recursal/Fanatic-Fandom huggingface dataset:
Identify

From Player's Handbook, page 252.

## Description

*1st-level divination (ritual)*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (a pearl worth at least 100 gp and an owl feather)
* **Duration:** Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

## Learned By

* **Classes:** Artificer, Bard, Wizard
* **Subclasses:** Cleric (*Forge Domain*), Cleric (*Knowledge Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Races:** Mark of Making Human
* **Backgrounds:** Lorehold Student
* **Feats:** Artificer Initiate, Fey Touched, Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Pipes of the Sewers

From Dungeon Master's Guide, page 185. Found on Magic Item Table F.

## Description

*Wondrous item, instrument, uncommon (requires attunement). 2 lbs.*

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Locate Creature

From Player's Handbook, page 256.

## Description

*4th-level divination*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a bit of fur from a bloodhound)
* **Duration:** Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

## Learned By

* **Classes:** Bard, Cleric, Druid, Paladin, Ranger, Wizard
* **Subclasses:** Cleric (*City Domain*), Cleric (*Order Domain*), Druid (*Circle of the Land (Swamp)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Warlock (*The Raven Queen*), Warlock (*The Seeker*), Wizard (*Theurgy*)
* **Races:** Mark of Finding (Half-orc, Human)
* **Feats:** Greater Dragonmark
Ice Spider Queen

From Storm King's Thunder, page 128.

**Hit Points:** 44
 **STR**
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (0)
 **Skills:** Stealth +7
**Damage Resistances:** cold
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Cold Aura.*** Any creature that starts its turn within 5 feet of the queen takes 5 (2d4) cold damage.
***Spider Climb.*** The queen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Web Sense.*** While in contact with a web, the queen knows the exact location of any other creature in contact with the same web.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
***Icy Web (Recharge 5-6).** Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. While restrained in the queen's web, the target takes 2 (1d4) cold damage at the start of each of its turns. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison and psychic damage).
Mass Heal

From Player's Handbook, page 258.

## Description

*9th-level evocation*

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

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

## Learned By

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

From Xanathar's Guide to Everything, page 162; and Elemental Evil Player's Companion, page 21.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** S
* **Duration:** Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate, Wood Elf Magic
Magic Weapon

From Player's Handbook, page 257.

## Description

*2nd-level transmutation*

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

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

## Learned By

* **Classes:** Artificer, Paladin, Ranger (OCF), Sorcerer (OCF), Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Forge Domain*), Cleric (*War Domain*), Cleric (*Zeal Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Glory*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Stone Sorcery*)
* **Races:** Mark of Making Human
Keycharm

From Eberron: Rising From the Last War, page 277; and Wayfinder's Guide to Eberron, page 117.

## Description

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

This small stylized key plays a vital role in the work of House Kundarak. If you cast the Alarm, Arcane Lock, or Glyph of Warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the Alarm spell, bypasses the lock of the Arcane Lock spell, or avoids triggering the glyph placed by the Glyph of Warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
Magic Circle

From Player's Handbook, page 256.

## Description

*3rd-level abjuration*

* **Casting Time:** 1 minute
* **Range:** 10 feet
* **Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
* **Duration:** 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
* The creature has disadvantage on attack rolls against targets within the cylinder.
* Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

## Learned By

* **Classes:** Cleric, Paladin, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Ranger (*Monster Slayer*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Warding Dwarf
Living Armor

From Eberron: Rising From the Last War, page 278.

## Description

*Armor (any), very rare (requires attunement)*

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

***Symbiotic Nature.*** The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Husk Zombie

From Explorer's Guide to Wildemount, page 293.

