recursal/Fanatic-Fandom huggingface dataset:
Helm of Devil Command

From Baldur's Gate: Descent into Avernus, page 223.

## Description

*Wondrous item, very rare (requires attunement by a creature that can speak Infernal).*

This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.

While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.

The helm has 3 charges. As an action, you can expend 1 charge to cast Dominate Monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.

If you are not a devil, using the helm's Dominate Monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
Helm of Telepathy

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

## Description

*Wondrous item, uncommon (requires attunement).*

While wearing this helm, you can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with Detect Thoughts, you can use an action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.
Giant Bat

From Monster Manual, page 323.

**Hit Points:** 22 (4d10)
 **STR**
15 (+2)
16 (+3)
11 (0)
2 (-4)
12 (+1)
 **Senses:** blindsight 60ft., passive Perception 11
**Languages:** —
 ***Echolocation.*** The bat can't use its blindsight while deafened.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage.
Giant Rat

From Monster Manual, page 327.

**Hit Points:** 7 (2d6)
 **STR**
7 (-2)
15 (+2)
11 (0)
2 (-4)
10 (0)
 **Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell.
***Pack Tactics.*** The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
***Variant: Diseased Giant Rats.*** Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has the following action instead of its normal bite attack.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
Flail of Tiamat

From Fizban's Treasury of Dragons, page 23.

## Description

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

This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.

While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can't be used again until the next dawn.
Flying Trident

From Waterdeep: Dungeon of the Mad Mage, page 106.

**Hit Points:** 17 (5d6)
 **STR**
12 (+1)
15 (+2)
11(0)
1 (-5)
5 (-3)
 **Saving Throws:** Dex +4
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 7
**Languages:** —
 ***Antimagic Susceptibility.*** The trident is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the trident must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The trident doesn't require air, food, drink, or sleep. The magic that animates the trident is dispelled when the construct drops to 0 hit points. If the trident is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
 ***Trident.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
Foresight

From Player's Handbook, page 244.

## Description

*9th-level divination*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (a hummingbird feather)
* **Duration:** 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

## Learned By

* **Classes:** Bard, Druid, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Eyebite

From Player's Handbook, page 238.

## Description

*6th-level necromancy*

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

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.

* **Asleep:** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
* **Panicked:** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
* **Sickened:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Flesh to Stone

From Player's Handbook, page 243.

## Description

*6th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a pinch of lime, water, and earth)
* **Duration:** Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

## Learned By

* **Classes:** Druid (OCF), Sorcerer (OCF), Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Empyrean

From Monster Manual, page 130.

**Hit Points:** 313 (19d12 + 190)
 **STR**
30 (+10)
21 (+5)
30 (+10)
21 (+5)
22 (+6)
 **Saving Throws:** Str +17, Int +12, Wis +13, Cha +15
**Skills:** Insight +13, Persuasion +15
**Damage Immunities:** bludgeoning, piercing, slashing from nonmagical attacks
**Senses:** truesight 120 ft., passive Perception 16
**Languages:** all
 ***Immortal Titans.*** Empyreans don't age but can be slain.
***Innate Spellcasting.*** The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
*At will:* Greater Restoration, Pass Without Trace, Water Breathing, Water Walk
*1/day each:* Commune, Dispel Evil and Good, Earthquake, Fire Storm, Plane Shift (self only)
***Legendary Resistance (3/Day).*** If the empyrean fails a saving throw, it can choose to succeed instead.
***Magic Resistance.*** The empyrean has advantage on saving throws against spells and other magical effects.
 ***Maul.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.
 The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The empyrean regains spent legendary actions at the start of its turn.
**Attack.** The empyrean makes one attack.
**Bolster.** The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.
**Trembling Strike (Costs 2 Actions).** The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.
Heart Weaver's Primer

From Tasha's Cauldron of Everything, page 128.

## Description

*Wondrous item, rare (requires attunement by a wizard)*

This pristine book smells faintly of a random scent you find pleasing. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Antipathy/Sympathy, Charm Person, Dominate Person, Enthrall, Hypnotic Pattern, Modify Memory, and Suggestion. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
* When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
Fire Elemental Myrmidon

From Mordenkainen's Tome of Foes, page 203.

