recursal/Fanatic-Fandom huggingface dataset:
Nimblewright

From Waterdeep: Dragon Heist, page 212.

**Hit Points:** 45 (6d8 + 18)
 **STR**
12 (+1)
18 (+4)
17 (+3)
8 (-1)
10 (0)
 **Saving Throws:** Dex +6
**Skills:** Acrobatics +8, Perception +2
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Condition Immunities:** exhaustion, frightened, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands one language known to its creator but can't speak
 ***Magic Resistance.*** The nimblewright has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The nimblewright's weapon attacks are magical.
***Repairable.*** As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a Mending spell is cast on it.
 ***Multiattack.*** The nimblewright makes three attacks: two with its rapier and one with its dagger.
***Rapier.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
 ***Parry.*** The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon.
Nystul's Magic Aura

From Player's Handbook, page 263.

## Description

*2nd-level illusion*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a small square of silk)
* **Duration:** 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

* **False Aura:** You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
* **Mask:** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Orb of the Stein Rune

From Storm King's Thunder, page 235.

## Description

*Wondrous item, rare (requires attunement).*

This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.

***Indomitable Stand.*** As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

***Stone Soul.*** You can't be petrified.

***Earthen Step.*** You can cast Meld Into Stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.

***Gift of Stone.*** You can transfer the orb's magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

* **Shield.** The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
* **Boots.** The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Lash of Shadows

From Explorer's Guide to Wildemount, page 276.

## Description

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

This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.

***Sentience.*** The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. 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, Common, and Draconic.

***Personality.*** A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.

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

* The whip has one minor beneficial property and one minor detrimental property.
* You can speak, read, and write Abyssal and Draconic.
* You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:
	+ **Dead Eyes.** A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.
	+ **Serpent Venom.** A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.

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

* The whip gains an additional minor beneficial property and an additional minor detrimental property.
* The weapon's bonus to attack and damage rolls increases to +2.
* The saving throw DC for the weapon's poisons increases to 15.
* The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

* The whip gains a major beneficial property.
* The weapon's bonus to attack and damage rolls increases to +3.
* The saving throw DC for the weapon's poisons increases to 17.
* The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison 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 for 24 hours.
Potion of Growth

From Dungeon Master's Guide, page 187. Found on Magic Item Table B.

## Description

*Potion, uncommon. 0.5 lbs.*

When you drink this potion, you gain the "enlarge" effect of the Enlarge/Reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Pseudodragon

From Monster Manual, page 254.

**Hit Points:** 7 (2d4 + 2)
 **STR**
6 (-2)
15 (+2)
13 (+1)
10 (0)
12 (+1)
 **Skills:** Perception +3, Stealth +4
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 13
**Languages:** understands Common and Draconic but can't speak
 ***Keen Senses.*** The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
***Limited Telepathy.*** The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
***Magic Resistance.*** The pseudodragon has advantage on saving throws against spells and other magical effects.
***Warlock's Familiar.*** The Find Familiar spell can summon a pseudodragon for a warlock player character with the Pact of the Chain boon.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Neo-Otyugh

From Infernal Machine Rebuild, page 75.

**Hit Points:** 150 (12d12 + 72)
 **STR**
20 (+5)
11 (0)
22 (+6)
12 (+1)
13 (+1)
 **Saving Throws:** Con +9
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Otyugh
 ***Innate Spellcasting (Psionics).*** The neo-otyugh's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:
*At will:* Detect Thoughts
*1/day each:* Command, Hold Person
 ***Multiattack.*** The neo-otyugh makes three attacks: one with its bite and two with its tentacles.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
***Tentacles.** Melee Weapon Attack:* +8 to hit, reach 15 ft., one target. *Hit:* 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target.
***Tentacle Slam.*** The neo-otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 16 Constitution saving throw or take 15 (3d6 + 5) bludgeoning damage and be stunned until the end of the neo-otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Quaggoth Spore Servant

From Monster Manual, page 230.

**Hit Points:** 45 (6d8 + 18)
 **STR**
17 (+3)
12 (+1)
16 (+3)
2 (-4)
6 (-2)
 **Damage Immunities:** poison
**Condition Immunities:** blinded, charmed, frightened, paralyzed, poisoned
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Multiattack.*** The spore servant makes two claw attacks.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
Necklace of Prayer Beads

From Dungeon Master's Guide, page 182. Found on Magic Item Table G|Magic Item Table G.

## Description

*Wondrous item, rare (requires attunement by a cleric, druid, or paladin). 1 lbs.*

This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Ring of Obscuring

From Explorer's Guide to Wildemount, page 269.

## Description

*Ring, uncommon (requires attunement).*

This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the Fog Cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Polymorph

From Player's Handbook, page 266.

