of a Gulthias tree, a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.

If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.

***Vampiric Strike.*** The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness.

***Blight Bane.*** While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
Guard Drake

From Hoard of the Dragon Queen, page 91.

**Hit Points:** 52 (7d8 + 21)
 **STR**
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
 **Skills:** Perception +2
**Damage Resistances:** lightning
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands Draconic but can't speak
 ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
Feather Token

From Eberron: Rising From the Last War, page 277; and Wayfinder's Guide to Eberron, page 115.

## Description

*Wondrous item, common.*

This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.

## Wayfinder's Guide to Eberron

**Consult your DM before using this version.** It is usually considered unofficial and invalid due to updated

This small metal disk is inscribed with the image of a feather. While the token is in your possession, you can cast Feather Fall as a bonus action. A feather token only holds sufficient charge for a single use, after which it loses its power. While it's an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides.
Giant Elk

From Monster Manual, page 325.

**Hit Points:** 42 (5d12 + 10)
 **STR**
19 (+4)
16 (+3)
14 (+2)
7 (-2)
14 (+2)
 **Skills:** Perception +4
**Senses:** passive Perception 14
**Languages:** Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
 ***Ram.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 22 (4d8 + 4) bludgeoning damage.
Gate Warden

From [Himages/2/29/UA2022-WondersoftheMultiverse.pdf Unearthed Arcana: Wonders of the Multiverse].

## Overview

You spent a significant amount of time somewhere influenced by a portal to another plane of existence or by intense planar forces. You're accustomed to experiences that would leave others reeling in terror or enraptured by otherworldly beauty, and you're as comfortable dealing with fiends and celestials as you are with vendors in town.

* **Skills:** Persuasion, Survival
* **Languages:** Two of your choice (Abyssal, Celestial, or Infernal recommended)
* **Equipment:** A ring of keys to unknown locks, a blank book, an ink pen or quill, a bottle of black ink, a set of traveler's clothes, and a pouch containing 10 gp

### Feature: Planar Infusion

Living someplace steeped in the energy of the planes, you gain the Scion of the Outer Planes feat.

In addition, you know where to find free, modest lodging and food in the community you grew up in.

## Building a Gate Warden Character

Those who dwell for any extended time near a permanent portal to another plane absorb the essence radiating from the realm beyond. This creates similarities in behaviors and even physical appearances that mark someone as influenced by a particular plane.

***Suggested Characteristics.*** The influence of an Outer Plane shapes your perspective. The Gate Warden Personality Traits table suggests various traits you might adopt for your character.

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***Gate Warden Trinkets.*** When you make your character, you can roll once on the Gate Warden Trinkets table, instead of on the Trinkets table in the Player's Handbook, for your starting trinket.

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## Bonus Feats

If the DM decides to allow any of the backgrounds in this section, all characters in the campaign gain access to a bonus feat. If you select one of these backgrounds, you gain the bonus feat specified in that background. If the background you choose doesn't provide a feat, you gain a bonus feat of your choice from the following list (a parenthesis tells you where to find the feat):

* Scion of Elemental Air (Unearthed Arcana)
* Scion of Elemental Earth (Unearthed Arcana)
* Scion of Elemental Fire (Unearthed Arcana)
* Scion of Elemental Water (Unearthed Arcana)
* Skilled (Player's Handbook)
* Tough (Player's Handbook)
Enlarge/Reduce

From Player's Handbook, page 237.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a pinch of powdered iron)
* **Duration:** Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

* **Enlarge:** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category — from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
* **Reduce:** The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category — from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

## Learned By

* **Classes:** Artificer, Bard (OCF), Druid (OCF), Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Giant Soul (Hill Giant)*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Races:** Duergar, Fairy
* **Backgrounds:** Quandrix Student, Simic Scientist
Golden Canary Figurine of Wondrous Power

From Fizban's Treasury of Dragons, page 23.

## Description

*Wondrous item, legendary*

This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows:

**Giant Canary Form.** The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can't be used this way again until the next dawn.

