recursal/Fanatic-Fandom huggingface dataset:
Amulet of the Devout

From Tasha's Cauldron of Everything, page 119.

## Description

*Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin)*

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Air Elemental Myrmidon

From Mordenkainen's Tome of Foes, page 202.

**Hit Points:** 117 (18d8 + 36)
 **STR**
18 (+4)
14 (+2)
14 (+2)
9 (-1)
10 (0)
 **Damage Resistances:** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** poison
**Condition Immunities:** paralyzed, petrified, poisoned, prone
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Auran, one of its creator's choice
 ***Multiattack.*** The myrmidon makes three flail attacks.
***Flail.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage.
***Lightning Strike (Recharge 6).*** The myrmidon makes one flail attack. If the attack hits, it deal an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon's next turn.
Aid

From Player's Handbook, page 211.

## Description

*2nd-level abjuration*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a tiny strip of white cloth)
* **Duration:** 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

## Learned By

* **Classes:** Artificer, Bard (OCF), Cleric, Paladin, Ranger (OCF)
* **Subclasses:** Cleric (*Peace Domain*), Cleric (*Protection Domain*), Cleric (*Solidarity Domain*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Hospitality Halfling
* **Backgrounds:** Boros Legionnaire, Selesnya Initiate
Animated Armor

From Monster Manual, page 19.

**Hit Points:** 33 (6d8 + 6)
 **STR**
14 (+2)
11 (0)
13 (+1)
1 (-5)
3 (-4)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Antimagic Susceptibility.*** The armor is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The armor doesn't require air, food, drink, or sleep. The magic that animates the armor is dispelled when the construct drops to 0 hit points. If the armor is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
 ***Multiattack.*** The armor makes two melee attacks.
***Slam.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.
Air Elemental

From Monster Manual, page 124.

**Hit Points:** 90 (12d10 + 24)
 **STR**
14 (+2)
20 (+5)
14 (+2)
6 (-2)
10 (0)
 **Damage Resistances:** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Auran
 ***Multiattack.*** The elemental makes two slam attacks.
***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage.
***Whirlwind (Recharge 4-6).*** Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Brass Dragon Wyrmling

From Monster Manual, page 106.

**Hit Points:** 16 (3d8 + 3)
 **STR**
15 (+2)
10 (0)
13 (+1)
10 (0)
11 (0)
 **Saving Throws:** Dex +2, Con +3, Wis +2, Cha +3
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** fire
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons:
* **Fire Breath.** The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
* **Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Bell Branch

From Tasha's Cauldron of Everything, page 122.

## Description

*Wondrous item, rare (requires attunement by a druid or warlock)*

This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.

The branch has 3 charges, and regains 1d3 expended charges at dawn. You can use the charges in the following ways while holding it:

* As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elemental, fey, friends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.
* As an action, you can expend 1 charge to cast Protection From Evil and Good.
Almiraj

From Tomb of Annihilation, page 211.

**Hit Points:** 3 (1d6)
 **STR**
2 (-4)
16 (+3)
10 (0)
2 (-4)
14 (+2)
 **Skills:** Perception +4, Stealth +5
**Senses:** darkvision 30 ft., passive Perception 14
**Languages:** —
 ***Familiar.*** With the DM's permission, the Find Familiar spell can summon an almiraj.
 ***Horn.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
Absorbing Tattoo

From Tasha's Cauldron of Everything, page 119.

## Description

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

Produced by a special needle, this tattoo features designs that emphasize one color.

***Tattoo Attunement.*** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

***Damage Resistance.*** While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

***Damage Absorption.*** When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Telekinesis

**Telekinesis** is an power to move objects and individuals with one's mind. It can be channeled through the sheer concentration or hand gestures, the latter being the most common way to use the power. Telekinesis is one of the most common and most versatile powers possessed by meta-humans.

## Overview

The strength of telekinesis varies depending on the strength and skill of the users. This ability can be channeled either through one's hands.

As one's power develops, they may be able to use the power intuitively, no longer needing to concentrate in order to move something. This was shown by Tiara Pierce when she threw a tree branch without thinking. However, a lack of control can lead to more than the intended object being moved, as shown when Tiara, still trying to regain control over her powers, unintentionally summoned a multitude of objects, while trying to levitate a pot of sage.

It is also possible to telekinetically apply force around an object, squashing it as a result.

## Known Users

* Tiara Pierce
* Jamar DeVille (via. Empathic Mimicry)
Alhoon

From Volo's Guide to Monsters, page 172.

