recursal/Fanatic-Fandom huggingface dataset:
Luxon Beacon

From Explorer's Guide to Wildemount, page 268.

## Description

*Wondrous item, legendary.*

This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.

***Fragment of Possibility.*** A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon beacon can't gain another Fragment of Possibility from any source.

When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.

***Soul Snare.*** If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.
Immovable Rod

From Dungeon Master's Guide, page 175. Found on Magic Item Table B.

## Description

*Rod, uncommon. 2 lbs.*

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Instrument of the Bards

From Dungeon Master's Guide, page 176. Found on Magic Item Tables F, G, H, I.

## Description

*Wondrous item, rarity varies (requires attunement by a bard)*

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Matalotok

From Baldur's Gate: Descent into Avernus, page 224.

## Description

*Weapon (warhammer), legendary (requires attunement). 2 lbs.*

Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.

You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Imbued Wood Focus

From Eberron: Rising From the Last War, page 277; and Wayfinder's Guide to Eberron, page 114.

## Description

*Wondrous item, common (requires attunement).*

An imbued wood focus is a rod, staff, or wand cut from a tree infused with extra-planar energy. If you're a spellcaster, you can use this orb as a spellcasting focus.

When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.

 Irian Rosewood
 Kythrian Manchineel
 Lamannian Oak
 Mabaran Ebony
 Risian Pine
 Shavarran Birch
 Xorian Wenge

## Wayfinder's Guide to Eberron

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

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

When you cast a spell that deals damage of the type associated with the material your arcane focus is made from, the spell gains a +1 bonus to one damage roll of that spell. The materials and their associated damage types are listed here.

***Fernian ash.*** Fire damage.

***Irian rosewood.*** Radiant damage.

***Kythrian manchineel.*** Acid or poison damage.

***Lamannian oak.*** Lightning or thunder damage.

***Mabaran ebony.*** Necrotic damage.

***Quori beech, Xorian wenge.*** Psychic damage.

***Risian pine.*** Cold damage.

***Shavarran birch.*** Force damage.
Insect Plague

From Player's Handbook, page 254.

## Description

*5th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 300 feet
* **Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
* **Duration:** Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

## Learned By

* **Classes:** Cleric, Druid, Sorcerer
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*), Cleric (*Tempest Domain*), Druid (*Circle of the Land (Desert)*), Druid (*Circle of the Land (Grassland)*), Druid (*Circle of the Land (Swamp)*), Druid (*Circle of the Land (Underdark)*), Ranger (*Primeval Guardian*), Ranger (*Swarmkeeper*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Backgrounds:** Golgari Agent
Hypnos Magen

From Icewind Dale: Rime of the Frostmaiden, page 302.

**Hit Points:** 34 (4d8 + 16)
 **STR**
10 (0)
14 (+2)
18 (+4)
14 (+2)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** passive Perception 10
**Languages:** understands the languages of its creator but can't speak, telepathy 30 ft.
 ***Fiery End.*** If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
***Magic Resistance.*** The magen has advantage on saving throws against spells and other magical effects.
 ***Psychic Lash.*** The magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.
***Suggestion.*** The magen casts the Suggestion spell (save DC 12), requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's Suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence.
Leather Golem Armor

From Lost Laboratory of Kwalish, page 55.

## Description

*Armor (leather armor), rare (requires attunement).*

Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:

***Immutable Form.*** You are immune to any spell or effect that would alter your form.

***Lightning Absorption.*** You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.

***Curse.*** This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:

* **Aversion of Fire.** If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
* **Berserk.** Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a Calm Emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Iron Flask

From Dungeon Master's Guide, page 178. Found on Magic Item Table I.

## Description

*Wondrous item, legendary.*

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

An Identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.
Inquisitive's Goggles

From Wayfinder's Guide to Eberron, page 116.

**Consult your DM before using this version.** It is usually considered unofficial and invalid due to updated material. This item is a outdated version of the Finder's Goggles.

## Description

*Wondrous item, uncommon (requires attunement).*

The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits.

* You can add your Intuition die from the Hunter's Intuition trait of the mark when you make Wisdom (Insight) checks.
* When you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
Holy Aura

From Player's Handbook, page 251.

