recursal/Fanatic-Fandom huggingface dataset:
Holy Symbol of Ravenkind

From Curse of Strahd, page 222.

## Description

*Wondrous item, legendary (requires attunement by a cleric or paladin of good alignment)*

The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven - or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.

The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.

The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.

***Hold Vampires.*** As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.

***Turn Undead.*** If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.

***Sunlight.*** As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
Incite Greed

From Acquisitions Incorporated, page 76.

## Description

*3rd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a gem worth at least 50 gp)
* **Duration:** Concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

## Learned By

* **Classes:** Cleric, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Mass Cure Wounds

From Player's Handbook, page 258.

## Description

*5th-level evocation*

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

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

## Learned By

* **Classes:** Bard, Cleric, Druid
* **Subclasses:** Artificer (*Battle Smith*), Cleric (*Life Domain*), Cleric (*Solidarity Domain*), Druid (*Circle of Wildfire*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*), Mage of Witherbloom (*Druid, Warlock*)
Investiture of Flame

From Xanathar's Guide to Everything, page 159; and Elemental Evil Player's Companion, page 19.

## Description

*6th-level transmutation*

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

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

* You are immune to fire damage and have resistance to cold damage.
* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

## Learned By

* **Classes:** Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Lantern of Tracking

From Icewind Dale: Rime of the Frostmaiden, pages 314-315.

## Description

*Wondrous item, common.*

This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Each Lantern of Tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.

 2
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Homunculus

From Monster Manual, page 188.

**Hit Points:** 5 (2d4)
 **STR**
4 (-3)
15 (+2)
11 (0)
10 (0)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Lorehold Primer

From Strixhaven: A Curriculum of chaos, page 39.

## Description

*Wondrous item, uncommon (requires attunement by a Spellcaster).*

The Lorehold Primer is a magic textbook created at Strixhaven's Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Intelligence (History) or a Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st level spell from the Cleric or Wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Korolnor Scepter

From Storm King's Thunder, page 234.

## Description

*Weapon (club), legendary (requires attunement).*

The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary.

The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.

You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.

You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6+4 expanded charges at dawn. Its properties are as follows.

* If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.
* As an action: you can expend 2 charges to cast the Sending spell from the scepter.
* As an action: you can expend 3 charges to cast the Teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring.
Misty Step

From Player's Handbook, page 260.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Druid (*Circle of the Land (Coast)*), Fighter (*Eldritch Knight*), Paladin (*Oath of the Ancients*), Paladin (*Oath of Vengeance*), Ranger (*Fey Wanderer*), Ranger (*Horizon Walker*), Rogue (*Arcane Trickster*)
* **Races:** Eladrin (DMG), Githyanki, Mark of Passage Human
* **Feats:** Fey Teleportation, Fey Touched
Intellect Fortress

From Tasha's Cauldron of Everything, page 107.

## Description

*3rd-level abjuration*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

**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. The creatures must be within 30 feet of each other when you target them.

## Learned By

* **Classes:** Artificer, Bard (OCF), Sorcerer (OCF), Warlock (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Legend Lore

From Player's Handbook, page 254.

## Description

*5th-level divination*

* **Casting Time:** 10 minutes
* **Range:** Self
* **Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
* **Duration:** Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

## Learned By

* **Classes:** Bard, Cleric, Wizard
* **Subclasses:** Cleric (*Knowledge Domain*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Warlock (*The Seeker*), Warlock (*The Undying*), Wizard (*Theurgy*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Races:** Mark of Detection Half-elf
* **Backgrounds:** Lorehold Student
Leomund's Secret Chest

From Player's Handbook, page 254.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
* **Duration:** Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Warding Dwarf
* **Backgrounds:** Orzhov Representative
* **Feats:** Greater Dragonmark
Mind Sliver

From Tasha's Cauldron of Everything, page 108.

## Description

*Enchantment cantrip*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V
* **Duration:** 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your 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:** Sorcerer (OCF), Warlock (OCF), Wizard (OCF)
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate
Mud Mephit

From Monster Manual, page 216.