**Hit Points:** 120 (16d8 + 48)
 **STR**
11 (0)
12 (+1)
16 (+3)
19 (+4)
17 (+3)
 **Saving Throws:** Con +7, Int +8, Wis +7, Cha +7
**Skills:** Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
**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 17
**Languages:** Deep Speech, Undercommon, telepathy 120 ft.
 ***Innate Spellcasting (Psionics).*** The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: Detect Thoughts, Levitate
1/day each: Dominate Monster, Plane Shift (self only)
***Magic Resistance.*** The alhoon has advantage on saving throws against spells and other magical effects.
***Spellcasting.*** The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:
Cantrips (at will): Chill Touch, Dancing Lights, Mage Hand, Prestidigitation, Shocking Grasp
1st level (4 slots): Detect Magic, Disguise Self, Magic Missile, Shield
2nd level (3 slots): Invisibility, Mirror Image, Scorching Ray
3rd level (3 slots): Counterspell, Fly, Lightning Bolt
4th level (3 slots): Confusion, Evard's Black Tentacles, Phantasmal Killer
5th level (2 slots): Modify Memory, Wall of Force
6th level (1 slot): Disintegrate, Globe of Invulnerability
 ***Chilling Grasp.** Melee Spell Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (3d6) cold damage.
***Mind Blast (Recharge 5–6).*** The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Arms of Hadar

From Player's Handbook, page 215.

## Description

*1st-level conjuration*

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

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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

## Learned By

* **Classes:** Warlock
* **Subclasses:** Sorcerer (*Aberrant Mind*)
* **Feats:** Magic Initiate
Armored Saber-toothed Tiger

From Curse of Strahd, page 115.

**Hit Points:** 84
 **STR**
18 (+4)
14 (+2)
15 (+2)
3 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +6
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell.
***Pounce.*** If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) piercing damage.
***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
Aven

From Plane Shift: Amonkhet, page 15; and Plane Shift: Dominaria, page 6.

## Traits

(Plane Shift: Amonkhet, page 15)

All aven share the following traits.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Age.*** Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.

***Alignment.*** Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.

***Size.*** Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet.

***Flying.*** You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)

***Languages.*** You can speak, read, and write Common and Aven.

***Subrace.*** Choose one of two subraces for your character.

### Ibis-headed

A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge — not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Kefnet's Blessing.*** You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.

### Hawk-headed

Following the example of Oketra, hawk-headed aven often focus on the techniques of long-range combat. Most prefer javelins, but some are skilled with bows, spears, and throwing axes.

***Ability Score Increase.*** Your Wisdom score increases by 2.

***Hawkeyed.*** You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

## Plane Shift: Dominaria

(Plane Shift: Dominaria, page 6)

***Ability Score Increase.*** Your Dexterity score and your Wisdom score both increase by 2.

***Age.*** Like humans, aven reach adulthood in their late teens and can live into their 80s.

***Alignment.*** Aven are inclined toward the lawful good alignment of the Church of Serra.

***Size.*** Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)

***Hawkeyed.*** You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

***Languages.*** You can speak, read, and write Aven and Common.
Blade of Broken Mirrors

From Explorer's Guide to Wildemount, page 275.

## Description

*Weapon (dagger), artifact (requires attunement by a humanoid).*

A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.

***Sentience.*** The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

***Personality.*** An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.

***Dormant.*** The dagger grants the following benefits in its dormant state:

* The dagger has one minor beneficial property and one minor detrimental property.
* You can speak, read, and write Abyssal.
* You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand.
* Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory.

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

* The dagger gains an additional minor beneficial property and an additional minor detrimental property.
* The weapon's bonus to attack and damage rolls increases to +2.
* While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): Fabricate, Hallucinatory Terrain, Major Image, or Phantasmal Killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn.

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

* The dagger gains a major beneficial property.
* The weapon's bonus to attack and damage rolls increases to +3.
* The saving throw DC for spells cast from the dagger increases to 17.
* While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again.
Animated Halberd

From Curse of Strahd, page 59.

**Hit Points:** 17 (5d6)
 **STR**
12 (+1)
15 (+2)
11 (0)
1 (-5)
5 (-3)
 **Saving Throws:** Dex +4
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 7
**Languages:** —
 ***Antimagic Susceptibility.*** The halberd is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the halberd must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The halberd doesn't require air, food, drink, or sleep. The magic that animates the halberd is dispelled when the construct drops to 0 hit points. If the halberd is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
 ***Halberd.** Melee Weapon Attack:* +3 to hit, range 5 ft., one target. *Hit:* 5 (1d10 + 1) slashing damage.
Aldani (Lobsterfolk)

From Tomb of Annihilation, page 210.

**Hit Points:** 49 (9d8 + 9)
 **STR**
13 (+1)
8 (-1)
13 (+1)
10 (0)
14 (+2)
 **Skills:** Perception +4, Survival +4
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Common
 ***Multiattack.*** The aldani makes two attacks with its claws.
***Claw.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.
Cackler

From Guildmasters' Guide to Ravnica, page 195.