**Hit Points:** 37 (5d8 + 15)
 **STR**
16 (+3)
10 (0)
16 (+3)
3 (-4)
6 (-2)
 **Saving Throws:** Con +5, Wis +0
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** understands all languages it spoke in life but can't speak
 ***Curse of the Husk.*** A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.
***Undead Fortitude.*** If damage reduces the husk zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
***Undead.*** A husk zombie doesn't require air, food, drink, or sleep.
***Variant: Husk Zombie Bursters.*** Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option:
 ***Multiattack.*** The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
Horseshoes of a Zephyr

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

## Description

*Wondrous item, very rare.*

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
Reduced-Threat Behir

From Tales From the Yawning Portal, page 113.

**Hit Points:** 84 (16d12 + 64)
 **STR**
23 (+6)
16 (+3)
18 (+4)
7 (-2)
14 (+2)
 **Skills:** Percpetion +4, Stealth +5
**Damage Immunities:** lightning
**Senses:** darkvision 90 ft., passive Perception 16
**Languages:** Draconic
 ***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target *Hit:* 22 (3d10 + 6) piercing damage
***Lightning Breath (Recharge 5-6).*** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Leomund's Tiny Hut

From Player's Handbook, page 255.

## Description

*3rd-level evocation (ritual)*

* **Casting Time:** 1 minute
* **Range:** Self (10-foot-radius hemisphere)
* **Components:** V, S, M (a small crystal bead)
* **Duration:** 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Twilight Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Hospitality Halfling
Killer Whale

From Monster Manual, page 331.

**Hit Points:** 90 (12d12 + 12)
 **STR**
19 (+4)
10 (0)
13 (+1)
3 (-4)
12 (+1)
 **Skills:** Perception +3
**Senses:** blindsight 120 ft., passive Perception 13
**Languages:** —
 ***Echolocation.*** The whale can't use its blindsight while deafened.
***Hold Breath.*** The whale can hold its breath for 30 minutes.
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 21 (5d6 + 4) piercing damage.
Magic Stone

From Xanathar's Guide to Everything, page 160; and Elemental Evil Player's Companion, page 20.

## Description

*Transmutation cantrip*

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

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

## Learned By

* **Classes:** Artificer, Druid, Warlock
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Vahadar Elf
* **Feats:** Artificer Initiate, Magic Initiate, Spell Sniper, Wood Elf Magic
Meenlock

From Volo's Guide to Monsters, page 170.

**Hit Points:** 31 (7d6 + 7)
 **STR**
7 (-2)
15 (+2)
12 (+1)
11 (0)
10 (0)
 **Skills:** Perception +4, Stealth +6, Survival +2
**Condition Immunities:** frightened
**Senses:** darkvision 120 ft., passive Perception 14
**Languages:** telepathy 120 ft.
 ***Fear Aura.*** Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.
***Light Sensitivity.*** While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
***Shadow Teleport (Recharge 5-6).*** As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
 ***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed 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.
Phantasmal Force

From Player's Handbook, page 264.

## Description

*2nd-level illusion*

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

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Archfey*), Warlock (*The Genie*), Warlock (*The Great Old One*), Warlock (*The Undead*)
Dwarven Thrower

From Dungeon Master's Guide, page 167. Found on Magic Item Table H.

## Description

*Weapon (warhammer), major, very rare (requires attunement by a dwarf).*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Meld Into Stone

From Player's Handbook, page 259.

## Description

*3rd-level transmutation (ritual)*

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

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

## Learned By

* **Classes:** Cleric, Druid, Ranger (OCF)
* **Subclasses:** Druid (*Circle of the Land (Mountain)*), Sorcerer (*Divine Soul*), Warlock (*The Genie (Dao)*), Wizard (*Theurgy*)
* **Backgrounds:** Dimir Operative
Ironfang

From Princes of the Apocalypse, page 224.

## Description

*Weapon (war pick), legendary (requires attunement).*

A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.

***Earth Mastery.*** You gain the following benefits while you hold Ironfang:

* You can speak Terran fluently.
* You have resistance to acid damage.
* You have tremorsense out to a range of 60 feet.
* You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.
* You can cast Dominate Monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn.

***Shatter.*** Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of Shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.

***The Rumbling.*** While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth. Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.

