recursal/Fanatic-Fandom huggingface dataset:
Fizban's Platinum Shield

From Fizban's Treasury of Dragons, page 20.

## Description

*6th-level abjuration*

* **Casting Time:** 1 bonus action
* **Range:** 60 feet
* **Components:** V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
* **Duration:** Concentration, up to 1 minute

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

**Cover.** The creature has half cover.

**Damage Resistance.** The creature has resistance to acid, cold, fire, lightning, and poison damage.

**Evasion.** If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Hammer of Thunderbolts

From Dungeon Master's Guide, page 173. Found on Magic Item Table I.

## Description

*Weapon (maul), legendary. 10 lbs.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

***Giant's Bane (requires attunement).*** You must be wearing a Belt of Giant Strength (any variety) and Gauntlets of Ogre Power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn.
Giant Sea Eel

From Ghosts of Saltmarsh, page 237.

**Hit Points:** 19 (3d10 + 3)
 **STR**
11 (0)
14 (+2)
12 (+1)
7 (-2)
10 (0)
 **Saving Throws:** Dex +4
**Skills:** Perception +2, Stealth +4
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 13 (2d10 + 2) piercing damage.
Frost Worm

From Explorer's Guide to Wildemount, page 288.

**Hit Points:** 264 (16d20 + 96)
 **STR**
28 (+9)
8 (-1)
22 (+6)
1 (-5)
5 (-3)
 **Saving Throws:** Con +12, Wis +3
**Damage Vulnerabilities:** fire
**Damage Immunities:** cold
**Senses:** blindsight 30 ft., tremorsense 60 ft., passive Perception 7
**Languages:** —
 ***Death Burst.*** When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw.
***Freezing Body.*** A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.
 ***Multiattack.*** The worm makes two bite attacks, or uses its Trill and makes a bite attack.
***Bite.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm's turns.
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm.
***Trill.*** The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect.
Guardian Wolf

From Explorer's Guide to Wildemount, page 272.

**Hit Points:** 66 (7d12 + 21)
 **STR**
22 (+6)
14 (+2)
16 (+3)
5 (-3)
12 (+1)
 **Skills:** Perception +5, Stealth +4
**Senses:** passive Perception 15
**Languages:** Common, Elvish
 ***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 ***Multiattack.*** The wolf makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
***Claws.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage.
Frog

From Monster Manual, page 322.

**Hit Points:** 1 (1d4 - 1)
 **STR**
1 (-5)
13 (+1)
8 (-1)
1 (-5)
8 (-1)
 **Skills:** Perception +1, Stealth +3
**Senses:** darkvision 30 ft., passive Perception 11
**Languages:** —
 ***Amphibious.*** The frog can breathe air and water.
***Standing Leap.*** The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Half-Ogre (Ogrillion)

From Monster Manual, page 238.

**Hit Points:** 30 (4d10 + 8)
 **STR**
17 (+3)
10 (0)
14 (+2)
7 (-2)
9 (-1)
 **Senses:** darkvision 60 ft., passive Perception 9
**Languages:** Common, Giant
 ***Battleaxe.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
***Javelin.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.
Enervation

From Xanathar's Guide to Everything, page 155.

## Description

*5th-level necromancy*

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

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

**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.
Faerie Dragon

From Monster Manual, page 133.

**Hit Points:** 14 (4d4 + 4)
 **STR**
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
 **Skills:** Arcana +4, Perception +3, Stealth +7
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Draconic, Sylvan
 ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.
*Red, 1/day each:* Dancing Lights, Mage Hand, Minor Illusion
*Orange, 1/day:* Color Spray
*Yellow, 1/day:* Mirror Image
*Green, 1/day:* Suggestion
*Blue, 1/day:* Major Image
*Indigo, 1/day:* Hallucinatory Terrain
*Violet, 1/day:* Polymorph
***Limited Telepathy.*** Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects.
 ***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage.
***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
* **1-4.** The target takes no action or bonus action and uses all of its movement to move in a random direction.
* **5-6.** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Frost Fingers

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

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (15-foot cone)
* **Components:** V, S
* **Duration:** Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

**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:** Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Strixhaven Initiate
Fire Giant

From Monster Manual, page 154.

**Hit Points:** 162 (13d12 + 78)
 **STR**
25 (+7)
9 (-1)
23 (+6)
10 (0)
14 (+2)
 **Saving Throws:** Dex +3, Con +10, Cha +5
**Skills:** Athletics +11, Perception +6
**Damage Immunities:** fire
**Senses:** passive Perception 16
**Languages:** Giant
 ***Multiattack.*** The giant makes two greatsword attacks.
***Greatsword.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6 + 7) slashing damage.
***Rock.** Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage.
Faerie Fire

From Player's Handbook, page 239.

## Description

*1st-level evocation*

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

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

## Learned By

* **Classes:** Artificer, Bard, Druid
* **Subclasses:** Cleric (*Light Domain*), Cleric (*Twilight Domain*), Ranger (*Swarmkeeper*), Warlock (*The Archfey*)
* **Races:** Drow, Fairy, Half-elf (Drow Descent), Mark of Finding (Half-orc, Human)
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Fire Shield

From Player's Handbook, page 242.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a bit of phosphorus or a firefly)
* **Duration:** 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

## Learned By

* **Classes:** Druid (OCF), Sorcerer (OCF), Wizard
* **Subclasses:** Artificer (*Armorer*), Cleric (*Zeal Domain*), Druid (*Circle of Wildfire*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Fiend*), Warlock (*The Genie (Efreeti)*)
Encode Thoughts

From Guildmasters' Guide to Ravnica, page 47.

## Description

*Enchantment cantrip*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** S
* **Duration:** 8 hours

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Ghost Step Tattoo

From Tasha's Cauldron of Everything, page 128.

## Description

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

Produced by a special needle, this magic tattoo shifts and wavers on the skin, parts of it appearing blurred.

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

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

***Ghostly Form.*** The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* You can't be grappled or restrained.
* You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Lost Crown of Besilmer

From Princes of the Apocalypse, page 223.

## Description

*Wondrous item, legendary (requires attunement).*

This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:

* You have resistance to psychic damage.
* You have advantage on saving throws against effects that would charm you.
* You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn.
Frostbite

From Xanathar's Guide to Everything, page 156; and Elemental Evil Player's Companion, page 18.

## Description

*Evocation cantrip*

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

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

## Learned By

* **Classes:** Artificer, Druid, Sorcerer, Warlock, 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, Artificer Initiate, Magic Initiate, Wood Elf Magic
Fly

From Player's Handbook, page 243.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a wing feather from any bird)
* **Duration:** Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

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

## Learned By

* **Classes:** Artificer, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Fiendish Flesh Golem

From Baldur's Gate: Descent into Avernus, page 236.

**Hit Points:** 210 (20d10 + 100)
 **STR**
20 (+5)
9 (-1)
20 (+5)
7 (-2)
10 (0)
 **Damage Resistances:** cold, fire
**Damage Immunities:** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine or silvered
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Berserk.*** Whenever the golem starts its turn with 100 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. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again.
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Lightning Absorption:*** Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
***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.
Heward's Handy Haversack

From Dungeon Master's Guide, page 174. Found on Magic Item Table C.

## Description

*Wondrous item, rare. 5 lbs.*

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, 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.
Ice Troll

From The Rise of Tiamat, page 30.

**Hit Points:** 84 (8d10 + 40)
 **STR**
18 (+4)
13 (+1)
20 (+5)
7 (-2)
9 (-1)
 **Skills** Perception +2
**Senses:** darkvision 60 ft., passive Perception 12
**Damage Immunities:** cold
**Languages:** Giant
 ***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell.
 ***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
Gibbering Mouther

From Monster Manual, page 157.

**Hit Points:** 67 (9d8 + 27)
 **STR**
10 (0)
8 (-1)
16 (+3)
3 (-4)
10 (0)
 **Condition Immunities:** prone
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Aberrant Ground.*** The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
 ***Multiattack.*** The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
***Bites.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
***Blinding Spittle (Recharge 5-6).*** The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
Mizzium Apparatus

From Guildmasters' Guide to Ravnica, page 179.

## Description

*Wondrous item, uncommon (requires attunement by a sorcerer, warlock, or wizard)*

Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.

While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.

You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.

On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.

If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
Mordenkainen's Magnificent Mansion

From Player's Handbook, page 261.

## Description

*7th-level conjuration*

* **Casting Time:** 1 minute
* **Range:** 300 feet
* **Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
* **Duration:** 24 hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
* **Feats:** Greater Dragonmark
Mirror Image

From Player's Handbook, page 260.

## Description

*2nd-level illusion*

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

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

## Learned By

* **Classes:** Bard (OCF), Sorcerer, Warlock, Wizard
* **Subclasses:** Artificer (*Armorer*), Cleric (*Ambition Domain*), Cleric (*Trickery Domain*), Druid (*Circle of the Land (Coast)*), Fighter (*Eldritch Knight*), Paladin (*Oath of Treachery*), Rogue (*Arcane Trickster*)
* **Races:** Abyssal Tiefling
Mechachimera

From Acquisitions Incorporated, page 134.

**Hit Points:** 114 (12d10 + 48)
 **STR**
19 (+4)
11 (0)
19 (+4)
3 (-4)
14 (+2)
 **Skills:** Percpetion +8
**Damage Immunities:** poison, psychic
**Senses:** darkvision 60 ft., passive Perception 18
**Languages:** understands Draconic but can't speak
 ***Multiattack.*** The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.
***Horns.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Fire Breath (Recharge 5-6).*** The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Githzerai

From Mordenkainen Presents: Monsters of the Multiverse, page 19.

## Traits

As a githzerai, you have the following racial traits.

***Ability Score Increase.*** When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

***Creature Type.*** You are a Humanoid.

***Size.*** You are Medium.

***Speed.*** Your walking speed is 30 feet.

***Languages.*** Your character can read, speak, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. Your DM is free to modify that list for a campaign.

***Githzerai Psionics.*** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast Detect Thoughts with it. Once you cast Shield or Detect Thoughts with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

***Mental Discipline.*** Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.

***Psychic Resilience.*** You have resistance to psychic damage.
Gust of Wind

From Player's Handbook, page 248.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (60-foot line)
* **Components:** V, S, M (a legume seed)
* **Duration:** Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

## Learned By

* **Classes:** Druid, Ranger (OCF), Sorcerer, Wizard
* **Subclasses:** Cleric (*Tempest Domain*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Storm Giant)*), Warlock (*The Fathomless*), Warlock (*The Genie (Djinni)*)
* **Races:** Mark of Storm Half-elf, Triton
Melf's Acid Arrow

From Player's Handbook, page 259.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (powdered rhubarb leaf and an adder's stomach)
* **Duration:** Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Artificer (*Alchemist*), Druid (*Circle of the Land (Swamp)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Invisibility

From Player's Handbook, page 254.

## Description

*2nd-level illusion*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (an eyelash encased in gum arabic)
* **Duration:** Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Druid (*Circle of the Land (Grassland)*), Fighter (*Eldritch Knight*), Paladin (*Oath of Treachery*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Cloud Giant)*)
* **Eldritch Invocations:** Shroud of Shadow
* **Races:** Abyssal Tiefling, Dispater Tiefling (UA), Duergar, Glasya Tiefling, Mark of Shadow Elf, Pallid Elf
* **Feats:** Shadow Touched
Frost Giant Servant

From Tales from the Yawning Portal, page 171.

**Hit Points:** 105 (10d12 + 40)
 **STR**
21 (+5)
8 (-1)
19 (+4)
5 (-3)
9 (-1)
 **Skills:** Perception +2
**Damage Immunities:** cold
**Senses:** passive Perception 12
**Languages:** Giant
 ***Multiattack.*** The giant makes two greatclub attacks.
***Greatclub.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage.
Hunter's Coat

From Explorer's Guide to Wildemount, page 267.

## Description

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

You gain a +1 bonus to AC while wearing this armor.

The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. This coat regains 1d3 expended charges daily at dawn.
Moon Sickle

From Tasha's Cauldron of Everything, page 133.

## Description

*Weapon (sickle), uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a druid or ranger)*

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Hazirawn

From Hoard of the Dragon Queen, page 94.

## Description

*Weapon (greatsword), legendary (requires attunement). 6 lbs.*

A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack and damage rolls made with this weapon. If you are not attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.

***Increased Potency.*** While you are attuned to this weapon, its bonus on attack and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).

***Spells.*** Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast Detect Magic (1 charge), Detect Evil and Good (1 charge), or Detect Thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.

***Wounding.*** While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
Isendraug

From Storm King's Thunder, page 164.

**Hit Points:** 200 (16d12 + 96)
 **STR**
22 (+6)
10 (0)
22 (+6)
8 (-1)
12 (+1)
 **Saving Throws:** Dex +5, Con +11, Wis +6, Cha +6
**Skills:** Perception +11, Stealth +5
**Damage Immunities:** cold
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 21
**Languages:** Common, Draconic
 ***Ice Walk.*** Isendraug can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.
 ***Multiattack.*** Isendraug 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) cold 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 Isendraug's choice that is within 120 feet of Isendraug and aware of her must succeed on a DC 14 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 Isendraug's Frightful Presence for the next 24 hours.
 Isendraug 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. Isendraug regains spent legendary actions at the start of its turn.
**Detect.** Isendraug makes a Wisdom (Perception) check.
**Tail Attack.** Isendraug makes a tail attack.
**Wing Attack (Costs 2 Actions).** Isendraug beats her wings. Each creature within 10 feet of Isendraug must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Isendraug can then fly up to half her flying speed.
Infernal Puzzle Box

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

## Description

*Wondrous item, uncommon.*

An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.

When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.

A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
Invisibility to Cameras

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

## Description

*3rd-level illusion (technomagic)*

* **Casting Time:** 1 action
* **Range:** 10 feet
* **Components:** V, S, M (a scrap of black paper)
* **Duration:** Concentration, up to 1 minute

Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision.

## Learned By

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

From Guildmasters' Guide to Ravnica, page 178.

## Description

*Wondrous item, very rare (requires attunement by a spellcaster)*

A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple Minor Illusions at once. The bracers' power, though, extends far beyond illusions.

While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Hook of Fisher's Delight

From Icewind Dale: Rime of the Frostmaiden, page 314.

## Description

*Wondrous item, rare.*

This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn.

 11-14
 15-18
 19-20
Mace of the Black Crown

From Explorer's Guide to Wildemount, pages 276-277.

## Description

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

This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.

***Sentience.*** The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. 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 Common and Infernal.

***Personality.*** A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.

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

* The mace has one minor beneficial property and one minor detrimental property.
* You can speak, read, and write Infernal.
* You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.
* While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn.

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

* The mace gains an additional minor beneficial property and an additional minor detrimental property.
* The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6.
* The weapon's Summon Devil feature can also be used to summon a bearded devil.
* You have resistance to poison damage while holding this weapon.

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

* The mace gains a major beneficial property.
* The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage.
* The weapon's Summon Devil feature can also be used to summon a barbed devil.
* You have resistance to fire damage while you hold this weapon.
Maurezhi

From Mordenkainen's Tome of Foes, page 133.

**Hit Points:** 88 (16d8 + 16)
 **STR**
14 (+2)
17 (+3)
12 (+1)
11 (0)
12 (+1)
 **Skills:** Deception +5
**Damage Resistances:** cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, Elvish, telepathy 120 ft.
 ***Assume Form.*** The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.
 ***Multiattack.*** The maurezhi makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Raise Ghoul (Recharge 5-6).*** The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.