**Hit Points:** 10 (3d6)
 **STR**
9 (-1)
16 (+3)
11 (0)
11 (0)
7 (-2)
 **Skills:** Deception +3, Perception +0, Performance +3
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** Abyssal, Common
 ***Innate Spellcasting.*** The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:
*At will:* Fire Bolt
*1/day:* Tasha's Hideous Laughter
***Last Laugh.*** When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
***Spiked Chain.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
Bead of Force

From Dungeon Master's Guide, page 154. Found on Magic Item Table C.

## Description

*Wondrous item, rare.*

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Abyssal Chicken

From Baldur's Gate: Descent into Avernus, page 97.

**Hit Points:** 10 (3d4 + 3)
 **STR**
6 (-2)
14 (+2)
13 (+1)
4 (-3)
9 (-1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** blinded, poisoned
**Senses:** blindsight 30ft. (blind beyond this radius), passive Perception 9
**Languages:** understands Abyssal but can't speak
 ***Multiattack.*** The abyssal chicken makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
Banshee

From Monster Manual, page 23.

**Hit Points:** 58 (13d8)
 **STR**
1 (-5)
14 (+2)
10 (+0)
12 (+1)
11 (0)
 **Saving Throws:** Wis +2, Cha +5
**Damage Resistances:** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** cold, necrotic, poison
**Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common, Elvish
 ***Detect Life.*** The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the direction they're in but not their exact locations.
 ***Corrupting Touch.** Melee Spell Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 12 (3d6 + 2) necrotic damage.
***Horrifying Visage.*** Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.
***Wail (1/Day).*** The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 20 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Bag of Tricks

From Dungeon Master's Guide, page 154. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon. 0.5 lbs.*

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Miles Johnson

**Miles Johnson** is a main character of The Covert series. Miles is the second-born son of Vivian and Braxton Johnson, the younger brother of Kaden Johnson and the godfather of Simone, Jamar and Lino DeVille. Miles is a Renautas Operative of Knight Class and is one of the strongest Operatives to join Renautas.

## Biography

### Early Life

Miles Johnson was born in on August 15, 1980 as a member of the Johnson family, a family of meta-humans, as the second-born son of Vivian and Braxton Johnson. He grew up with an older brother, Marcus. As a teenager, he met and became best friends with Rafael DeVille, and became one of the only people whom Rafael ever truly trusted. During his young adult years, he attended Attilan Preparatory Academy, with Rafael and the two met Talia Cortez. They were all subsequently recruited into Renautas.

He, Talia and Rafael all became best friends once finding out they were all in Renautas. Rafael and Miles both fell in love with Talia, which somewhat strained their relationship. Though she eventually dated both of them, she ultimately chose Rafael, married him and moved to Brazil. Though Rafael asked Miles to come with them and he did. Two years afterwards, Rafael and Talia had a baby, a daughter named Simone, whom Miles became the godfather of.

## Physical Description

Miles is a light-brown caramel skin man of tall slender, being 6'1" and weighs 215 pounds, with a muscular build. Miles has short black hair and light brown eyes.

## Personality

Miles has shown to be a determined teacher and is stated to have an incredible talent for finding gifted potential.

He has always cared for the DeVille children as if he was their father, especially for Jamar. He decided to mentor them each personally, primarily Simone, to make sure they become great operatives.

## Powers, Abilities & Weaknesses

### Powers

* **Meta-human Physiology**: Miles inherited the meta-gene from his mother, Vivian Johnson, altering his DNA, supercharging his cells, granting him superhuman powers.
	+ **Sound Manipulation**: Miles is able to manipulate sound to his desire, converting it into energy and physical force that he can utilize in various ways. His abilities are heavily linked to his emotional state and often acted aggressively in response to his fear or anger.
		- **Sound Absorption**: Miles's abilities are reliant on him being in contact with sound, causing him to resonate with sound and energy similarly to a tuning fork. When absorbing enough sound and harnessing his energy to its fullest, his skin becomes pale and gray-like and his irises turn white, as his body began to generate blue and white light.
			* **Sound Conversion**: Miles is able to absorb sound and convert it into various forms of energy, essentially converting sound waves he absorbed into any other forms of existing energy.
			* **Sound Projection**: Miles is able to generate and control sound waves and vibrations to devastating effects, such as knocking people backwards or even destroying buildings.
Blade Barrier

From Player's Handbook, page 218.

## Description

*6th-level evocation*

* **Casting time:** 1 action
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

## Learned By

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

From Monster Manual, page 24.

**Hit Points:** 52 (8d8 + 16)
 **STR**
16 (+3)
8 (-1)
15 (+2)
2 (-4)
8 (-1)
 **Senses:** darkvision 60 ft., passive Perception 9
**Languages:** —
 ***Petrifying Gaze.*** If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Aura of Purity

From Player's Handbook, page 216.

