recursal/Fanatic-Fandom huggingface dataset:
Lightning Lure

From Tasha's Cauldron of Everything, page 107; and Sword Coast Adventurer's Guide, page 143.

## Description

*Evocation cantrip*

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

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

## Learned By

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

From Volo's Guide to Monsters, page 81.

## Description

*Armor (heavy armor), uncommon (requires attunement by a specific individual).*

Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
Living Unseen Servant

From Waterdeep: Dungeon of the Mad Mage, page 313.

**Hit Points:** 4 (1d8)
 **STR**
2 (-4)
10 (0)
11 (0)
1 (-5)
10 (0)
 **Skills:** Perception +2, Stealth +4
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, paralyzed, petrified, poisoned, unconscious
**Senses:** blindsight 60ft. (blind beyond this radius), passive Perception 12
**Languages:** understands one language (usually Common) but can't speak
 ***Invisibility.*** The unseen servant is invisible.
***Constructed Nature.*** The unseen servant doesn't require air, food, drink, or sleep.
 ***Slam.** Melee Weapon Attack:* +2 to hit, range 5 ft., one target. *Hit:* 1 bludgeoning damage.
Move Earth

From Player's Handbook, page 263.

## Description

*6th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (an iron blade and a small bag containing a mixture of soils — clay, loam, and sand)
* **Duration:** Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Mule

From Monster Manual, page 333.

**Hit Points:** 11 (2d8 + 2)
 **STR**
14 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Beast of Burden.*** The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
 ***Hooves.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.
Keoghtom's Ointment

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

## Description

*Wondrous item, uncommon.*

This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease.
Libram of Souls and Flesh

From Tasha's Cauldron of Everything, page 129.

## Description

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

With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Animate Dead, Circle of Death, False Life, Finger of Death, Speak With Dead, Summon Undead, and Vampiric Touch. 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 necromancy school.
* As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.
Mislead

From Player's Handbook, page 260.

## Description

*5th-level illusion*

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

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

## Learned By

* **Classes:** Bard, Warlock (OCF), Wizard
* **Subclasses:** Cleric (*Twilight Domain*), Ranger (*Fey Wanderer*)
* **Races:** Mark of Shadow Elf
* **Feats:** Greater Dragonmark
Horn of Valhalla

From Dungeon Master's Guide, page 175. Found on Magic Item Tables G, H, I.

## Description

*Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)*

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn's type or determines it randomly.

 41-75
 76-90
 91-00

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Mizzium Armor

From Guildmasters' Guide to Ravnica, page 179.

## Description

*Armor (medium or heavy), rare*

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Hide of the Feral Guardian

From Explorer's Guide to Wildemount, pages 271-272.

## Description

*Armor (studded leather), artifact (requires attunement).*

It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.

***Dormant.*** While wearing the armor in its dormant state, you gain the following benefits:

* The armor grants you a +1 bonus to AC.
* While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
* As an action, you can use the armor to cast Polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.

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

* The AC bonus of the armor increases to +2.
* While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
* When you cast the Polymorph spell using this armor, you can transform into a cave bear (use polar bear statistics).

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

* The AC bonus of the armor increases to +3.
* While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
* When you cast the Polymorph spell using this armor, you can transform into a guardian wolf.
Maddening Darkness

From Xanathar's Guide to Everything, page 160.

## Description

*8th-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, M (a drop of pitch mixed with a drop of mercury)
* **Duration:** Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Mordenkainen's Private Sanctum

From Player's Handbook, page 262.

## Description

*4th-level abjuration*

* **Casting Time:** 10 minutes
* **Range:** 120 feet
* **Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
* **Duration:** 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

* Sound can't pass through the barrier at the edge of the warded area.
* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
* Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
* Creatures in the area can't be targeted by divination spells.
* Nothing can teleport into or out of the warded area.
* Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mark of Hospitality Halfling
Hunter Shark

From Monster Manual, page 330.

**Hit Points:** 45 (6d10 + 12)
 **STR**
18 (+4)
13 (+1)
15 (+2)
1 (-5)
10 (0)
 **Skills:** Perception +2
**Senses:** darkvision 30 ft., passive Perception 12
**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:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.
Mirage Arcane

From Player's Handbook, page 260.

