recursal/Fanatic-Fandom huggingface dataset:
Grung (Race)

From One Grung Above, page 4.

## Traits

Your grung character has an assortment of inborn abilities, part and parcel of grung nature.

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

***Age.*** Grungs mature to adulthood in a single year, but have been known to live up to 50 years.

***Alignment.*** Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.

***Size.*** Grungs stand between 2 1/2 and 3 1/2 feet tall and average about 30 pounds. Your size is Small.

***Speed.*** Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.

***Arboreal Alertness.*** You have proficiency in the Perception skill.

***Amphibious.*** You can breathe air and water.

***Poison Immunity.*** You're immune to poison damage and the poisoned condition.

***Poisonous Skin.*** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

***Standing Leap.*** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

***Water Dependency.*** If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.

***Languages.*** You can speak, read, and write Grung.
Djinni

From Monster Manual, page 141.

**Hit Points:** 161 (14d10 + 84)
 **STR**
21 (+5)
15 (+2)
22 (+6)
15 (+2)
16 (+3)
 **Saving Throws:** Dex +6, Wis +7, Cha +9
**Damage Immunities:** lightning, thunder
**Senses:** darkvision 120 ft.
**Languages:** Auran
 ***Elemental Demise.*** If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
***Innate Spellcasting.*** The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
*At will:* Detect Evil and Good, Detect Magic, Thunderwave
*3/day each:* Create Food and Water (can create wine instead of water), Tongues, Wind Walk
*1/day each:* Conjure Elemental (air elemental only), Creation, Gaseous Form, Invisibility, Major Image, Plane Shift
***Variant: Genie Powers.** Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.*
* **Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the Disguise Self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the True Polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
* **Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

 ***Multiattack.*** The djinni makes three scimitar attacks.
***Scimitar.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
***Create Whirlwind.*** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Hellfire Weapon

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

## Description

*Weapon (any), uncommon.*

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Elder Giant Lizard

From Tales From the Yawning Portal, page 176.

**Hit Points:** 85 (9d12 + 27)
 **STR**
21 (+5)
9 (-1)
17 (+3)
2 (-4)
10 (0)
 **Skills:** Stealth +5
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Multiattack.*** The lizard makes two attacks: one with its bite and one with its tail.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the lizard can't bite another target.
***Tail.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the lizard. *Hit:* 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Dekella, Bident of Thassa

From Mythic Odysseys of Theros, page 199.

## Description

*Weapon (trident), artifact (requires attunement). 4 lbs.*

Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.

***Bident of the Deep.*** Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage.

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

* **Piety 10+.** You can breathe underwater, and you gain a swimming speed of 60 feet.
* **Piety 25+.** The bident has 1 randomly determined minor beneficial property.
* **Piety 50+.** The bident has 1 randomly determined major beneficial property.

If you aren't a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.

***Command the Deep.*** The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk.

Additionally, you can cast the Dominate Monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.

***Aquatic Metamorphosis.*** You can cast the True Polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.

***Destroying the Bident.*** To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Collapsing Roof

From Dungeon Master's Guide, page 122.

*Mechanical trap*

This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.

The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.

The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.

When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.
Gauntlets of Flaming Fury

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

## Description

*Wondrous item, rare (requires attunement)*

While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
Giant Insect

From Player's Handbook, page 245.

## Description

*4th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

## Learned By

* **Classes:** Druid
* **Subclasses:** Ranger (*Primeval Guardian*)
* **Backgrounds:** Golgari Agent
Cloak of Invisibility

From Dungeon Master's Guide, page 158. Found on Magic Item Table I.

## Description

*Wondrous item, legendary (requires attunement)*

While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
Flock of Familiars

From Lost Laboratory of Kwalish, page 57.

## Description

*2nd-level conjuration*

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

You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Dust of Disappearance

From Dungeon Master's Guide, page 166. Found on Magic Item Table B.

## Description

*Wondrous item, uncommon.*

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Griffon

From Monster Manual, page 174.

**Hit Points:** 59 (7d10 + 21)
 **STR**
18 (+4)
15 (+2)
16 (+3)
2 (-4)
13 (+1)
 **Skills:** Perception +5
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** —
 ***Multiattack.*** The griffon makes two attacks: one with its beak and one with its claws.
***Beak.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
Corpse Flower

From Mordenkainen's Tome of Foes, page 127.

**Hit Points:** 127 (15d10 + 45)
 **STR**
14 (+2)
14 (+2)
16 (+3)
7 (-2)
15 (+2)
 **Condition Immunities:** blinded, deafened
**Senses:** blindsight 120 ft. (blind beyond this radius), passive Perception 12
**Languages:** —
 ***Corpses.*** When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:
* The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.
* The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait).

***Spider Climb.*** The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 ***Multiattack.*** The corpse flower makes three tentacle attacks.
***Tentacle.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.
***Harvest the Dead.*** The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.
Cleric Spells

These are the spells that the Cleric class can learn. For a list of every spell, see List of Spells.

## Spell Navigation

* All Spells
* By Class: Artificer Spells · Bard Spells · **Cleric Spells** · Druid Spells · Paladin Spells · Ranger Spells · Sorcerer Spells · Warlock Spells · Wizard Spells
* By Damage: Acid · Bludgeoning · Cold · Fire · Force · Lightning · Necrotic · Piercing · Poison · Psychic · Radiant · Slashing · Thunder · Variable · Weapon
* By Level: Cantrips · 1st-level · 2nd-level · 3rd-level · 4th-level · 5th-level · 6th-level · 7th-level · 8th-level · 9th-level
* By School: Abjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · Transmutation
* By Other: Healing Spells · Concentration Spells · Ritual Spells · Leveled Cantrips · Spells With Higher Casting
Fulminating Treatise

From Tasha's Cauldron of Everything, page 128.

