recursal/Fanatic-Fandom huggingface dataset:
Control Flames

From Elemental Evil Player's Companion, page 16; and Xanathar's Guide to Everything, page 152.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S
* **Duration:** 1 hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
* You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three 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
Efreeti Bottle

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

## Description

*Wondrous item, very rare. 1 lbs.*

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls to determine what happens.

 11-90
 91-00
Destructive Wave

From Player's Handbook, page 231.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Instantaneous

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Cleric (*Strength Domain*), Cleric (*Tempest Domain*), Cleric (*Zeal Domain*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Backgrounds:** Gruul Anarch
Chromatic Rose

From The Wild Beyond the Witchlight, page 208.

## Description

*Wondrous item, rare*

This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table.

While holding the rose by its stem, you gain resistance to damage of the type associated with the rose's color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save,or half as much damage on a successful one. Using this property destroys the rose.

### Chromatic Roses

 Blue
 Green
 Red
 White
Conjure Celestial

From Player's Handbook, page 225.

## Description

*7th-level conjuration*

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

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the celestial's statistics.

**At Higher Levels:** When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

## Learned By

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

From Mordenkainen's Tome of Foes, page 190.

**Hit Points:** 38 (7d8 + 7)
 **STR**
18 (+4)
7 (-2)
12 (+1)
5 (-3)
5 (-3)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 7
**Languages:** understands Dwarvish but can't speak
 ***Multiattack.*** The screamer makes one drill attack and uses its Sonic Scream.
***Drill.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) piercing damage.
***Sonic Scream.*** The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
Candle of Invocation

From Dungeon Master's Guide, page 157. Found on Magic Item Table H.

## Description

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

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the Detect Evil and Good spell. The DM chooses the god and associated alignment or determines the alignment randomly.

 3-4
 5-7
 8-9
 10-11
 12-13
 14-15
 16-17
 18-20

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a Cleric or Druid in the light whose alignment matches the candle's can cast 1st-level spells they have prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the Gate spell with it. Doing so destroys the candle.
Color Spray

From Player's Handbook, page 222.

## Description

*1st-level illusion*

* **Casting Time:** 1 action
* **Range:** Self (15-foot cone)
* **Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
* **Duration:** 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

## Learned By

* **Classes:** Bard (OCF), Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Shadow Touched, Strixhaven Initiate
Cartographer's Map Case

From Acquisitions Incorporated, page 20.

## Description

*Wondrous item, common.*

***Map of Shortcuts.*** At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut. Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.

***Map of the Moment.*** Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.

 2
 3
 4
 5
 6
 7
 8
Continual Flame

From Player's Handbook, page 227.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes)
* **Duration:** Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

## Learned By

* **Classes:** Artificer, Cleric, Druid (OCF), Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Making Human
Chuul Spore Servant

From Out of the Abyss, page 228.

**Hit Points:** 93 (11d10 + 33)
 **STR**
19 (+4)
10 (0)
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 pincer attacks.
***Pincer.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled.
Catnap

From Xanathar's Guide to Everything, page 151.

## Description

*3rd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** S, M (a pinch of sand)
* **Duration:** 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Coin of Delving

From Explorer's Guide to Wildemount, page 266.

## Description

*Wondrous item, common.*

This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
Cordon of Arrows

From Player's Handbook, page 288.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 5 feet
* **Components:** V, S, M (four or more arrows or bolts)
* **Duration:** 8 hours

You plant four pieces of nonmagical ammunition — arrows or crossbow bolts — in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Draegloth

From Volo's Guide to Monsters, page 141.

**Hit Points:** 123 (13d10 + 52)
 **STR**
20 (+5)
15 (+2)
18 (+4)
13 (+1)
11 (0)
 **Skills:** Perception +3, Stealth +5
**Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 13
**Languages:** Abyssal, Elvish, Undercommon
 ***Fey Ancestry.*** The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.
***Innate Spellcasting.*** The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:
*At will:* Darkness
 ***Multiattack.*** The draegloth makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 16 (2d10 + 5) piercing damage.
***Claws.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) slashing damage.
Documancy Satchel

From Acquisitions Incorporated, page 24.

## Description

*Wondrous item, varies by rank*

At rank 2, your Documancy Satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your Documancy Satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office.

***Satchel of Holding.*** At rank 3, your Documancy Satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a Bag of Holding.

Additionally, you can use an action to draw forth from the Documancy Satchel a spell scroll of Comprehend Languages. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn.

***Scroll Humidor.*** At rank 4, your Documancy Satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or spell scrolls. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action.
Darkvision

From Player's Handbook, page 230.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (either a pinch of dried carrot or an agate)
* **Duration:** 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

## Learned By

* **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Monk (*Way of Shadow*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Cape of the Mountebank

From Dungeon Master's Guide, page 157. Found on Magic Item Table G.

## Description

*Wondrous item, rare.*

This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Elder Oblex

From Mordenkainen's Tome of Foes, page 219.