## Description

*7th-level illusion*

* **Casting Time:** 10 minutes
* **Range:** Sight
* **Components:** V, S
* **Duration:** 10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

## Learned By

* **Classes:** Bard, Druid, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Javelin of Lightning

From Dungeon Master's Guide, page 178. Found on Magic Item Table F.

## Description

*Weapon (javelin), uncommon. 2 lbs.*

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Magic Mouth

From Player's Handbook, page 256.

## Description

*2nd-level illusion (ritual)*

* **Casting Time:** 1 minute
* **Range:** 30 feet
* **Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
* **Duration:** Until dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

## Learned By

* **Classes:** Artificer, Bard, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Scribing Gnome
Light

From Player's Handbook, page 255.

## Description

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, M (a firefly or phosphorescent moss)
* **Duration:** 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

## Learned By

* **Classes:** Artificer, Bard, Cleric, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Light Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*)
* **Fighting Styles:** Blessed Warrior
* **Races:** Aasimar, Abyssal Tiefling, Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Half-elf (High Elf Descent), High Elf, Pallid Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Strixhaven Initiate
Mental Prison

From Xanathar's Guide to Everything, page 161.

## Description

*6th-level illusion*

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

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Instrument of Scribing

From Xanathar's Guide to Everything, page 138; and The Wild Beyond the Witchlight, page 211.

## Description

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

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting Dispel Magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.
Huge Polar Bear

From Tales From the Yawning Portal, page 187.

**Hit Points:** 65
 **STR**
20 (+5)
10 (0)
16 (+3)
2 (-4)
13 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
Horizonback Tortoise

From Explorer's Guide to Wildemount, page 292.

**Hit Points:** 227 (13d20 + 91)
 **STR**
28 (+9)
3 (-4)
25 (+7)
4 (-3)
10 (0)
 **Saving Throws:** Str +12, Con +10
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft, passive Perception 10
**Languages:** understands Goblin but can't speak
 ***Amphibious.*** The tortoise can breathe air and water.
***Massive Frame.*** The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not prone.
 ***Bite.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 28 (3d12 + 9) bludgeoning damage.
***Shell Defense (Recharge 4-6).*** The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer prone.
Mastiff

From Monster Manual, page 332.

**Hit Points:** 5 (1d8 + 1)
 **STR**
13 (+1)
14 (+2)
12 (+1)
3 (-4)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Marut

From Mordenkainen's Tome of Foes, page 213.

**Hit Points:** 432 (32d10 + 256)
 **STR**
28 (+9)
12 (+1)
26 (+8)
19 (+4)
15 (+2)
 **Saving Throws:** Int +12, Wis +10, Cha +12
**Skills:** Insight +10, Intimidation +12, Perception +10
**Damage Resistances:** thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, paralyzed, poisoned, unconscious
**Senses:** darkvision 60 ft., passive Perception 20
**Languages:** all, but rarely speaks
 ***Immutable Form.*** The marut is immune to any spell or effect that would alter its form.
***Innate Spellcasting.*** The marut's spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spells, requiring no material components:
*At will:* Plane Shift (self only)
***Legendary Resistance (3/Day).*** If the marut fails a saving throw, it can choose to succeed instead.
 ***Multiattack.*** The marut makes two slam attacks
***Unerring Slam.** Melee Weapon Attack:* automatic hit, reach 5 ft., one target. *Hit:* 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
***Blazing Edict (Recharge 5-6).*** Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisom saving throw or be stunned until the end of the marut's next turn
***Justify.*** The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a  teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle.
After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.
Luck Blade

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

## Description

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

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

***Luck.*** If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

***Wish.*** The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the Wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Infallible Relay

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

## Description

*1st-level divination (technomagic)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S, M (a mobile phone)
* **Duration:** Concentration, up to 10 minutes

With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.

The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell's duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Ghost in the Machine*)
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
House of Cards

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

## Description

*3rd-level conjuration*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (a deck of cards)
* **Duration:** 24 hours

You touch the ground and conjure forth a defensive structure made of enormous playing cards. The structure rises with you at its center, harmlessly lifting you and any creatures in the area. The house of cards has a square base that is 30 feet on each side, and it has three floors with 10-foot-high ceilings. The second floor is 20 feet on each side, and the top floor is 10 feet on each side — both centered above the bottom floor. Ramps connect the interior of each floor, and empty doorframes connect the interior and exterior of each level. Creatures inside or on top of the structure have half cover.