## Description

*8th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)
* **Duration:** Concentration, up to 1 minute

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Mind Blank

From Player's Handbook, page 259.

## Description

*8th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** 24 hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils Wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Incendiary Cloud

From Player's Handbook, page 253.

## Description

*8th-level conjuration*

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

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

## Learned By

* **Classes:** Druid (OCF), Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Mariner's Armor

From Dungeon Master's Guide, page 181. Found on Magic Item Table B.

## Description

*Armor (light, medium, or heavy), uncommon.*

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Hunger of Hadar

From Player's Handbook, page 250.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a pickled octopus tentacle)
* **Duration:** Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

## Learned By

* **Classes:** Warlock
* **Subclasses:** Sorcerer (*Aberrant Mind*)
Moonbeam

From Player's Handbook, page 261.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
* **Duration:** Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

## Learned By

* **Classes:** Druid
* **Subclasses:** Cleric (*Twilight Domain*), Paladin (*Oath of the Ancients*), Paladin (*Oath of the Watchers*)
Manual of Quickness of Action

From Dungeon Master's Guide, page 181. Found on Magic Item Table H.

## Description

*Wondrous item, very rare. 5 lbs.*

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Lich

From Monster Manual, page 202.

**Hit Points:** 135 (18d8 + 54)
 **STR**
11 (+0)
16 (+3)
16 (+3)
20 (+5)
14 (+2)
 **Saving Throws:** Con +10, Int +12, Wis +9
**Skills:** Arcana +19, History +12, Insight +9, Perception +9
**Damage Resistances:** cold, lightning, necrotic
**Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** truesight 120 ft., passive Perception 19
**Languages:** Common plus up to five other languages
 ***Legendary Resistance (3/Day).*** If the lich fails a saving throw, he can choose to succeed instead.
***Rejuvenation.*** If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
***Spellcasting.*** The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
*Cantrips (at will):* Mage Hand, Prestidigitation, Ray of Frost
*1st level (4 slots):* Detect Magic, Magic Missile, Shield, Thunderwave
*2nd level (3 slots):* Detect Thoughts, Invisibility, Melf's Acid Arrow, Mirror Image
*3rd level (3 slots):* Animate Dead, Counterspell, Dispel Magic, Fireball
*4th level (3 slots):* Blight, Dimension Door
*5th level (3 slots):* Cloudkill, Scrying
*6th level (1 slot):* Disintegrate, Globe of Invulnerability
*7th level (1 slot):* Finger of Death, Plane Shift
*8th level (1 slot):* Dominate Monster, Power Word Stun
*9th level (1 slot):* Power Word Kill
 The lich 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 lich regains spent legendary actions at the start of its turn.
**Cantrip.** The lich casts a cantrip.
**Paralyzing Touch (Costs 2 Actions).** The lich uses Paralyzing Touch.
**Frightening Gaze (Costs 2 Actions).** The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target its immune to the lich's gaze for the next 24 hours.
**Disrupt Life (Costs 3 Actions).** Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Horn of Silent Alarm

From Xanathar's Guide to Everything, page 137.

## Description

*Wondrous item, common.*

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Mass Healing Word

From Player's Handbook, page 258.

## Description

*3rd-level evocation*

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

As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

## Learned By

* **Classes:** Bard (OCF), Cleric
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Order Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Healing Halfling
* **Feats:** Greater Dragonmark
Keg Robot

From Acquisitions Incorporated, page 212.

**Hit Points:** 39 (6d8 + 12)
 **STR**
16 (+3)
16 (+3)
15 (+2)
6 (-2)
8 (-1)
 **Skills:** Perception +1
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** poison, psychic
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** understands Common but can't speak
 ***Fist.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage.
***Acid Squirt.** Ranged Weapon Attack:* +5 to hit, range 20/40 ft., one target. *Hit:* 7 (1d8 + 3) acid damage.
***Beer Shower.*** The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned. While poisoned in this way, a creature has its speed halved by exposure to the potent brew. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additionally, the beer shower extinguishes any fires or open flames in its area.
***Hot Oil Spray (Recharge 5-6).*** The keg robot sprays hot oil in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (1d8 + 3) fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn't fall prone.
Any creature affected by the hot oil spray that takes fire damage before the oil dries (after 1 minute) takes an additional 3 (1d6) fire damage, and the oil burns away.
If the oil that remains in the area of the spray is lit, it burns for 1d4 rounds and deals 3 (1d6) fire damage to any creature that enters the area for the first time on a turn or ends its turn there.
Hypnotic Pattern

From Player's Handbook, page 252.