***Flaw.*** Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin."
Reincarnation Dust

From Explorer's Guide to Wildemount, page 268.

## Description

*Wondrous item, very rare.*

When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the Reincarnate spell had been cast on the remains.
Ring of Mind Shielding

From Dungeon Master's Guide, page 191. Found on Magic Item Table F.

## Description

*Ring, uncommon (requires attunement).*

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Potion of Possibility

From Explorer's Guide to Wildemount, page 268.

## Description

*Potion, very rare*

When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.

When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.

While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source.
Neogi Hatchling

From Volo's Guide to Monsters, page 179.

**Hit Points:** 7 (3d4)
 **STR**
3 (-4)
13 (+1)
10 (0)
6 (-2)
10 (0)
 **Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Mental Fortitude.*** The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep.
 ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned 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.
Red Dragon Mask

From Rise of Tiamat: Online Supplement, page 4.

## Description

*Wondrous item, legendary (requires attunement).*

This mask of glossy crimson has swept-back horns and spiked cheek ridges. 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 fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire 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 red dragons.

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

***Dragon Fire.*** If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Orb of Gonging

From Waterdeep: Dungeon of the Mad Mage, page 174.

## Description

*Wondrous item, common. 5 lbs.*

This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Potion of Longevity

From Dungeon Master's Guide, page 188. Found on Magic Item Table D.

## Description

*Potion, very rare. 0.5 lbs.*

When you drink this potion, your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Rime's Binding Ice

From Fizban's Treasury of Dragons, page 21.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (30-foot cone)
* **Components:** S, M (a vial of meltwater)
* **Duration:** Instantaneous

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Plane Shift

From Player's Handbook, page 266.

## Description

*7th-level conjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
* **Duration:** Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

## Learned By

* **Classes:** Cleric, Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Ravenous Void

From Explorer's Guide to Wildemount, page 188.

## Description

*9th-level evocation*

* **Casting Time:** 1 action
* **Range:** 1,000 feet
* **Components:** V, S, M (a small, nine-pointed star made of iron)
* **Duration:** Concentration, up to 1 minute

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

## Learned By

* **Subclasses:** Wizard (*Graviturgy Magic*)
Radiant Idol

From Eberron: Rising From the Last War, page 308.

**Hit Points:** 142 (15d10 + 60)
 **STR**
23 (+6)
18 (+4)
19 (+4)
17 (+3)
20 (+5)
 **Saving Throws:** Wis +9, Cha +9
**Skills:** Deception +9, Insight +9, Perception +9, Persuasion +9
**Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** darkvision 120 ft., passive Perception 19
**Languages:** all, telepathy 120 ft.
 ***Aura of False Divinity.*** A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
***Immortal Nature.*** A radiant idol doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant idol can innately cast the following spells, requiring no material components:
*At will:* Charm Person, Cure Wounds, Disguise Self, Thaumaturgy
*1/day each:* Commune, Dominate Person, Insect Plague, Mass Suggestion, Raise Dead
 ***Multiattack.*** The radiant idol makes two melee attacks.
***Flail.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage.
***Radiant Strike (1/Day).*** The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.
Piggy Wiggle Butt

From The Lost Dungeon of Rickedness: Big Rick Energy, page 28.

**Hit Points:** 15 (2d8 + 6)
 **STR**
16 (+3)
12 (+1)
16 (+3)
7 (-2)
11 (0)
 **Skills:** Intimidation +2
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common
 ***Clay Jug.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage.
Nereid

From Tales From the Yawning Portal, page 240.

**Hit Points:** 44 (8d8 + 8)
 **STR**
10 (0)
17 (+3)
12 (+1)
13 (+1)
14 (+2)
 **Skills:** Acrobatics +5, Nature +3, Stealth +5, Survival +4
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Aquan, Common, Elvish, Sylvan
 ***Amphibious.*** The nereid can breathe air and water.
***Aquatic Invisibility.*** If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.
***Mantle Dependent.*** The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
***Shape Water.*** The nereid can cast Control Water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
 ***Blinding Acid.** Melee or Ranged Spell Attack:* +5 to hit, reach 5 ft. or range 30 ft., one target. *Hit:* 16 (2d12 + 3) acid damage, and the target is blinded until the start of the nereid's next turn.
***Drowning Kiss (Recharge 5-6).*** The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
***Water Lash.*** The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone.
Quadrone

From Monster Manual, page 226.