Each card that comprises the house is 5 feet wide and 10 feet tall and is very fragile. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If you roll a 5 or a 6, the house collapses, ending the spell.

The house and all its cards vanish when the spell ends.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Master's Call

From Wayfinder's Guide to Eberron, page 119.

## Description

*Eldritch machine, legendary.*

While this looks like a scrap heap assembled from shattered constructs and wreckage from the Mournland, this eldritch machine possesses tremendous power. You gain the following benefits while you are attuned to the master's call and within one mile of the device.

* You can sense the presence and location of all warforged within ten miles.
* You have advantage on any Charisma-based check made against a warforged.
* While you are in contact with the master's call, you can use an action to target a warforged within ten miles of the device. You can send a telepathic message of up to 25 words to the target. They must make a Wisdom saving throw, with a difficulty of 14 + your Intelligence modifier. On a failed save, the target is affected by a Suggestion compelling them to follow your command. This effect doesn't require concentration; it lasts for eight hours, until you choose to end it, or until the victim successfully fulfills the command, whichever comes first. You can control up to eight warforged at once using this effect.
Hobgoblin

From Volo's Guide to Monsters, page 119; Eberron: Rising From the Last War, page 26; and Explorer's Guide to Wildemount, page 174.

## Traits

Your hobgoblin character has the following racial traits.

* **Ability Score Increase:** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Age:** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
* **Alignment:** Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil. Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins of Eberron are lawful, tending toward harsh enforcement of their laws.
* **Size:** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. Your height is 4'8" with a modifier of +2d10. Your weight is 110 lbs. with a modifier of +(height roll) x 2d4.
* **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.
* **Martial Training:** You are proficient with two martial weapons of your choice and with light armor.
* **Saving Face:** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Common and Goblin.

### Goblinkin and the Curse of Strife

(Explorer's Guide to Wildemount, page 174)

Whenever a goblinkin returns to consciousness after being reduced to 0 hit points, they can make a DC 20 Wisdom saving throw, with advantage if they were brought back to life. On a success, the goblinkin breaks free from the curse of strife. A goblinkin targeted by Remove Curse can also make this saving throw, with advantage on the save if the caster is a trusted companion.
Infestation

From Xanathar's Guide To Everything, page 158.

## Description

*Conjuration cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a living flea)
* **Duration:** Instantaneous

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

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

## Learned By

* **Classes:** Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate, Wood Elf Magic
Mask of the Beast

From Tomb of Annihilation, page 207.

## Description

*Wondrous item, uncommon.*

This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask you can expend 1 charge and use the mask to cast the Animal Friendship spell as an action. The mask regains all expended charges at dawn.
Lorehold Student

From Strixhaven: A Curriculum of Chaos, page 31.

## Overview

You have spent your youth preparing to be a student of Lorehold College, reading every book on the college's recommended reading list for prospective students. Your academic passions are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age.

* **Skills:** History, Religion
* **Languages:** Two of your choice
* **Equipment:** A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp.

### Feature: Lorehold Initiate

You gain the Strixhaven Initiate feat and must choose Lorehold within it.

In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

#### Lorehold Spells

Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study.

## Building a Lorehold Character

Any class or subclass that deals with knowledge of the past can be a good fit in Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also common.

For a more unusual take on a Lorehold student, you could consider playing a barbarian with a primal connection to the past (perhaps adopting the Path of the Ancestral Guardian from Xanathar's Guide to Everything) or a Paladin whose Oath of the Ancients gives a concrete link to history.

***Suggested Characteristics.*** Methodical historians and daring adventurers alike can be found among the ranks of Lorehold college. The Lorehold Personality Traits Table suggests a variety of traits you might adopt for your character.

 2
 3
 4
 5
 6

***Lorehold Trinkets.*** When you make your character, you may roll once on the Lorehold Trinkets table, instead of on the Trinkets table in the Player's handbook, for your starting trinket.