**Hit Points:** 27 (6d6 + 6)
 **STR**
8 (-1)
12 (+1)
12 (+1)
9 (-1)
11 (0)
 **Skills:** Stealth +3
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Aquan, Terran
 ***Death Burst.*** When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.
 ***Fists.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.
***Mud Breath (Recharge 6);*** The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success
Lightning Arrow

From Player's Handbook, page 255.

## Description

*3rd-level transmutation*

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

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Hezrou

From Monster Manual, page 60.

**Hit Points:** 136 (13d10 + 65)
 **STR**
19 (+4)
17 (+3)
20 (+5)
5 (-3)
12 (+1)
 **Saving Throws:** Str +7, Con +8, Wis +4
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Magic Resistance.*** The hezrou has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The hezrou 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:* 15 (2d10 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Lifewell Tattoo

From Tasha's Cauldron of Everything, page 129.

## Description

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

Produced by a special needle, this magic tattoo features symbols of life and rebirth.

***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.

***Necrotic Resistance.*** You have resistance to necrotic damage.

***Life Ward.*** When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can't be used again until the next dawn.
Motivational Speech

From Acquisitions Incorporated, page 77.

## Description

*3rd-level enchantment*

* **Casting Time:** 1 minute
* **Range:** 60 feet
* **Components:** V
* **Duration:** 1 hour

You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

## Learned By

* **Classes:** Bard, Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Hold Monster

From Player's Handbook, page 251.

## Description

*5th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a small, straight piece of iron)
* **Duration:** Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**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. The creatures must be within 30 feet of each other when you target them.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*War Domain*), Paladin (*Oath of Redemption*), Paladin (*Oath of Vengeance*), Paladin (*Oath of the Watchers*), Ranger (*Monster Slayer*), Sorcerer (*Aberrant Mind*)
* **Eldritch Invocations:** Chains of Carceri
Kor

From Plane Shift: Zendikar, page 10.

## Traits

Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain of Zendikar. Your kor character has these traits.

***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

***Age.*** Kor mature at the same rate as humans and live about as long.

***Alignment.*** Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.

***Size.*** Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.

***Kor Climbing.*** You have proficiency in the Athletics and Acrobatics skills.

***Lucky.*** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

***Brave.*** You have advantage on saving throws against being frightened.

***Languages.*** You can speak, read, and write Common, and communicate in the silent speech of the Kor.
Moodmark Paint

From Guildmasters' Guide to Ravnica, page 180.

## Description

*Wondrous item, common*

This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.

For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.
Mace of Smiting

From Dungeon Master's Guide, page 179. Found on Magic Item Table G.

## Description

*Weapon (mace), rare. 4 lbs.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to a +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Languages

From Player's Handbook, page 123.

Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

## Languages and Dialects

(Dungeon Master's Guide, pages 20-21)

When fleshing out your world, you can create new languages and dialects to reflect its unique geography and history. You can replace the default languages presented in this page with new ones, or split languages up into several different dialects.

In some worlds, regional differences might be much more important than racial ones. Perhaps all the dwarves, elves, and humans who live in one kingdom speak a common language, which is completely different from that spoken in the neighboring kingdom. This might make communication (and diplomacy) between two kingdoms significantly more difficult.

Widely used languages might have ancient versions, or there might be completely different ancient tongues that adventurers find written in tombs and ruins. Such languages can add an element of mystery to inscriptions and tomes that characters encounter.

You might invent additional secret languages, besides Druidic and Thieves' Cant, that allow members of certain organizations or political affiliations to communicate. You could even decide that each alignment has its own language, which might be more of an argot used primarily to discuss philosophical concepts.

In a region where one race has subjugated another, the language of the conquerors can become a mark of social status. Similarly, reading and writing might be restricted by law to the upper classes of a society.
Instrument of Illusions

From Xanathar's Guide to Everything, page 137.

## Description

*Wondrous item, instrument, common (requires attunement).*

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Host of Herons Angel

From Plane Shift: Innistrad, page 26.