## Description

*4th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a caterpillar cocoon)
* **Duration:** Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

## Learned By

* **Classes:** Bard, Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Trickery Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Wizard (*School of Transmutation*)
* **Eldritch Invocations:** Sculptor of Flesh
* **Backgrounds:** Simic Scientist
Reduced-Threat Glabrezu

From Tales From the Yawning Portal, page 113.

**Hit Points:** 78 (15d10 + 75)
 **STR**
20 (+5)
15 (+2)
21 (+5)
19 (+4)
17 (+3)
 **Saving Throws:** Str +7, Con +7, Wis +5, Cha +5
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** truesight 120 ft., passive Perception 13
**Languages:** Abyssal, telepathy 120 ft.
 ***Innate Spellcasting.*** The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
*At will:* Darkness, Detect Magic, Dispel Magic
*1/day each:* Confusion, Fly, Power Word Stun
 ***Multiattack.*** The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
***Pincer.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
***Fist.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Portable Hole

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

## Description

*Wondrous item, rare.*

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Nurvureem, the Dark Lady

From Princes of the Apocalypse, page 180.

**Hit Points:** 195 (17d12 + 85)
 **STR**
23 (+6)
14 (+2)
21 (+5)
10 (0)
13 (+1)
 **Saving Throws:** Dex +7, Con +10, Wis +6, Cha +8
**Skills:** Perception +11, Stealth +12
**Damage Resistances:** necrotic
**Damage Immunities:** acid
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 21
**Languages:** Common, Draconic
 ***Amphibious.*** Nurvureem can breathe air and water.
***Legendary Resistance (3/Day).*** If Nurvureem fails a saving throw, dhr can choose to succeed instead.
***Living Shadow.*** While in dim light or darkness, Nurvureem has resistance to damage that isn't force, psychic, or radiant.
***Shadow Stealth.*** While in dim light or darkness, Nurvureem can take the Hide action as a bonus action.
 ***Multiattack.*** Nurvureem can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.
***Frightful Presence.*** Each creature of Nurvureem's choice that is within 120 feet of Nurvureem and aware of her must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Nurvureem's Frightful Presence for the next 24 hours.
 Nurvureem can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Nurvureem regains spent legendary actions at the start of its turn.
**Detect;** Nurvureem makes a Wisdom (Perception) check.
**Tail Attack;** Nurvureem makes a tail attack.
**Wing Attack (Costs 2 Actions);** Nurvureem beats her wings. Each creature within 10 feet of Nurvureem must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Nurvureem can then fly up to half her flying speed.
Revenant

From Unearthed Arcana: Gothic Heroes.

**Consult your DM before using this race.**

Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.

The revenant subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission.

## Traits

The following traits replace your subrace's traits.

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Relentless Nature:** Your DM assigns a goal to you — typically, one related to your character's death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. When your goal is complete, you finally find rest. You die and cannot be restored to life. Until you fulfill that goal, you gain the following benefits:
	+ If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
	+ If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
	+ You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.

## Racial Adjustments

For races that don't have subrace options, taking on the revenant subrace means making changes to your character's base traits, as follows. This article provides options only for human and dragonborn characters. Because half-elves and half-orcs have no subrace options, they shouldn't be used with these revenant subrace rules.

### Human Revenant

If you want to play a Human revenant, modify the human's Ability Score Increase trait to the following: Two different ability scores of your choice increase by 1. If you use the variant human traits, remove the Skills trait and the Feat trait.

### Dragonborn Revenant

If you want to play a Dragonborn revenant, modify the dragonborn's Ability Score Increase trait to the following: Your Strength score increases by 1, and your Charisma score increases by 1. Additionally, your Draconic Ancestry trait uses necrotic damage as its damage type, replacing the damage type that applies to your breath weapon and your damage resistance.

### Tiefling Revenant

Mordenkainen's Tome of Foes released several Tiefling variants that make use of subraces. Use the book to make a tiefling revenant, replacing the subrace options with the revenant subrace options.
Pits

From Dungeon Master's Guide, page 122.

*Mechanical trap*

## Simple Pit

A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.

The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).

## Hidden Pit

A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.

When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.

Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the Arcane Lock spell or similar magic.

## Locking Pit

This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.

A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see.

In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.

## Spiked Pit

This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Oblex Spawn

From Mordenkainen's Tome of Foes, page 217.

**Hit Points:** 18 (4d4 + 8)
 **STR**
8 (-1)
16 (+3)
15 (+2)
14 (+2)
11 (0)
 **Saving Throws:** Int +4, Cha +2
**Condition Immunities:** blinded, charmed, deafened, exhaustion, prone
**Senses:** blindsight 60 ft. (blind beyond this distance), passive Perception 12
**Languages:** —
 ***Amorphous.*** The oblex can move through a space as narrow as 1 inch wide without squeezing.
***Aversion to Fire.*** If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
 ***Pseudopod.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage.
Ogre Howdah

From Mordenkainen's Tome of Foes, page 221.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
 **Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common, Giant
 ***Mace.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
Panther

From Monster Manual, page 333.