**Hit Points:** 115 (10d12 + 50)
 **STR**
15 (+2)
16 (+3)
21 (+5)
22 (+6)
13 (+1)
 **Saving Throws:** Int +10, Cha +8
**Skills:** Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
**Condition Immunities:** blinded, charmed, deafened, exhaustion, prone
**Senses:** blindsight 60 ft. (blind beyond this distance), passive Perception 15
**Languages:** Common plus six more
 ***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.
***Innate Spellcasting.*** The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
*At will:* Charm Person (as a 5th-level spell), Detect Thoughts, Hold Person
*3/day each:* Confusion, Dimension Door, Dominate Person, Fear, Hallucinatory Terrain, Hold Monster, Hypnotic Pattern, Telekinesis
***Ooze Nature.*** The oblex doesn't require sleep.
 ***Multiattack.*** The elder oblex makes two pseudopod attacks and uses Eat Memories
***Pseudopod.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.
***Eat Memories.*** The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 158 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the Greater Restoration or Heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.
Conjure Elemental

From Player's Handbook, page 225.

## Description

*5th-level conjuration*

* **Casting Time:** 1 minute
* **Range:** 90 feet
* **Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
* **Duration:** Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental's statistics.

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

## Learned By

* **Classes:** Druid, Wizard
* **Subclasses:** Druid (*Circle of the Land (Coast)*)
* **Eldritch Invocations:** Minions of Chaos
* **Races:** Mark of Storm Half-elf
* **Backgrounds:** Izzet Engineer, Prismari Student
Dominate Person

From Player's Handbook, page 235.

## Description

*5th-level enchantment*

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

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**At Higher Levels:** When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Ambition Domain*), Cleric (*Order Domain*), Cleric (*Trickery Domain*), Paladin (*Oathbreaker*), Paladin (*Oath of Conquest*), Paladin (*Oath of Treachery*), Sorcerer (*Aberrant Mind*), Warlock (*The Archfey*), Warlock (*The Great Old One*), Wizard (*Psionics*)
* **Backgrounds:** Azorius Functionary, Rakdos Cultist, Silverquill Student
Duergar Spore Servant

From Out of the Abyss, page 229.

**Hit Points:** 26 (4d8 + 8)
 **STR**
14 (+2)
11 (0)
14 (+2)
2 (-4)
6 (-2)
 **Damage Resistances:** poison
**Condition Immunities:** blinded, charmed, frightened, paralyzed
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
Clawfoot Raptor

From Wayfinder's Guide to Eberron, page 81.

**Hit Points:** 16 (3d8 + 3)
 **STR**
17 (+3)
17 (+3)
13 (+1)
2 (-4)
12 (+1)
 **Skills:** Athletics +5, Perception +5, Stealth +5
**Senses:** passive Perception 15
**Languages:** —
 ***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) slashing damage.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) piercing damage.
Conjure Knowbot

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

## Description

*4th-level conjuration (technomagic)*

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

You touch a single computerized device or computer system to conjure a knowbot — a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable).

You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.

The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell's duration expires.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.

## Learned By

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

From Acquisitions Incorporated, page 209.

**Hit Points:** 22 (4d8 + 4)
 **STR**
14 (+2)
10 (0)
12 (+1)
10 (0)
11 (0)
 **Skills:** Acrobatics +2, Perception +4
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft., darkvision 60 ft., passive Perception 14
**Languages:** Common, Draconic
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.
***Fire Breath (Recharge 5-6).*** The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Crocodile

From Monster Manual, page 320.

**Hit Points:** 19 (3d10 + 3)
 **STR**
15 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
 **Skills:** Stealth +2
**Senses:** passive Perception 10
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Catapult

From Xanathar's Guide to Everything, page 150; and Elemental Evil Player's Companion, page 15.

## Description

*1st-level transmutation*

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

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Clay Golem

From Monster Manual, page 168.

**Hit Points:** 133 (14d10 + 56)
 **STR**
20 (+5)
9 (-1)
18 (+4)
3 (-4)
8 (-2)
 **Damage Immunities:** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** understands the languages of its creator but can't speak
 ***Acid Absorption.*** Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
***Berserk.*** Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The golem makes two slam attacks.
***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the Greater Restoration spell or other magic.
***Haste (Recharge 5-6).*** Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Create Magen

From Icewind Dale: Rime of the Frost Maiden, page 318.

## Description

*7th-level transmutation*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)
* **Duration:** Instantaneous

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell: a Demos Magen, Galvan Magen, or Hypnos Magen.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Cranium Rat

From Volo's Guide to Monsters, page 133.

**Hit Points:** 2 (1d4)
 **STR**
2 (-4)
14 (+2)
10 (0)
4 (-3)
11 (0)
 **Senses:** darkvision 30 ft., passive Perception 10
**Languages:** telepathy 30 ft.
 ***Illumination.*** As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
Cone of Cold

From Player's Handbook, page 224.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (60-foot cone)
* **Components:** V, S, M (a small crystal or glass cone)
* **Duration:** Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

## Learned By

* **Classes:** Druid (OCF), Sorcerer, Wizard
* **Subclasses:** Artificer (*Artillerist*), Druid (*Circle of the Land (Arctic)*), Monk (*Way of the Four Elements*), Warlock (*The Fathomless*), Warlock (*The Genie (Marid)*), Warlock (*The Hexblade*), Warlock (*The Raven Queen*)
* **Backgrounds:** Prismari Student
Contingency

From Player's Handbook, page 227.