## Description

*3rd-level illusion*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
* **Duration:** Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Artificer (*Armorer*), Fighter (*Eldritch Knight*), Paladin (*Oath of Redemption*), Rogue (*Arcane Trickster*)
Moonblade

From Dungeon Master's Guide, page 217.

## Description

*Weapon (longsword), legendary (requires attunement by an elf or half-elf of neutral good alignment). 3 lbs.*

Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.

A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.

A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.

A moonblade has one rune on its blade for each master it has served (typically 1d6+1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moonblade Properties table.

***Sentience.*** A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

***Personality.*** Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.

The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.

If a moonblade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.
Magic Missile

From Player's Handbook, page 257.

## Description

*1st-level evocation*

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

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Artificer (*Armorer*), Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Abyssal Tiefling, Mephistopheles Tiefling (UA)
* **Feats:** Magic Initiate, Strixhaven Initiate
Hill Giant

From Monster Manual, page 155.

**Hit Points:** 105 (10d12 + 40)
 **STR**
21 (+5)
8 (-1)
19 (+4)
5 (-3)
9 (-1)
 **Skills:** Perception +2
**Senses:** passive Perception 12
**Languages:** Giant
 ***Multiattack.*** The giant makes two greatclub attacks.
***Greatclub.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage.
***Variant: Squash.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one Medium or Smaller creature. *Hit:* 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.
Iron Defender

From Unearthed Arcana: The Artificer Returns.

**Hit Points:** equal to five times your level in the Artificer class + your Intelligence modifier + the iron defender's Constitution modifier
 **STR**
14 (+2)
12 (+1)
14 (+2)
4 (-4)
10 (0)
 **Skills:** Perception +4
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
 ***Might of the Master.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the iron defender's skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target you can see. *Hit:* 1d8 + 2 piercing damage.
 ***Defensive Pounce.*** The iron defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the iron defender.
Kelpie

From Tales From the Yawning Portal, page 238.

**Hit Points:** 67 (9d8 + 27)
 **STR**
14 (+2)
14 (+2)
16 (+3)
7 (-2)
12 (+1)
 **Skills:** Perception +3, Stealth +4
**Damage Resistances:** fire, bludgeoning, piercing
**Condition Immunities:** blinded, deafened, exhaustion
**Senses:** blindsight 60 ft., passive Perception 13
**Languages:** Common, Sylvan
 ***Amphibious.*** The kelpie can breathe air and water.
***False Appearance.*** While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed.
 ***Multiattack.*** The kelpie makes two slam attacks.
***Slam.** Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).
***Drowning Hypnosis.*** The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.
Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.
Invulnerability

From Xanathar's Guide to Everything, page 160.

## Description

*9th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
* **Duration:** Concentration, up to 10 minutes

You are immune to all damage until the spell ends.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Knock

From Player's Handbook, page 254.

## Description

*2nd-level transmutation*

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

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Races:** Mark of Warding Dwarf
* **Feats:** Greater Dragonmark
Meteor Swarm

From Player's Handbook, page 259.

## Description

*9th-level evocation*

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

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

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

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Mordenkainen's Sword

From Player's Handbook, page 262.

## Description

*7th-level evocation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
* **Duration:** Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Ice Mephit

From Monster Manual, page 215.

**Hit Points:** 21 (6d6)
 **STR**
7 (-2)
13 (+1)
10 (0)
9 (-1)
11 (0)
 **Skills:** Perception +2, Stealth +3
**Damage Vulnerabilities:** bludgeoning, fire
**Damage Immunities:** cold, poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Aquan, Auran
 ***Death Burst.*** When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
***False Appearance.*** While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
 ***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
***Frost Breath (Recharge 6).*** The mephit exhales a 15-foot of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much on a success.
Mastix, Whip of Erebos

From Mythic Odysseys of Theros, page 201.