**Hit Points:** 13 (3d8)
 **STR**
14 (+2)
15 (+2)
10 (0)
3 (-4)
14 (+2)
 **Skills:** Perception +4, Stealth +6
**Senses:** passive Perception 14
**Languages:** —
 ***Keen Smell.*** The panther has advantage on Wisdom (Perception) checks that rely on smell.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
***Claw.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage.
Rings of Shared Suffering

From Wayfinder's Guide to Eberron, page 117.

## Description

*Ring, uncommon (requires attunement).*

These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn't limited by range. A creature cannot be attuned to more than one ring of shared suffering.
Opal of the Ild Rune

From Storm King's Thunder, page 235.

## Description

*Wondrous item, rare (requires attunement).*

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

***Ignite.*** As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

***Fires Friend.*** You have resistance to cold damage.

***Fire Tamer.*** As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

***Gift of Flame.*** You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

* **Weapon.** The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
* **Armor.** The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Pyroconverger

From Guildmasters' Guide to Ravnica, page 180.

## Description

*Wondrous item, uncommon (requires attunement)*

A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.

As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.

Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest.
Red Slaad

From Monster Manual, page 276.

**Hit Points:** 93 (11d10 + 33)
 **STR**
16 (+3)
12 (+1)
16 (+3)
6 (-2)
6 (-2)
 **Skills:** Perception +1
**Damage Resistances:** acid, cold, fire, lightning, thunder
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Slaad, telepathy 60 ft.
 ***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects.
***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
***Variant: Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against Imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A Wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A Greater Restoration spell cast on the slaad destroys the gem without harming the slaad.
 ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) piercing damage.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg.
A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.
If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
Rakdos Riteknife

From Guildmasters' Guide to Ravnica, page 180.

## Description

*Weapon (dagger), legendary (requires attunement)*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a Wish spell. The dagger can hold a maximum of five souls.

For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.

The dagger has the following additional properties.

* **Siphon Vitality.** As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released.
* **Annihilation.** If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest.
Ray of Sickness

From Player's Handbook, page 271.

## Description

*1st-level necromancy*

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

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Death Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Undying*)
* **Races:** Baalzebul Tiefling
* **Backgrounds:** Golgari Agent
* **Feats:** Magic Initiate, Shadow Touched, Strixhaven Initiate
Pyrotechnics

From Xanathar's Guide to Everything, page 163; and Elemental Evil Player's Companion, page 21.

## Description

*2nd-level transmutation*

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

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

* **Fireworks:** The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
* **Smoke:** Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Potion of Climbing

From Dungeon Master's Guide, page 187. Found on Magic Item Table A.

## Description

*Potion, common. 0.5 lbs.*

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Pipe of Smoke Monsters

From Xanathar's Guide to Everything, page 138; and The Wild Beyond the Witchlight, page 212.

## Description

*Wondrous item, common*

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Ray of Enfeeblement

From Player's Handbook, page 271.

## Description

*2nd-level necromancy*

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

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Cleric (*Ambition Domain*), Cleric (*Death Domain*), Cleric (*Grave Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Mage of Witherbloom (*Druid, Warlock*)
* **Backgrounds:** Golgari Agent, Orzhov Representative
Magic Tattoos

From Tasha's Cauldron of Everything, pages 118-135.

Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature.

Once inscribed on a creature's body, damage or injury doesn't impair the tattoo's function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the tattoo's appearance. A magic tattoo can look like a brand, scarification, a birthmark, patterns of scale, or any other cosmetic alteration.

The designs of magic tattoos vary greatly in appearance depending on who created it, but they share general characteristics that hint at the effect of the tattoo.

The rarer a magic tattoo is, the more space it typically occupies on a creature's skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is.

 Uncommon
 Rare
 Very Rare
 Legendary

## Tattoo Descriptions

The magic tattoos are presented in alphabetical order. They follow the rules for magic items, as presented on the Magic Items page.
Prayer of Healing

From Player's Handbook, page 267.

## Description

*2nd-level evocation*

* **Casting Time:** 10 minutes
* **Range:** 30 feet
* **Components:** V
* **Duration:** Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

## Learned By

* **Classes:** Cleric, Paladin (OCF)
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Healing Halfling
Pass Without Trace

From Player's Handbook, page 264.