## Description

*6th-level evocation*

* **Casting Time:** 10 minutes
* **Range:** Self
* **Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1500 gp)
* **Duration:** 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell — called the contingent spell — as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Druid Spells

These are the spells that the Druid class can learn. For a list of every spell, see List of Spells.

## Spell Navigation

* All Spells
* By Class: Artificer Spells · Bard Spells · Cleric Spells · **Druid Spells** · Paladin Spells · Ranger Spells · Sorcerer Spells · Warlock Spells · Wizard Spells
* By Damage: Acid · Bludgeoning · Cold · Fire · Force · Lightning · Necrotic · Piercing · Poison · Psychic · Radiant · Slashing · Thunder · Variable · Weapon
* By Level: Cantrips · 1st-level · 2nd-level · 3rd-level · 4th-level · 5th-level · 6th-level · 7th-level · 8th-level · 9th-level
* By School: Abjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · Transmutation
* By Other: Healing Spells · Concentration Spells · Ritual Spells · Leveled Cantrips · Spells With Higher Casting
Cloud of Daggers

From Player's Handbook, page 222.

## Description

*2nd-level conjuration*

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

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

## Learned By

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

From Player's Handbook, page 45.

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser men and women can't stand against.

Class is the primary definition of what your character can do. It's more than a profession; it's your character's calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god's unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter's mastery of weapons and armor, and a wizard's spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and dabble in the cleric class while continuing to advance as a rogue. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multi-classing, can be found on the Multiclassing page.

Basic classes are found in almost every D&D world and define most typical adventurers.

## List of Classes

* Artificer
* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* Sorcerer
* Warlock
* Wizard
* Mystic (UA, abandoned)
Digital Phantom

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

## Description

*2nd-level abjuration (technomagic)*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (a small piece of copper wire)
* **Duration:** Concentration, up to 1 hour

This spell works to actively hide your presence within a computer system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.

## Learned By

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

From Princes of the Apocalypse, page 224.

## Description

*Weapon (trident), legendary (requires attunement). 4 lbs.*

A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the targets take an extra 1d8 cold damage.

***Water Mastery.*** You gain the following benefits while you hold Drown:

* You can speak Aquan fluently.
* You have resistance to cold damage.
* You can cast Dominate Monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn.

***Tears of Endless Anguish.*** While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water. Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn.

***Flaw.*** Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a Greater Restoration spell or similar magic, but not while you are attuned to the weapon.
Chwinga

From Tomb of Annihilation, page 216.

**Hit Points:** 5 (2d4)
 **STR**
1 (-5)
20 (+5)
10 (0)
14 (+2)
16 (+3)
 **Skills:** Acrobatics +7, Perception +7, Stealth +7
**Senses:** blindsight 60 ft., passive Perception 17
**Languages:** —
 ***Elemental Nature.*** Chwingas sleep but don't require air, food, or drink.
***Evasion.*** When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw or take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
***Innate Spellcasting.*** The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:
 ***Magical Gift (1/Day).*** The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice.
***Natural Shelter.*** The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use it's action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.
Elder Black Pudding

From Tales From the Yawning Portal, page 143.

**Hit Points:** 130 (10d12 + 30)
 **STR**
16 (+3)
5 (-3)
16 (+3)
1 (-5)
6 (-2)
 **Damage Immunities:** acid, cold, lightning, slashing
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Amorphous.*** The pudding can move through a space as narrow as 1 inch wide without squeezing.
***Corrosive Form.*** A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
 ***Split.*** When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
Cloak of the Bat

From Dungeon Master's Guide, page 159. Found on Magic Item Table G.

## Description

*Wondrous item, rare (requires attunement).*

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Chasme

From Monster Manual, page 57.

**Hit Points:** 84 (13d10 + 13)
 **STR**
15 (+2)
15 (+2)
12 (+1)
11 (0)
14 (+2)
 **Saving Throws:** Dex +5, Wis +5
**Skills:** Perception +5
**Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** blindsight 10 ft., darkvision 120 ft., passive Perception 15
**Languages:** Abyssal, telepathy 120 ft.
 ***Drone.*** The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
***Magic Resistance.*** The chasme has advantage on saving throws against spells and other magical effects.
 ***Proboscis.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like Greater Restoration.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A chasme has a 30 percent chance of summoning one chasme.
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.
Earthquake

From Player's Handbook, page 236.

## Description

*8th-level evocation*

* **Casting Time:** 1 action
* **Range:** 500 feet
* **Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
* **Duration:** Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

* **Fissures:** Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).
* **Structures:** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

## Learned By

* **Classes:** Cleric, Druid, Sorcerer
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Efreeti Chain

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

## Description

*Armor (chain mail), legendary (requires attunement). 55 lbs.*

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.