**Hit Points:** 136 (16d8 + 64)
 **STR**
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
 **Saving Throws:** Wis +9, Cha +9
**Skills:** Insight +9, Perception +9
**Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** darkvision 120 ft., passive Perception 19
**Languages:** all, telepathy 120 ft.
 ***Angelic Weapons.*** The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
***Heron Protection.*** Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus.
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:
*At will:* Detect Evil and Good
*1/day each:* Commune, Raise Dead
 ***Multiattack.*** The angel makes two melee attacks.
***Mace.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
***Healing Touch (3/Day).*** The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
***Change Shape.*** The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).
In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Living Iron Statue

From Ghosts of Saltmarsh, page 241.

**Hit Points:** 102 (12d8+ 48)
 **STR**
16 (+3)
14 (+2)
18 (+4)
6 (-2)
10 (0)
 **Damage Vulnerabilities:** acid
**Damage Immunities:** lightning, poison
**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
 ***Multiattack.*** The statue makes two attacks: one with its blade and one with its hammer.
***Blade.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
***Hammer.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage, and the target is knocked prone.
***Whirl (Recharge 5-6).*** The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 19 (3d10 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one.
Kraken (Zendikar)

From Plane Shift: Zendikar, page 25.

**Hit Points:** 230 (20d12 + 100)
 **STR**
29 (+9)
14 (+2)
20 (+5)
16 (+3)
18 (+4)
 **Skills:** Athletics +14, Perception +9
**Damage Resistances:** cold
**Damage Immunities:** lightning, thunder
**Senses:** darkvision 120 ft., passive Perception 19
**Languages:** Common
 ***Amphibious.*** The kraken can breathe air and water.
***Innate Spellcasting.*** The kraken's innate spellcasting ability is Charisma (spell save DC 17). The kraken can innately cast the following spells, requiring no components:
 ***Multiattack.*** The kraken makes two attacks: one with its claw and one with its tentacles.
***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6 + 9) slashing damage.
***Tentacle.** Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.
***Lightning Storm.*** The kraken hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Jim's Magic Missile

From Acquisitions Incorporated, page 76.

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, R (1 gp)
* **Duration:** Instantaneous

Any apprentice wizard can cast a boring old Magic Missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.

If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Strixhaven Initiate
Layla the Lizard

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

**Hit Points:** 22 (5d8)
 **STR**
13 (+1)
15 (+2)
10 (0)
7 (-2)
10 (0)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common
 ***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) piercing damage.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.
Ixitxachitl

From Out of the Abyss, page 191.

**Hit Points:** 18 (4d6 + 4)
 **STR**
12 (+1)
16 (+3)
13 (+1)
12 (+1)
13 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Abyssal, Ixitxachitl
 When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
***Barbed Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
Jaculi

From Tomb of Annihilation, page 225.

**Hit Points:** 16 (3d10)
 **STR**
15 (+2)
14 (+2)
11 (0)
2 (-4)
8 (-1)
 **Skills:** Athletics +4, Perception +1, Stealth +4
**Senses:** blindsight 30 ft., passive Perception 11
**Languages:** —
 ***Camouflage.*** The jaculi has advantage on Dexterity (Stealth) checks made to hide.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage.
***Spring.*** The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.
Message

From Player's Handbook, page 259.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a short piece of copper wire)
* **Duration:** 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Wizard (*Psionics*)
* **Races:** Abyssal Tiefling, Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Half-elf (High Elf Descent), High Elf, Mark of Scribing Gnome, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Backgrounds:** Azorius Functionary
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate
Mending

From Player's Handbook, page 259.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (two lodestones)
* **Duration:** Instantaneous

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Fighting Styles:** Blessed Warrior, Druidic Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Half-elf (High Elf Descent), High Elf, Mark of Making Human, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Wood Elf Magic
Mind Flayer

From Monster Manual, page 222.