**Hit Points:** 117 (18d8 + 36)
 **STR**
13 (+1)
18 (+4)
15 (+2)
9 (-1)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** fire, poison
**Condition Immunities:** paralyzed, petrified, poisoned, prone
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Ignan, one of its creator's choice
 ***Illumination.*** The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
***Magic Weapons.** The myrmidon's weapon attacks are magical.*
 ***Multiattack.*** The myrmidon makes three scimitar attacks.
***Scimitar.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage.
***Fiery Strikes (Recharge 6).*** The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
Frost Giant Zombie

From Explorer's Guide to Wildemount, page 288.

**Hit Points:** 138 (12d12 + 60)
 **STR**
23 (+6)
6 (-2)
21 (+5)
3 (-4)
6 (-2)
 **Saving Throws:** Wis +2
**Damage Immunities:** cold, poisoned
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** understands Giant but can't speak
 ***Numbing Aura.*** Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn.
 ***Multiattack.*** The zombie makes two weapon attacks.
***Greataxe.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (3d12 + 6) slashing damage.
***Hurl Rock.** Ranged Weapon Attack:* +10 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.
***Freezing Stare.*** The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.
Find the Path

From Player's Handbook, page 240.

## Description

*6th-level divination*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S, M (a set of divinatory tools — such as bones, ivory sticks, cards, teeth, or carved runes — worth 100 gp and an object from the location you wish to find)
* **Duration:** Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

## Learned By

* **Classes:** Bard, Cleric, Druid
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Feats:** Greater Dragonmark
Fire Storm

From Player's Handbook, page 242.

## Description

*7th-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S
* **Duration:** Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

## Learned By

* **Classes:** Cleric, Druid, Sorcerer
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Expeditious Retreat

From Player's Handbook, page 238.

## Description

*1st-level transmutation*

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

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

## Learned By

* **Classes:** Artificer, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Paladin (*Oath of Treachery*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mark of Passage Human
* **Backgrounds:** Simic Scientist
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Gambler's Blade

From Lost Laboratory of Kwalish, page 55.

## Description

*Weapon (any sword), rare (requires attunement).*

Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

***Curse.*** This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
Giant Octopus

From Monster Manual, page 326.

**Hit Points:** 52 (8d10 + 8)
 **STR**
17 (+3)
13 (+1)
13 (+1)
4 (-3)
10 (0)
 **Skills:** Perception +4, Stealth +5
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Hold Breath.*** While out of water, the octopus can hold its breath for 1 hour.
***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth) checks made while underwater.
 ***Tentacles.** Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
**Ink Cloud (Recharges after a Short or Long Rest).** A 20-foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Fire Elemental

From Monster Manual, page 125.

**Hit Points:** 102 (12d10 + 36)
 **STR**
10 (0)
17 (+3)
16 (+3)
6 (-2)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** fire, poison
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Ignan
 ***Fire Form.*** The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
***Illumination.*** The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
 ***Multiattack.*** The elemental makes two touch attacks.
***Touch.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns
Gravity Sinkhole

From Explorer's Guide to Wildemount, page 187.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a black marble)
* **Duration:** Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

## Learned By

* **Subclasses:** Wizard (*Graviturgy Magic*)
Felidar (Plane Shift: Zendikar)

*This article is about the Plane Shift: Zendikar version of the Felidar. For the Guildmasters' Guide to Ravnica version, see Felidar.*
From Plane Shift: Zendikar, page 23.

**Hit Points:** 67 (9d10 + 18)
 **STR**
18 (+4)
14 (+2)
15 (+2)
11 (0)
17 (+3)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, paralyzed, poisoned
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Celestial, telepathy 60 ft.
 ***Innate Spellcasting.*** The felidar's innate spellcasting ability is Charisma (spell save DC 14). The felidar can innately cast the following spells, requiring no components:
*At will:* Detect Evil and Good, Light, Thaumaturgy
*1/day each:* Calm Emotions, Daylight, Dispel Evil and Good
***Magic Resistance.*** The felidar has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The felidar's weapon attacks are magical.
 ***Multiattack.*** The felidar makes two attacks with its claws.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
***Healing Touch (3/Day).*** The felidar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target,
 The felidar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The felidar regains spent legendary actions at the start of its turn.
**Claws.** The felidar makes one attack with its claws.
**Shimmering Shield (Costs 2 Actions).** The felidar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the felidar's next turn.
**Heal Self (Costs 3 Actions).** The felidar magically regains 11 (2d8 + 2) hit points.
Gem of Brightness

From Dungeon Master's Guide, page 171. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon. 1 lbs.*

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Elfshadow

From Dungeon Master's Guide, page 217.