## Description

*Weapon (whip), artifact (requires attunement). 3 lbs.*

Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod.

***Whip of the Dead.*** Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.

Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk.

***Blessing of the Dead.*** If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:

* **Piety 1+.** The whip has 1 randomly determined minor detrimental property — a burden Erebos imposes to test his faithful.
* **Piety 25+.** The whip has 1 randomly determined major beneficial property.
* **Piety 50+.** The hammer has 1 additional randomly determined major beneficial property.

If you aren't a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties.

***Erebos's Claim.*** While carrying the whip, you can use an action to cast either Circle of Death or Dominate Monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk.

***Destroying the Whip.*** To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.
Kinetic Jaunt

From Strixhaven: A Curriculum of Chaos, page 37.

## Description

*2nd-level transmutation*

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

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:

* Your walking speed increases by 10 feet.
* You don't provoke opportunity attacks.
* You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Backgrounds:** Prismari Student
Lantern of Revealing

From Dungeon Master's Guide, page 179. Found on Magic Item Table B.

## Description

*Wondrous item, uncommon. 2 lbs.*

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Magnify Gravity

From Explorer's Guide to Wildemount, page 188.

## Description

*1st-level transmutation*

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

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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

## Learned By

* **Subclasses:** Wizard (*Graviturgy Magic*)
Flying Horror

From Guildmasters' Guide to Ravnica, page 203.

**Hit Points:** 49 (9d8 + 9)
 **STR**
9 (-1)
20 (+5)
12 (+1)
2 (-4)
15 (+2)
 **Skills:** Perception +4, Stealth +7
**Damage Vulnerabilities:** radiant
**Condition Immunities:** frightened
**Senses:** darkvision 120 ft., passive Perception 14
**Languages:** —
 ***Fear Frenzy.*** The horror has advantage on attack rolls against frightened creatures.
 ***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.
***Frightening Screech (Recharge 5-6).*** The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours.
Mindwitness

From Volo's Guide to Monsters, page 176.

**Hit Points:** 75 (10d10 + 20)
 **STR**
10 (0)
14 (+2)
14 (+2)
15 (+2)
15 (+2)
 **Saving Throws:** Int +5, Wis +5
**Skills:** Perception +8
**Condition Immunities:** prone
**Senses:** darkvision 120 ft., passive Perception 18
**Languages:** Deep Speech, Undercommon, telepathy 600 ft.
 ***Multiattack.*** The mindwitness makes two attacks: one with its tentacles and one with its bite.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 16 (4d6 + 2) piercing damage.
***Tentacles.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 20 (4d8 + 2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
***Eye Rays.*** The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. **Aversion Ray.** The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. **Fear Ray.** The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. **Psychic Ray.** The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
4. **Slowing Ray.** The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. **Stunning Ray.** The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
6. **Telekinetic Ray.** If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated.If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Maze

From Player's Handbook, page 258.

## Description

*8th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Jump

From Player's Handbook, page 254.

## Description

*1st-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a grasshopper's hind leg)
* **Duration:** 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

## Learned By

* **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Warlock (*The Seeker*)
* **Eldritch Invocations:** Otherworldly Leap
* **Races:** Githyanki, Mark of Passage Human
* **Backgrounds:** Simic Scientist
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Investiture of Ice

From Xanathar's Guide to Everything, page 159; and Elemental Evil Player's Companion, page 19.

## Description

*6th-level transmutation*

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

Until the spell ends, ice rimes your body, and you gain the following benefits:

* You are immune to cold damage and have resistance to fire damage.
* You can move across difficult terrain created by ice or snow without spending extra movement.
* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

## Learned By

* **Classes:** Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Hippogriff

From Monster Manual, page 184.

**Hit Points:** 19 (3d10 + 3)
 **STR**
17 (+3)
13 (+1)
13 (+1)
2 (-4)
12 (+1)
 **Skills:** Perception +5
**Senses:** passive Perception 15
**Languages:** —
 ***Multiattack.*** The hippogriff makes two attacks: one with its beak and one with its claws.
***Beak.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) slashing damage.