**Hit Points:** 71 (13d8 + 13)
 **STR**
11 (0)
12 (+1)
12 (+1)
19 (+4)
17 (+3)
 **Saving Throws:** Int +7, Wis +6, Cha +6
**Skills:** Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
**Senses:** darkvision 120 ft., passive Perception 16
**Languages:** Deep Speech, Undercommon, telepathy 120 ft.
 ***Innate Spellcasting (Psionics).*** The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
*At will:* Detect Thoughts, Levitate
*1/day each:* Dominate Monster, Plane Shift (self only)
 ***Tentacles.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
***Extract Brain.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. *Hit:* The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
***Mind Blast (Recharge 5-6).*** The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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.
Huge Stone Golem

From Storm King's Thunder, page 153.

**Hit Points:** 195 (17d12 + 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.
Khrusor, Spear of Heliod

From Mythic Odysseys of Theros, page 200.

## Description

*Weapon (spear), artifact (requires attunement). 3 lbs.*

Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.

***Spear of the Sun.*** This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage.

***Blessing of the Sun.*** If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:

* **Piety 3+.** You gain 15 temporary hit points each dawn.
* **Piety 10+.** The spear has 1 randomly determined minor beneficial property.
* **Piety 25+.** The spear has 1 additional randomly determined minor beneficial property.
* **Piety 50+.** The spear has 1 randomly determined major beneficial property.

If you aren't a worshiper of Heliod, the spear has 2 randomly determined minor detrimental properties.

***Luminous.*** The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

***Sun's Retaliation.*** When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn.

***Spells.*** The spear 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 (save DC 18) from it: Guiding Bolt (1 charge), Daylight (3 charges, targeting the tip of the spear only), Sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn.

***Destroying the Spear.*** If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service.
Locate Animals or Plants

From Player's Handbook, page 256.

## Description

*2nd-level divination (ritual)*

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

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

## Learned By

* **Classes:** Bard, Druid, Ranger
* **Races:** Mark of Finding (Half-orc, Human)
Mage Hand

From Player's Handbook, page 256.

## Description

*Conjuration cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Ranger (*Swarmkeeper*), Rogue (*Arcane Trickster*), Wizard (*Psionics*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Gith, Half-elf (High Elf Descent), High Elf, Mammon Tiefling, Mephistopheles Tiefling, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Backgrounds:** Dimir Operative
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Strixhaven Initiate, Telekinetic
Mass Polymorph

From Xanathar's Guide to Everything, page 160.

## Description

*9th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a caterpillar cocoon)
* **Duration:** Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.

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

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Living Gloves

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

## Description

*Wondrous item, very rare (requires attunement)*

These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.

While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):

* Sleight of Hand
* Thieves' tools
* One kind of artisan's tools of your choice
* One kind of musical instrument of your choice

When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

***Symbiotic Nature.*** The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
Living Cloudkill

From Eberron: Rising From the Last War, page 299.

**Hit Points:** 73 (7d10 + 35)
 **STR**
10 (0)
15 (+2)
20 (+5)
3 (-4)
11 (0)
 **Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Amorphous.*** The living spell can move through a space as narrow as 1 inch wide without squeezing.
 ***Multiattack.*** The living spell makes two Magical Strike attacks.
***Magical Strike.** Melee Spell Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 22 (5d6 + 5) poison damage.
***Spell Mimicry (Recharge 5-6).*** The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one.
The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell's concentration ends (as if concentrating on a spell).
Kobold

From Volo's Guide to Monsters, page 119.

## Traits

Your kobold character has the following racial traits.

* **Ability Score Increase:** Your Dexterity increases by 2.
* **Age:** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
* **Alignment:** Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
* **Size:** Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. Your height is 2'1" with a modifier of +2d4. Your weight is 25 lbs. with a modifier of +(height roll) x 1.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Grovel, Cower, and Beg:** As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Pack Tactics:** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
* **Sunlight Sensitivity:** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* **Languages:** You can speak, read, and write Common and Draconic.
Medallion of Thoughts

From Dungeon Master's Guide, page 181. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement). 1 lbs.*

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Detect Thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.