**Hit Points:** 16 (3d8 + 3)
 **STR**
6 (-2)
14 (+2)
13 (+1)
6 (-2)
10 (0)
 **Skills:** Stealth +4
**Damage Vulnerabilities:** radiant
**Damage Resistances:** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** necrotic, poison
**Condition Immunities:** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Amorphous.*** The elfshadow can move through a space as narrow as 1 inch wide without squeezing.
***Shadow Stealth.*** While in dim light or darkness, the elfshadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
***Sunlight Weakness.*** While in sunlight, the elfshadow has disadvantage on attack rolls, ability checks, and saving throws.
 ***Strength Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Enhance Ability

From Player's Handbook, page 237.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (fur or a feather from a beast)
* **Duration:** Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

* **Bear's Endurance:** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
* **Bull's Strength:** The target has advantage on Strength checks, and its carrying capacity doubles.
* **Cat's Grace:** The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
* **Eagle's Splendor:** The target has advantage on Charisma checks.
* **Fox's Cunning:** The target has advantage on Intelligence checks.
* **Owl's Wisdom:** The target has advantage on Wisdom checks.

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

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Ranger (OCF), Sorcerer, Wizard (OCF)
* **Subclasses:** Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Glory*), Ranger (*Primeval Guardian*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Backgrounds:** Simic Scientist
Giant Sea Horse

From Monster Manual, page 328.

**Hit Points:** 16 (3d10)
 **STR**
12 (+1)
15 (+2)
11 (0)
2 (-4)
12 (+1)
 **Senses:** passive Perception 11
**Languages:** —
 ***Charge.*** If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
 ***Ram.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.
Ghast

From Monster Manual, page 148.

**Hit Points:** 36 (8d8)
 **STR**
16 (+3)
17 (+3)
10 (+0)
11 (+0)
10 (0)
 **Damage Resistances:** necrotic
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common
 ***Stench.*** Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
 ***Bite.*** Melee Weapon Attack: *+3 to hit, reach 5 ft., one creature.* Hit: *12 (2d8 + 3) piercing damage.*
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Gold Dragon Wyrmling

From Monster Manual, page 115.

**Hit Points:** 60 (8d8 + 24)
 **STR**
19 (+4)
14 (+2)
17 (+3)
14 (+2)
11 (0)
 **Saving Throws:** Dex +4, Con +5, Wis +2, Cha +5
**Skills:** Perception +4, Stealth +4
**Damage Immunities:** fire
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons:
* **Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
* **Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Guards and Wards

From Player's Handbook, page 248.

## Description

*6th-level abjuration*

* **Casting Time:** 10 minutes
* **Range:** Touch
* **Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
* **Duration:** 24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and Wards creates the following effects within the warded area.

* **Corridors:** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
* **Doors:** All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.
* **Stairs:** Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.
* **Other Spell Effect:** You can place your choice of one of the following magical effects within the warded area of the stronghold.
	+ Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.
	+ Place Magic Mouth in two locations.
	+ Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.
	+ Place a constant Gust of Wind in one corridor or room.
	+ Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Ersatz Eye

From Xanathar's Guide to Everything, page 137; and Explorer's Guide to Wildemount, page 267.

## Description

*Wondrous item, common (requires attunement).*

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Greater Invisibility

From Player's Handbook, page 246.

## Description

*4th-level illusion*

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

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Artificer (*Armorer*), Cleric (*Twilight Domain*), Druid (*Circle of the Land (Underdark)*), Fighter (*Eldritch Knight*), Paladin (*Oath of Treachery*), Ranger (*Gloom Stalker*), Rogue (*Arcane Trickster*), Warlock (*The Archfey*), Warlock (*The Genie (Djinni)*), Warlock (*The Undead*)
* **Races:** Mark of Shadow Elf
Goodberry

From Player's Handbook, page 246.