**Hit Points:** 22 (4d8 + 4)
 **STR**
12 (+1)
14 (+2)
12 (+1)
10 (0)
10 (0)
 **Skills:** Perception +2
**Senses:** truesight 120 ft., passive Perception 12
**Languages:** Modron
 ***Axiomatic Mind.*** The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.
***Disintegration.*** If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
***Variant: Rogue Modrons.*** A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
 ***Multiattack.*** The quadrone makes two fist attacks or four shortbow attacks.
***Fist.** Melee Weapon Attack:* +3 to hit, range 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.
***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 4 (1d6 + 2) piercing damage.
Primal Savagery

From Xanathar's Guide to Everything, page 163.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** S
* **Duration:** Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

## Learned By

* **Classes:** Druid
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Vahadar Elf
* **Feats:** Magic Initiate, Spell Sniper, Wood Elf Magic
Needle Lord

From Mordenkainen's Fiendish Folio, page 16.

**Hit Points:** 45 (6d10 + 12)
 **STR**
18 (+4)
11 (0)
14 (+2)
11 (0)
15 (+2)
 **Skills:** Athletics +6, Perception +4, Stealth +2
**Condition Immunities:** blinded, deafened, exhaustion
**Senses:** blindsight 30 ft., passive Perception 14
**Languages:** Sylvan
 ***Multiattack.*** The needle lord makes 2 raking vine attacks.
***Needle Volley.*** The needle lord makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn.
***Raking Vine.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
***Needle.** Ranged Weapon Attack:* +2 to hit, range 60 ft., one target. *Hit:* 2 (1d4) piercing damage.
Psychic Scream

From Xanathar's Guide to Everything, page 163.

## Description

*9th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** S
* **Duration:** Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Needle of Mending

From Explorer's Guide to Wildemount, page 268.

## Description

*Weapon (dagger), rare (requires attunement).*

This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.

You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the Mending cantrip from it.
Guild Signet

From Guildmasters' Guide to Ravnica, page 178.

## Description

*Ring, uncommon (requires attunement)*

This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.

A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Ornithopter of Flying

From The Wild Beyond the Witchlight, page 212.

## Description

*Wondrous item, very rare*

You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can't hover. If the ornithopter loses its rider while airborne, it falls and can't fly again for 1d6 + 4 days.

The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Potion of Heroism

From Dungeon Master's Guide, page 188. Found on Magic Item Table C.

## Description

*Potion, rare. 0.5 lbs.*

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Produce Flame

From Player's Handbook, page 269.

## Description

*Conjuration cantrip*

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

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

## Learned By

* **Classes:** Druid
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Fire Genasi, Green Merfolk, Grugach, Vahadar Elf
* **Backgrounds:** Gruul Anarch, Izzet Engineer
* **Feats:** Magic Initiate, Spell Sniper, Wood Elf Magic
Quipper

From Monster Manual, page 335.

**Hit Points:** 1 (1d4 - 1)
 **STR**
2 (-4)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
 **Senses:** darkvision 60 ft., passive Perception 8
**Languages:** —
 ***Blood Frenzy.*** The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
Ring of Regeneration

From Dungeon Master's Guide, page 191. Found on Magic Item Table H.

## Description

*Ring, very rare (requires attunement).*

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time.
Prosthetic Limb

From Tasha's Cauldron of Everything, page 132; Eberron: Rising From the Last War, page 278; and Explorer's Guide to Wildemount, page 268.

## Description

*Wondrous item, common.*

This item replaces a lost limb — a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.