**Gold Dragon Form.** While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can't be used this way again until 1 year has passed.

In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the description.
Giant Eagle

From Monster Manual, page 324.

**Hit Points:** 26 (4d10 + 4)
 **STR**
16 (+3)
17 (+3)
13 (+1)
8 (-1)
14 (+2)
 **Skills:** Perception +4
**Senses:** passive Perception 14
**Languages:** Giant Eagle, understands Common and Auran but can't speak them
 ***Multiattack.*** The eagle makes two attacks: one with its beak and one with its talons.
***Beak.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target *Hit:* 6 (1d6 + 3) piercing damage.
***Talons.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
Elephant

From Monster Manual, page 322.

**Hit Points:** 76 (8d12 + 24)
 **STR**
22 (+6)
9 (-1)
17 (+3)
3 (-4)
11 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Gore.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) piercing damage.
***Stomp.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.
Far Step

From Xanathar's Guide to Everything, page 155.

## Description

*5th-level conjuration*

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

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Frilled Deathspitter

From Plane Shift: Ixalan, page 30.

**Hit Points:** 18 (4d6 + 4)
 **STR**
12 (+1)
16 (+3)
13 (+1)
4 (-3)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The deathspitter makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
***Spit Poison.** Ranged Weapon Attack:* +5 to hit, range 15/30 ft., one target. *Hit:* The target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is blinded until the end of the deathspitter's next turn.
Flying Dagger

From Baldur's Gate: Descent into Avernus, page 30.

**Hit Points:** 7 (3d4)
 **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 dagger is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the dagger must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The dagger doesn't require air, food, drink, or sleep. The magic that animates the dagger is dispelled when the construct drops to 0 hit points. If the dagger is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
 ***Dagger.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.
Flight Alabaster Angel

From Plane Shift: Inistrad, page 26.

**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 angel's weapon attacks are magical. When the angel 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 angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:
*At will:* Detect Evil and Good
*1/day each:* Commune, Raise Dead, Dispel Evil and Good
 ***Multiattack.*** The angel 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 angel 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 angel 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 angel's choice).
In a new form, the angel 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.
Giant Snapping Turtle

From Tomb of Annihilation, page 222.

**Hit Points:** 75 (10d10 + 20)
 **STR**
19 (+4)
10 (0)
14 (+2)
2 (-4)
12 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** —
 ***Amphibious.*** The turtle can breathe air and water.
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 18 (4d6 + 4) slashing damage.
Giant "Rocktopus"

From Out of the Abyss, page 28.

**Hit Points:** 52 (8d10 + 8)
 **STR**
17 (+3)
13 (+1)
13 (+1)
4 (-3)
10 (0)
 **Skills:** Perception +4, Stealth +5
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Tentacles.** Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
***Ink Cloud (Recharges after a Short or Long Rest).*** A 20-foot radius cloud of ink extends all around the octopus. The area is heavily obscured for 1 minute, although a significant wind can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Finder's Goggles

From Eberron: Rising From the Last War, page 277.

## Description

*Wondrous item, uncommon (requires attunement by a creature with the Mark of Finding).*

The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:

* When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check.
* As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast Locate Creature to find that creature. This property can't be used again until the next dawn.
Grimoire Infinitus

From Explorer's Guide to Wildemount, page 271.

## Description

*Wondrous item, artifact (requires attunement by a wizard).*

Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.

***Dormant.*** Most of the book is blank, but the following spells are recorded in the first pages of the tome: Alarm, Antimagic Field, Bigby's Hand, Blight, Charm Person, Confusion, Control Weather, Create Undead, Detect Thoughts, Enlarge/Reduce, Fear, Foresight, Gaseous Form, Glyph of Warding, Legend Lore, Leomund's Tiny Hut, Mass Suggestion, Mislead, Misty Step, Mordenkainen's Faithful Hound, Prismatic Spray, Ray of Enfeeblement, Silent Image, Teleport, and Thunderwave.