## Description

*2nd-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
* **Duration:** Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Cleric (*Trickery Domain*), Druid (*Circle of the Land (Grassland)*), Monk (*Way of Shadow*)
* **Races:** Earth Genasi, Mark of Passage Human, Mark of Shadow Elf
* **Backgrounds:** Dimir Operative
* **Feats:** Wood Elf Magic
Neogi Master

From Volo's Guide to Monsters, page 180.

**Hit Points:** 71 (11d8 + 22)
 **STR**
6 (-2)
16 (+3)
14 (+2)
16 (+3)
12 (+1)
 **Saving Throws:** Wis +3
**Skills:** Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
**Senses:** darkvision 120 ft. (penetrates magical darkness), passive Perception 13
**Languages:** Common, Deep Speech, Undercommon, telepathy 30 ft.
 ***Mental Fortitude.*** The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep.
***Spellcasting.*** The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
*Cantrips (at will):* Eldritch Blast (range 300 ft., +4 bonus to each damage roll), Guidance, Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery
*1st-4th level (2 4th-level slots):* Arms of Hadar, Counterspell, Dimension Door, Fear, Hold Person, Hunger of Hadar, Invisibility, Unseen Servant
 ***Multiattack.*** The neogi makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 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.
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage.
***Enslave (Recharges after a Short or Long Rest):*** The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Ogre Bolt Launcher

From Mordenkainen's Tome of Foes, page 220.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
12 (+1)
16 (+3)
5 (-3)
7 (-2)
 **Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common, Giant
 ***Fist.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) bludgeoning damage.
***Bolt Launcher.** Ranged Weapon Attack:* +3 to hit, range 120/480 ft., one target. *Hit:* 17 (3d10 + 1) piercing damage.
Portfolio Keeper

From Acquisitions Incorporated, page 33.

## Description

*Wondrous item, varies by rank*

At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The Portfolio Keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme.

When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the Portfolio Keeper. You can access the details of any such stored card as a bonus action.

***Cards of Sending.*** At rank 3, the power of your Portfolio Keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your Portfolio Keeper, you can choose to have the card allow its recipient to contact you through your Sending Stone as if they had cast a Sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.

You can also use your Sending Stone to cast Sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.

***Charming Introduction.*** Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your Portfolio Keeper, you can cast Charm Person on them (save DC 15). The spell ends prematurely if the character loses the business card.
Niv-Mizzet

From Guildmasters' Guide to Ravnica, page 241.

**Hit Points:** 370 (19d20 + 171)
 **STR**
29 (+9)
14 (+2)
29 (+9)
30 (+10)
17 (+3)
 **Saving Throws:** Con +17, Int +18, Wis +11
**Skills:** Arcana +18, Insight +11, Perception +11
**Damage Resistances:** cold, psychic, thunder
**Damage Immunities:** fire, lightning
**Condition Immunities:** charmed
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 21
**Languages:** Common, Draconic
 ***Legendary Resistance (3/Day).*** If Niv-Mizzet fails a saving throw, he can choose to succeed instead.
***Locus of the Firemind.*** Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.
***Magic Resistance.*** Niv-Mizzet has advantage on saving throws against spells and other magical effects.
***Master Chemister.*** When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder.
***Spellcasting.*** Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:
*Cantrips (at will):* Fire Bolt, Light, Prestidigitation, Ray of Frost, Shocking Grasp
*1st level (4 slots):* Detect Magic, Magic Missile, Shield, Thunderwave, Unseen Servant
*2nd level (3 slots):* Blur, Enlarge/Reduce, Flaming Sphere, Scorching Ray
*3rd level (3 slots):* Counterspell, Fireball, Hold Person, Lightning Bolt, Slow
*4th level (3 slots):* Confusion, Dimension Door, Fabricate
*5th level (2 slots):* Conjure Elemental, Polymorph, Wall of Fire, Wall of Force
*6th level (1 slot):* Chain Lightning, Disintegrate, True Seeing
*7th level (1 slot):* Project Image, Reverse Gravity, Teleport
*8th level (1 slot):* Control Weather, Maze, Power Word Stun
 ***Multiattack.*** Niv-Mizzet makes three attacks: one with his bite and two with his claws.
***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage.
***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 14 (2d4 + 9) slashing damage.
***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 16 (2d6 + 9) bludgeoning damage.
 Niv-Mizzet can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Niv-Mizzet regains spent legendary actions at the start of its turn.
**Cantrip.** Niv-Mizzet casts one of his cantrips.
**Tail Attack.** Niv-Mizzet makes a tail attack.
**Wing Attack (Costs 2 Actions).** Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed.
**Dracogenius (Costs 3 Actions).** Niv-Mizzet regains a spell slot of 3rd level or lower.
On/Off

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

## Description

*Transmutation cantrip (technomagic)*

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

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Ghost in the Machine*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate