recursal/Fanatic-Fandom huggingface dataset:
Storm Spire

From Wayfinder's Guide to Eberron, page 119.

## Description

*Eldritch machine, very rare (requires attunement).*

This eldritch machine is a form of dragonmark focus item; you must have the Greater Mark of Storm to attune to this device. Storm spires allow House Lyrandar to influence the weather, which can be a boon for the local population or a curse if the Lyrandar baron chooses to demand payment for desired conditions. You gain the following benefits while you are attuned to a storm spire.

* You can sense weather patterns within a 100-mile radius of the spire and accurately predict the weather for up to 24 hours.
* While you are within 60 feet of the spire, you can use an action to cast any of the following spells: Call Lightning, Gust of Wind. You cast these as 5th level spells, and Intelligence is your spellcasting ability.
* While you are within 5 feet of the spire, you can cast Control Weather as a ten-minute ritual. This allows you to pick a point within 100 miles of the spire and influence the weather within a 10-mile radius of that point. Maintaining this effect requires concentration.
* You can also use an action to influence the weather within a ten-mile radius of the spire itself; you don't have to use concentration to maintain this effect, and you can sustain this at the same time that you're manipulating distant weather.
Sword Burst

From Tasha's Cauldron of Everything, page 115; and Sword Coast Adventurer's Guide, page 143.

## Description

*Conjuration cantrip*

* **Casting Time:** 1 action
* **Range:** Self (5-foot radius)
* **Components:** V
* **Duration:** Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

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

## Learned By

* **Classes:** Artificer, Sorcerer (OCF), Warlock (OCF), Wizard (OCF)
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate
Rolling Sphere

From Dungeon Master's Guide, page 123.

*Mechanical trap*

When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.

With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate.

A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.

Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line.

The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.

The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.

As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.
Spike Growth

From Player's Handbook, page 277.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
* **Duration:** Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Cleric (*Nature Domain*), Druid (*Circle of the Land (Arctic)*), Druid (*Circle of the Land (Mountain)*), Sorcerer (*Giant Soul (Stone Giant)*), Warlock (*The Genie (Dao)*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Races:** Lotusden Halfling
Spare the Dying

From Player's Handbook, page 277.

## Description

*Necromancy cantrip*

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

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

## Learned By

* **Classes:** Artificer, Cleric
* **Subclasses:** Cleric (*Death Domain*), Cleric (*Grave Domain*), Sorcerer (*Divine Soul*), Warlock (*The Undying*), Wizard (*Theurgy*), Mage of Witherbloom (*Druid, Warlock*)
* **Fighting Styles:** Blessed Warrior
* **Races:** Abyssal Tiefling, Shadar-kai (UA)
* **Backgrounds:** Golgari Agent
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Spore Servant

From Monster Manual, page 230.

A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can't be turned into a spore servant.

The following characteristics change or are added to a creature that becomes a spore servant.

* ***Retained Characteristics.*** The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities.
* ***Lost Characteristics.*** The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item.
* ***Type.*** The servant's type is plant, and it loses any tags.
* ***Alignment.*** The servant is unaligned.
* ***Speed.*** Reduce all the servant's speeds by 10 feet, to a minimum of 5 feet.
* ***Ability Scores.*** The servant's ability scores change as follows: Int 2 (-4), Wis 6 (-2), Cha 1 (-5).
* ***Senses.*** The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius.
* ***Condition Immunities.*** The servant can't be blinded, charmed, frightened, or paralyzed.
* ***Languages.*** The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid.
* ***Attacks.*** If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant's Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier.

See the quaggoth spore servant entry for an example spore servant using a quaggoth as the base creature.
Stone Golem

From Monster Manual, page 170.

**Hit Points:** 178 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***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:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
**Slow (Recharge 5-6).** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sky Leviathan

From Plane Shift: Kaladesh, page 28.

**Hit Points:** 247 (15d20 + 90)
 **STR**
28 (+9)
7 (-2)
22 (+6)
1 (-5)
8 (-1)
 **Saving Throws:** Con +10, Wis +3
**Senses:** passive Perception 9
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns.
If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 21 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 leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Rope Trick

From Player's Handbook, page 272.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (powdered corn extract and a twisted loop of parchment)
* **Duration:** 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Ranger (*Gloom Stalker*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Backgrounds:** Izzet Engineer
Staff of Fire

From Dungeon Master's Guide, page 201. Found on Magic Item Table H.

## Description

*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard). 4 lbs.*

You have resistance to fire damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Burning Hands (1 charge), Fireball (3 charges), or Wall of Fire (4 charges).

The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Replica Monodrone

From Acquisitions Incorporated, page 132.

**Hit Points:** 5 (1d8 + 1)
 **STR**
10 (0)
13 (+1)
12 (+1)
4 (-3)
10 (0)
 **Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Modron, can understand Common but speaks only preprogrammed responses
 ***Axiomatic Mind.*** The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.
 ***Dagger.** Melee Weapon Attack:* +3 to hit, range 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.
***Javelin.** Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 3 (1d6) piercing damage.
Steel Leaf Kavu

From Plane Shift: Dominaria, page 24.

**Hit Points:** 142 (15d10 + 60)
 **STR**
20 (+5)
12 (+1)
18 (+4)
6 (-2)
14 (+2)
 **Skills:** Perception +4
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** understands Elvish
 ***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage.
***Rend.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one prone creature. *Hit:* 23 (4d8 + 5) slashing damage.
Swarm of Quippers

From Monster Manual, page 338.

**Hit Points:** 28 (8d8 - 8)
 **STR**
13 (+1)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Blood Frenzy.*** The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
 ***Bites.** Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Sphere of Crushing Doom

From Xanathar's Guide to Everything, page 118.

*Complex trap (level 5-10, deadly threat)*

The court jester devised a deadly trap to foil anyone who sought to steal his magic fool's cap. The jester's tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall.

* **Trigger:** This trap activates as soon as the door leading to the jester's coffin is opened. A magic portal opens at the northern end of the hallway and disgorges an enormous steel sphere, which hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears and teleports the sphere back to the top of the slope to begin the process again.
* **Initiative:** The trap acts on initiative count 10 (but see the dynamic element below).
* **Active Elements:** Although the trap is complex in nature, it has a single active element. That's all it needs.
	+ **Sphere of Crushing Doom (Initiative 10):** The trap's active element is a sphere of steel that almost fills the 10-foot width of the hallway and rolls to the bottom of the slope on its turn. Each creature in the sphere's path must make a DC 20 Strength saving throw. On a failed save, a creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Objects that block the sphere, such as a conjured wall, take maximum damage from the impact.
* **Dynamic Elements:** The longer it rolls, the more lethal the sphere becomes.
	+ **Speed Kills:** After its turn, the sphere gains speed, represented by its damage increasing by 11 (2d10). While its damage is 55 (10d10) or greater, it acts on initiative count 20 and 10.
* **Countermeasures:** The trap can be neutralized either by stopping the sphere or preventing it from teleporting.
	+ **Stop the Sphere:** Stopping the sphere is the easiest way to disrupt the trap. A Wall of Force can do so easily, as can any object placed in its path that has enough hit points to absorb damage from the sphere without being destroyed.
	+ **Disrupt the Portals:** Either portal can be neutralized with three successful DC 20 Intelligence (Arcana) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the sphere's damage by 11 (2d10), as the disrupted sphere loses speed moving through the failing portal.

Alternatively, a set of runes can be disabled with three successful castings of Dispel Magic (DC 19) targeting any of the runes in the set.
If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It blocks the door to the tomb, but the characters can escape.
Shadow Spirit

From Tasha's Cauldron of Everything, page 114.

**Hit Points:** 35 + 15 for each spell level above 3rd
 **STR**
13 (+1)
16 (+3)
15 (+2)
4 (-3)
10 (0)
 **Damage Resistances:** necrotic
**Condition Immunities:** frightened
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages you speak
**Challenge:** —
 ***Terror Frenzy (Fury Only).*** The spirit has advantage on attack rolls against frightened creatures.
 ***Multiattack.*** The spirit makes a number of attacks equal to half this spell's level (rounded down).
***Chilling Rend.** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d12 + 3 + the spell's level cold damage.
 ***Shadow Stealth (Fear Only).*** While in dim light or darkness, the spirit can take the Hide action.
Sire of Insanity

From Guildmasters' Guide to Ravnica, page 137.

**Hit Points:** 157 (15d12 + 60)
 **STR**
23 (+6)
6 (-2)
19 (+4)
14 (+2)
19 (+4)
 **Saving Throws:** Con +8, Int +6, Wis +8, Cha +10
**Skills:** Deception +10, Intimidation +10
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** truesight 120 ft., passive Perception 14
**Languages:** Abyssal, Common, telepathy 120 ft.
 ***Aura of Mind Erosion.*** Any creature that starts its turn within 30 feet of the sire of insanity must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire of insanity can suppress this aura until the start of its next turn.
***Innate Spellcasting.*** The sire of insanity's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire of insanity can innately cast the following spells, requiring no material components:
*At will:* Clairvoyance, Crown of Madness, Major Image, Suggestion
*1/day each:* Confusion, Mass Suggestion
 ***Multiattack.*** The sire of insanity makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit:* 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.
***Claws.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.
Speak With Dead

From Player's Handbook, page 277.

## Description

*3rd-level necromancy*

* **Casting Time:** 1 action
* **Range:** 10 feet
* **Components:** V, S, M (burning incense)
* **Duration:** 10 minutes

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

## Learned By

* **Classes:** Bard, Cleric, Wizard (OCF)
* **Subclasses:** Cleric (*Knowledge Domain*), Druid (*Circle of Twilight*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Warlock (*The Raven Queen*), Warlock (*The Undead*), Warlock (*The Undying*), Wizard (*Theurgy*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Eldritch Invocations:** Whispers of the Grave
* **Backgrounds:** Lorehold Student, Orzhov Representative
Shadowfell Brand Tattoo

From Tasha's Cauldron of Everything, pages 134-135.

## Description

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

Produced by a special needle, this magic tattoo is dark in color and abstract.

***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.

***Shadow Essence.*** You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

***Shadowy Defense.*** When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Once used, this reaction can't be used again until the next sunset.
Slow

From Player's Handbook, page 277.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a drop of molasses)
* **Duration:** Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

## Learned By

* **Classes:** Bard (OCF), Sorcerer, Wizard
* **Subclasses:** Cleric (*Order Domain*), Cleric (*Protection Domain*), Druid (*Circle of the Land (Arctic)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Eldritch Invocations:** Mire the Mind
Staff of Defense

From Lost Mine of Phandelver, page 53.

## Description

*Staff, rare (requires attunement). 3 lbs.*

This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

While holding the staff, you have a +1 bonus to your Armor Class.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Mage Armor (1 charge) or Shield (2 charges). No components are required.

The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Reduced-Threat Flesh Golem

From Tales From the Yawning Portal, page 113.

**Hit Points:** 46 (11d8 + 44)
 **STR**
19 (+4)
9 (-1)
18 (+4)
6 (-2)
10 (0)
 **Damage Immunities:** lightning, poison; 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 10
**Languages:** understands the languages of its creator but can't speak
 ***Aversion of Fire.*** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
***Berserk.*** Whenever the golem starts its turn with 40 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 40 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:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
Staff of Power

From Dungeon Master's Guide, page 202. Found on Magic Item Table H.

## Description

*Staff, very rare (requires attunement by a sorcerer, warlock, or wizard). 4 lbs.*

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regains 1d8+2 charges.

***Power Strike.*** When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

***Spells.*** While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).

***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

 11 to 20 ft. away
 21 to 30 ft. away
Staggering Smite

From Player's Handbook, page 278.

## Description

*4th-level evocation*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Artificer (*Battle Smith*), Sorcerer (*Stone Sorcery*), Warlock (*The Hexblade*)
Spider Staff

From Lost Mine of Phandelver, page 53.

## Description

*Staff, rare (requires attunement). 6 lbs.*

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Swarm of Bats

From Monster Manual, page 337.

**Hit Points:** 22 (5d8)
 **STR**
5 (-3)
15 (+2)
10 (0)
2 (-4)
12 (+1)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** blindsight 60 ft., passive Perception 11
**Languages:** —
 ***Echolocation.*** The swarm can't use its blindsight while deafened.
***Keen Hearing.*** The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
 ***Bites.** Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Shiftweave

From Eberron: Rising From the Last War, page 277 and; Wayfinder's Guide to Eberron, page 115.

## Description

*Wondrous item, common.*

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.
Temporal Shunt

From Explorer's Guide to Wildemount, page 189.

## Description

*5th-level transmutation*

* **Casting Time:** 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** 1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

## Learned By

* **Subclasses:** Wizard (*Chronurgy Magic*)
Vampire Spawn

From Monster Manual, page 298.

**Hit Points:** 82 (11d8 + 33)
 **STR**
16 (+3)
16 (+3)
16 (+3)
11 (0)
10 (0)
 **Saving Throws:** Dex +6, Wis +3
**Skills:** Perception +3, Stealth +6
**Damage Resistances:** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** the languages it knew in life
 ***Regeneration.*** The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
***Spider Climb.*** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Undead Nature.*** Neither a vampire nor a vampire spawn requires air.
***Vampire Weaknesses.*** The vampire has the following flaws:
* *Forbiddance.* The vampire can't enter a residence without an invitation from one of the occupants.
* *Harmed by Running Water.* The vampire takes 20 acid damage when it ends its turn in running water.
* *Stake to the Heart.* The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
 ***Multiattack.*** The vampire makes two attacks, only one of which can be a bite attack.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Summon Fiend

From Tasha's Cauldron of Everything, page 112.

## Description

*6th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
* **Duration:** Concentration, up to 1 hour

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.

## Learned By

* **Classes:** Warlock (OCF), Wizard (OCF)
* **Subclasses:** Cleric (*Arcana Domain*)
Tome of Understanding

From Dungeon Master's Guide, page 209. Found on Magic Item Table H.

## Description

*Wondrous item, very rare. 5 lbs.*

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Sleep

From Player's Handbook, page 276.

## Description

*1st-level enchantment*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket)
* **Duration:** 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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.

Undead and creatures immune to being charmed aren't affected by this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Twilight Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Redemption*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Archfey*)
* **Races:** Mark of Hospitality Halfling, Pallid Elf
* **Backgrounds:** Dimir Operative
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Wall of Stone

From Player's Handbook, page 287.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a small block of granite)
* **Duration:** Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

## Learned By

* **Classes:** Artificer, Druid, Sorcerer, Wizard
* **Subclasses:** Druid (*Circle of the Land (Desert)*), Druid (*Circle of the Land (Mountain)*), Monk (*Way of the Four Elements*), Warlock (*The Genie (Dao)*)
Scribe's Pen

From Eberron: Rising From the Last War, page 278 and; Wayfinder's Guide to Eberron, page 115.

## Description

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

You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.

Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.

If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.

## Wayfinder's Guide to Eberron

**Consult your DM before using this version.** It is usually considered unofficial and invalid due to updated material.

If you possess the Mark of Scribing, you can use this quill to write on any surface. This can be visible — traced in glowing mystical lines — or invisible to any creature without the Mark of Scribing. Invisible writing will be revealed by Detect Magic, See Invisibility, or True Seeing. Any creature with the Mark of Scribing can also reveal your writing or make it invisible as an action. If you mark a living creature, the mark will fade within a week.
Word of Radiance

From Xanathar's Guide to Everything, page 171.

## Description

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** 5 feet
* **Components:** V, M (a holy symbol)
* **Duration:** Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

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

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Fighting Styles:** Blessed Warrior
* **Feats:** Magic Initiate
Shadow Horror

From Guildmasters' Guide to Ravnica, page 205.

**Hit Points:** 120 (16d10 + 32)
 **STR**
12 (+1)
16 (+3)
14 (+2)
2 (-4)
17 (+3)
 **Skills:** Perception +7, Stealth +11
**Damage Vulnerabilities:** radiant
**Conditions Immunities:** frightened
**Senses:** darkvision 120 ft., passive Perception 17
**Languages:** —
 ***Incorporeal Movement.*** The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
***Shadow Stealth.*** While in dim light or darkness, the horror can take the Hide action as a bonus action.
***Shadow Stride.*** As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object.
 ***Multiattack.*** The horror 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:* 21 (4d8 + 3) piercing damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.
***Lashing Shadows (Recharge 5-6).*** Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage.
Young Green Dragon

From Monster Manual, page 94.

**Hit Points:** 136 (16d10 + 48)
 **STR**
19 (+4)
12 (+1)
17 (+3)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +4, Con +6, Wis +4, Cha +5
**Skills:** Deception +5, Perception +7, Stealth +4
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 17
**Languages:** Common, Draconic
 ***Amphibious.*** The dragon can breathe air and water.
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Verbeeg Marauder

From Icewind Dale: Rime of the Frostmaiden‏, page 311.

**Hit Points:** 85 (10d10 + 30)
 **STR**
19 (+4)
11 (0)
16 (+3)
11 (0)
10 (0)
 **Saving Throws** Dex +2, Con +5
**Skills** Animal Handling +2, Athletics +6, Stealth +2
**Senses:** passive Perception 10
**Languages:** Common, Giant
 ***Multiattack.*** The verbeeg makes two melee attacks.
***Spear.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used to make a ranged attack or used with two hands to make a melee attack.
Wreath of the Prism

From Explorer's Guide to Wildemount, page 274.

## Description

*Wondrous item, artifact (requires attunement).*

This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.

***Dormant.*** While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet.

When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast Dominate Monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you.

***Awakened.*** Once the wreath of the prism reaches an awakened state, it gains the following benefits:

* You can affect creatures of challenge rating 10 or lower with the wreath.
* The save DC of the wreath's spell increases to 15.

***Exalted.*** Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:

* You can affect creatures of challenge rating 15 or lower with the wreath.
* The save DC of the wreath's spell increases to 17.
Strixhaven Pennant

From Strixhaven: A Curriculum of chaos, page 39.

## Description

*Wondrous item, common*

This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Stone of Ill Luck

From Tales From the Yawning Portal, page 229.

## Description

*Wondrous item, uncommon (requires attunement).*

This polished agate appears to be a Stone of Good Luck to anyone who tries to identify it, and it confers that item's property while on your person.

***Curse.*** This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with Remove Curse or similar magic.
Spray of Cards

From [ /2/29/UA2022-WondersoftheMultiverse.pdf Unearthed Arcana: Wonders of the Multiverse].

## Description

*2nd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 15-foot cone
* **Components:** V, S, M (a deck of cards)
* **Duration:** Instantaneous

You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards:

* **Blinding Cards.** Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.
* **Cutting Cards.** Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd.

## Learned By

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