You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.

***Awakened.*** When the Grimoire Infinitus reaches an awakened state, it gains the following properties:

* While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
* When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.

***Exalted.*** When the Grimoire Infinitus reaches an exalted state, it gains the following properties:

* You can now use your Arcane Recovery feature twice between long rests, rather than once.
* When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
Enthrall

From Player's Handbook, page 237.

## Description

*2nd-level enchantment*

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

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

## Learned By

* **Classes:** Bard, Warlock
* **Subclasses** Sorcerer (*Aberrant Mind*)
* **Races:** Tiefling (Devil's Tongue)
* **Backgrounds:** Orzhov Representative, Rakdos Cultist
Haywire

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

## Description

*3rd-level enchantment (technomagic)*

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

This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.

At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.

 2-4
 5
 6

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Ghost in the Machine*)
Hat of Wizardry

From Xanathar's Guide to Everything, page 137.

## Description

*Wondrous item, common (requires attunement by a wizard).*

This antiquated, cone-shaped hat is adorned with gold crescent moon and stars. While you are wearing it, you gain the following benefits:

* You can use the hat as a spellcasting focus for your wizard spells.
* You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Failed Experiment Wand

From Acquisitions Incorporated, page 162.

## Description

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

This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed Fireball or a blue Lightning Bolt at random from it (save DC 15).

For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Gelatinous Cube

From Monster Manual, page 242.

**Hit Points:** 84 (8d10 + 40)
 **STR**
14 (+2)
3 (-4)
20 (+5)
1 (-5)
6 (-2)
 **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Ooze Cube.*** The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
***Ooze Nature.*** The cube doesn't require sleep.
 ***Pseudopod.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 10 (3d6) acid damage.
***Engulf.*** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Heal

From Player's Handbook, page 250.

## Description

*6th-level evocation*

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

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

## Learned By

* **Classes:** Cleric, Druid
* **Subclasses:** Artificer (*Alchemist*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Frost Salamander

From Mordenkainen's Tome of Foes, page 223.

**Hit Points:** 168 (16d12 + 64)
 **STR**
20 (+5)
12 (+1)
18 (+4)
7 (-2)
11 (0)
 **Saving Throws:** Con +8, Wis +4
**Skills:** Perception +4
**Damage Vulnerabilities:** fire
**Damage Immunities:** cold
**Senses:** darkvision 60 ft., tremorsense 60 ft., passive Perception 14
**Languages:** Primordial
 ***Multiattack.*** The salamander makes five attacks: four with its claws and one with its bite.
***Claws.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage.
***Bite.** Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage.
***Freezing Breath (Recharge 6).*** The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
Guardian of Nature

From Xanathar's Guide to Everything, page 157.

## Description

*4th-level transmutation*

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

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

* **Primal Beast:** Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
	+ Your walking speed increases by 10 feet.
	+ You gain darkvision with a range of 120 feet.
	+ You make Strength-based attack rolls with advantage.
	+ Your melee weapon attacks deal an extra 1d6 force damage on a hit.
* **Great Tree:** Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
	+ You gain 10 temporary hit points.
	+ You make Constitution saving throws with advantage.
	+ You make Dexterity- and Wisdom-based attack rolls with advantage.
	+ While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Friends

From Player's Handbook, page 244.

## Description

*Enchantment cantrip*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** S, M (a small amount of makeup applied to the face as this spell is cast)
* **Duration:** Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Wizard (*Psionics*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Eladrin (UA), Fierna Tiefling, Half-elf (High Elf Descent), High Elf, Mark of Hospitality Halfling (WGE), Siren, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Backgrounds:** Azorius Functionary, Orzhov Representative, Selesnya Initiate
* **Feats:** Aberrant Dragonmark, Magic Initiate
Flame Arrows

From Xanathar's Guide to Everything, page 156; and Elemental Evil Player's Companion, page 18.

## Description

*3rd-level transmutation*

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

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

## Learned By

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