## Description

*1st-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a sprig of mistletoe)
* **Duration:** Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

## Learned By

* **Classes:** Druid, Ranger
* **Races:** Mark of Hospitality Halfling
* **Feats:** Magic Initiate, Strixhaven Initiate
Hail of Thorns

From Player's Handbook, page 249.

## Description

*1st-level conjuration*

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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Eyes of Charming

From Dungeon Master's Guide, page 168. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the Charm Person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Giant Centipede

From Monster Manual, page 323.

**Hit Points:** 4 (1d6 + 1)
 **STR**
5 (-3)
14 (+2)
12 (+1)
1 (-5)
7 (-2)
 **Senses:** blindsight 30 ft., passive Perception 8
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Gishath, Sun's Avatar

From Plane Shift: Ixalan, page 32.

**Hit Points:** 203 (14d20 + 56)
 **STR**
24 (+7)
12 (+1)
18 (+4)
12 (+1)
16 (+3)
 **Saving Throws:** Str +11, Con +8, Wis +7, Cha +2
**Skills:** Perception +7
**Senses:** passive Perception 17
**Languages:** —
 ***Multiattack.*** Gishath makes two attacks: one with its bite and one with its stomp or tail. It can't make both attacks against the same target.
***Bite.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 39 (5d12 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Gishath can't bite another target.
***Swallow.*** Gishath makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gishath, and it takes 21 (6d6) acid damage at the start of each of Gishath's turns.
If Gishath takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If Gishath dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
***Stomp.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 29 (5d8 + 7) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone.
 Gishath can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gishath regains spent legendary actions at the start of its turn.
**Attack.** Gishath makes one stomp or tail attack.
**Roar (Costs 2 Actions).** Each creature that is within 120 feet of Gishath and can hear it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gishath's Roar for the next 24 hours.
Gate

From Player's Handbook, page 244.

## Description

*9th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a diamond worth at least 5,000 gp)
* **Duration:** Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

## Learned By

* **Classes:** Cleric, Sorcerer, Warlock (OCF), Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Erupting Earth

From Xanathar's Guide to Everything, page 155; and Elemental Evil Player's Companion, page 17.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a piece of obsidian)
* **Duration:** Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Feywild Shard

From Tasha's Cauldron of Everything, page 127.

## Description

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

This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing a shard, you can roll on the Wild Magic Surge table. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case — the spell lasts for its full duration.

If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
Githyanki

From Mordenkainen Presents: Monsters of the Multiverse, page 18.

## Traits

As a githyanki, you have the following racial traits.

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

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

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

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

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

***Astral Knowledge.*** You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.

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

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

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

***Psychic Resilience.*** You have resistance to psychic damage.
Flame Tongue

From Dungeon Master's Guide, page 170. Found on Magic Item Table G.

## Description

*Weapon (any sword), rare (requires attunement).*

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Giant Shark

From Monster Manual, page 328.

**Hit Points:** 126 (11d12 + 55)
 **STR**
23 (+6)
11 (0)
21 (+5)
1 (-5)
10 (0)
 **Skills:** Perception +3
**Senses:** blindsight 60 ft., passive Perception 13
**Languages:** —
 ***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
 ***Bite.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage.
Goat

From Monster Manual, page 330.

**Hit Points:** 4 (1d8)
 **STR**
12 (+1)
10 (0)
11 (0)
2 (-4)
10 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Charge.*** If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
 ***Ram.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.
Flaming Sphere

From Player's Handbook, page 242.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
* **Duration:** Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

## Learned By

* **Classes:** Druid, Sorcerer (OCF), Wizard
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Light Domain*), Druid (*Circle of Wildfire*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Fire Giant)*), Warlock (*The Celestial*)
* **Backgrounds:** Prismari Student, Rakdos Cultist
Feign Death

From Player's Handbook, page 239.

## Description

*3rd-level necromancy (ritual)*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pinch of graveyard dirt)
* **Duration:** 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

## Learned By

* **Classes:** Bard, Cleric, Druid, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Warlock (*The Raven Queen*), Warlock (*The Undying*), Wizard (*Theurgy*)