 2
 3
 4
 5
 6
Holy Avenger

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

## Description

*Weapon (any sword), legendary (requires attunement by a paladin).*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Mizzium Mortar

From Guildmasters' Guide to Ravnica, page 179.

## Description

*Wondrous item, rare*

This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.

The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn.

***Molten Spray.*** You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

***Mizzium Bombard.*** You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
Myconid Sprout

From Monster Manual, page 230.

**Hit Points:** 7 (2d6)
 **STR**
8 (-1)
10 (0)
10 (0)
8 (-1)
11 (0)
 **Senses:** darkvision 120 ft., passive Perception 10
**Languages:** —
 ***Distress Spores.*** When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
 ***Fist.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage.
***Rapport Spores (3/Day).*** A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Minotaur Living Crystal Statue

From Ghosts of Saltmarsh, page 245.

**Hit Points:** 136 (16d10 + 48)
 **STR**
18 (+4)
9 (-1)
16 (+3)
6 (-2)
10 (0)
 **Damage Vulnerabilities:** force
**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 greataxe and one gore attack.
***Greataxe.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 17 (2d12 + 4) slashing damage.
 ***Flying Shards.*** In response to a creature hitting the statue with a melee weapon attack, the statue deals 11 (2d10) piercing damage to the attacker.
Hook Horror Spore Servant

From Out of the Abyss, page 68.

**Hit Points:** 75 (10d10 + 10)
 **STR**
18 (+4)
10 (0)
15 (+2)
2 (-4)
6 (-2)
 **Damage Resistances:** poison
**Condition Immunities:** blinded, charmed, frightened, paralyzed
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Multiattack.*** The spore servant makes two hook attacks.
***Hook.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.
Life Transference

From Xanathar's Guide to Everything, page 160.

## Description

*3rd-level necromancy*

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

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

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

## Learned By

* **Classes:** Cleric, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Id Insinuation

From [ /e/e0/UA66\_-\_Fighter%2C\_Rogue%2C\_and\_Wizard.pdf Unearthed Arcana: Fighter, Rogue, and Wizard].

## Description

*1st-level enchantment*

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

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Maximilian's Earthen Grasp

From Xanathar's Guide to Everything, page 161; and Elemental Evil Player's Companion, page 20.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a miniature hand sculpted from clay)
* **Duration:** Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

## Learned By

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

From Monster Manual, page 332.

**Hit Points:** 126 (11d12 + 55)
 **STR**
24 (+7)
9 (-1)
21 (+5)
3 (-4)
11 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Gore.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8 + 7) piercing damage.
***Stomp.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10 + 7) bludgeoning damage.
Maelstrom

From Xanathar's Guide to Everything, page 160; and Elemental Evil Player's Companion, page 20.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (paper or leaf in the shape of a funnel)
* **Duration:** Concentration, up to 1 minute

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Manual of Bodily Health

From Dungeon Master's Guide, page 180. Found on Magic Item Table H.

## Description

*Wondrous item, very rare. 5 lbs.*

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

From Xanathar's Guide to Everything, page 157; and Elemental Evil Player's Companion, page 19.

## Description

*1st-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S, M (a drop of water or piece of ice)
* **Duration:** Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

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

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Strixhaven Initiate
Hulking Crab

From Storm King's Thunder, page 240.

**Hit Points:** 76 (8d12 + 24)
 **STR**
19 (+4)
8 (-1)
16 (+3)
3 (-4)
11 (0)
 **Skills:** Stealth +2
**Senses:** blindsight 30 ft., passive Perception 10
**Languages:** —
 ***Amphibious.*** The crab can breathe air and water.
 ***Multiattack.*** The crab makes two attacks with its claws.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.
Infernal Tack

From Mordenkainen's Tome of Foes, page 167.

## Description

*Wondrous item, legendary (requires attunement by a creature of evil alignment).*

A narzugon binds a nightmare to its service with Infernal Tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with Infernal Tack must serve whoever wears the spurs until the wearer dies or the tack is removed.

You can use an action to call a creature nightmare equipped with Infernal Tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.

The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
Jackal

From Monster Manual, page 331.

**Hit Points:** 3 (1d6)
 **STR**
8 (-1)
15 (+2)
11 (0)
3 (-4)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Hearing and Smell.*** The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 ***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 - 1) piercing damage.