## Description

*4th-level abjuration*

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

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

## Learned By

* **Classes:** Cleric (OCF), Paladin
* **Subclasses:** Artificer (*Battle Smith*), Cleric (*Peace Domain*), Paladin (*Oath of the Watchers*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Healing Halfling
Bowl of Commanding Water Elementals

From Dungeon Master's Guide, page 156. Found on Magic Item Table G.

## Description

*Wondrous item, rare. 3 lbs.*

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
Blood Fury Tattoo

From Tasha's Cauldron of Everything, page 122.

## Description

*Wondrous item (tattoo), legendary (requires attunement).*

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

***Tattoo Attunement.*** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

***Bloodthirsty Strikes.*** The tattoo has 10 charges and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits.

* When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
* When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Armblade

From Eberron: Rising From the Last War, page 276.

## Description

*Weapon (any one-handed melee weapon), common (requires attunement by a Warforged).*

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Animated Table

From Tales From the Yawning Portal, page 230.

**Hit Points:** 39 (6d10+6)
 **STR**
18 (+4)
8 (-1)
13 (+1)
1 (-5)
3 (-4)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Antimagic Susceptibility.*** The table is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Charge.*** If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
 ***Ram.** Melee Weapon Attack:* +6, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
Arcane Gate

From Player's Handbook, page 214.

## Description

*6th-level conjuration*

* **Casting time:** 1 action
* **Range:** 500 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Arrow of Slaying

From Dungeon Master's Guide, page 152. Found on Magic Item Table E.

## Description

*Weapon (arrow), very rare.*

An Arrow of Slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others: for example, there are both Arrows of Dragon Slaying and Arrows of Blue Dragon Slaying. If a creature belonging to the type, race, or group associated with an Arrow of Slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an Arrow of Slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as Bolts of Slaying meant for a crossbow, though arrows are most common.
Breathing Bubble

From Explorer's Guide to Wildemount, page 266.

## Description

*Wondrous item, common.*

This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet.

The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.
Antimagic Field

From Player's Handbook, page 213.

## Description

*8th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self (10-foot-radius sphere)
* **Components:** V, S, M (a pinch of powdered iron or iron filings)
* **Duration:** Concentration, up to 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

* **Targeted Effects:** Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the sphere have no effect on that target.
* **Areas of Magic:** The area of another spell or magical effect, such as Fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
* **Spells:** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
* **Magic Items:** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
* **Magical Travel:** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the Rope Trick spell, temporarily closes while in the sphere.
* **Creatures and Objects:** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
* **Dispel Magic:** Spells and magical effects such as Dispel Magic have no effect on the sphere. Likewise, the spheres created by different Antimagic Field spells don't nullify each other.

## Learned By

* **Classes:** Cleric, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Bottled Breath

From Princes of the Apocalypse, page 222.

## Description

*Potion, uncommon. 0.5 lbs.*

This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.

If you exhale the breath, you gain the effect of the Gust of Wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.
Arcane Hacking

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

## Description

*2nd-level transmutation (technomagic)*

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

You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spell's caster.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell's level is equal to or less than the level of the spell slot you used.

## Learned By

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

From Monster Manual, page 12.

**Hit Points:** 13 (3d8)
 **STR**
10 (0)
14 (+2)
10 (0)
11 (0)
12 (+1)
 **Skills:** Perception +5
**Senses:** passive Perception 15
**Languages:** Aarakocra, Auran
 ***Talon.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 4) slashing damage.
***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120, one target. *Hit:* 5 (1d6+ 2) piercing damage.
***Summon Air Elemental.*** Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.
Buster the Bear

From The Lost Dungeon of Rickedness: Big Rick Energy, page 27.

**Hit Points:** 27 (5d8 + 5)
 **STR**
15 (+2)
14 (+2)
13 (+1)
8 (-1)
11 (0)
 **Skills:** Stealth +6, Survival +2
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common
 ***Bashin' Banjo.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage.
Blue Dragon Mask

From Rise of Tiamat: Online Supplement, page 4.

## Description

*Wondrous item, legendary (requires attunement).*

This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.

***Damage Absorption.*** You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.

***Draconic Majesty.*** While you are wearing no armor, you can add your Charisma bonus to your Armor Class.

***Dragon Breath.*** If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.

***Dragon Sight.*** You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.

***Dragon Tongue.*** You can speak and understand Draconic. You also have advantage on any Charisma check you make against blue dragons.

***Legendary Resistance (1/day).*** If you fail a saving throw, you can choose to succeed instead.

***Lingering Shock.*** If you deal lightning damage to a creature, it can't take reactions until its next turn.
Animate Objects

From Player's Handbook, page 213.

## Description

*5th-level transmutation*

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

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

**At Higher Levels:** If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Forge Domain*), Sorcerer (*Clockwork Soul*)
* **Backgrounds:** Izzet Engineer