## Description

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

This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Contingency, Fireball, Gust of Wind, Leomund's Tiny Hut, Magic Missile, Thunderwave, and Wall of Force. 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 evocation school.
* When a creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
Giant Foundling

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

## Overview

Though you aren't a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of the world, surrounded by giants and fearsome behemoths or hulking dinosaurs.

Something about your environment — perhaps the food or water that sustained you through childhood, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you — ensured that you grew to a remarkable size. With the aid of this magic, you have learned how to embody the titanic might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life.

* **Skills:** Intimidation, Survival
* **Languages:** Two of your choice
* **Equipment:** A backpack, a set of traveler's clothes, a small stone or sprig that reminds you of home, and a pouch containing 10 gp

***Origin Stories.*** How you came to live among colossal creatures is up to you to determine, but the Foundling Origin table suggests a variety of possibilities.

 2
 3
 4
 5
 6

## Building a Giant Foundling Character

Your remarkable size and experience with titanic creatures has given you a unique perspective.

***Suggested Character Traits.*** The Giant Foundling Personality Traits table suggests a variety of traits you might adopt for your character.

 2
 3
 4
 5
 6

## Bonus Feats

If the DM decides to allow any of the backgrounds in this section, all characters in the campaign gain access to a bonus feat. If you select one of these backgrounds, you gain the bonus feat specified in that background. If the background you choose doesn't provide a feat, you gain a bonus feat of your choice from the following list (a parenthesis tells you where to find the feat):

* Scion of Elemental Air (Unearthed Arcana)
* Scion of Elemental Earth (Unearthed Arcana)
* Scion of Elemental Fire (Unearthed Arcana)
* Scion of Elemental Water (Unearthed Arcana)
* Skilled (Player's Handbook)
* Tough (Player's Handbook)
Flight of Moonsilver Angel

From Plane Shift: Inistrad, page 26.

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

From Monster Manual, page 322.

**Hit Points:** 13 (2d10 + 2)
 **STR**
16 (+3)
10 (0)
12 (+1)
2 (-4)
10 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Ram.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
***Hooves.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4 + 3) bludgeoning damage.
Helm of the Gods

From Mythic Odysseys of Theros, page 196.

## Description

*Wondrous item, rare (requires attunement).*

While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover.

Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.

The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
Detect Evil and Good

From Player's Handbook, page 231.

## Description

*1st-level divination*

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

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

## Learned By

* **Classes:** Cleric, Paladin
* **Subclasses:** Sorcerer (*Divine Soul*), Warlock (*The Genie*), Wizard (*Theurgy*)
* **Races:** Mark of Detection Half-elf
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Gravity Fissure

From Explorer's Guide to Wildemount, page 187.

## Description

*6th-level evocation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a fistful of iron filings)
* **Duration:** Instantaneous

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

## Learned By

* **Subclasses:** Wizard (*Graviturgy Magic*)
Fabricate

From Player's Handbook, page 239.

## Description

*4th-level transmutation*

* **Casting Time:** 10 minutes
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Cleric (*Forge Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mark of Making Human
* **Feats:** Greater Dragonmark
Heat Metal

From Player's Handbook, page 250.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a piece of iron and a flame)
* **Duration:** Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

## Learned By

* **Classes:** Artificer, Bard, Druid
* **Subclasses:** Cleric (*City Domain*), Cleric (*Forge Domain*)
* **Backgrounds:** Izzet Engineer
Giant Frog

From Monster Manual, page 325.

**Hit Points:** 18 (4d8)
 **STR**
12 (+1)
13 (+1)
11 (0)
2 (-4)
10 (0)
 **Skills:** Perception +2, Stealth +3
**Senses:** darkvision 30 ft., passive Perception 12
**Languages:** —
 ***Amphibious.*** The frog can breath air and water.
 ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
***Swallow.*** The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Heroes' Feast

From Player's Handbook, page 250.

## Description

*6th-level conjuration*

* **Casting Time:** 10 minutes
* **Range:** 30 feet
* **Components:** V, S, M (a gem-encrusted bowl worth at least 1000 gp, which the spell consumes)
* **Duration:** Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

## Learned By

* **Classes:** Bard (OCF), Cleric, Druid
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Giant Crayfish

From Tales From the Yawning Portal, page 235.

**Hit Points:** 45 (7d10 + 7)
 **STR**
15 (+2)
13 (+1)
13 (+1)
1 (-5)
9 (-1)
 **Skills:** Stealth +3
**Senses:** blindsight 30 ft., passive Perception 9
**Languages:** —
 ***Multiattack.*** The giant crayfish makes two claw attacks.
***Claw.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
Fire Giant Servant

From Tales from the Yawning Portal, page 193.

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

From Ghosts of Saltmarsh, page 236.

**Hit Points:** 90 (12d10 + 24)
 **STR**
12 (+1)
16 (+3)
14 (+2)
2 (-4)
10 (0)
 **Skills:** Perception +2
**Senses:** blindsight 10 ft., passive Perception 12
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM). The effect lasts 10 minutes.
Hell Hound Cloak

From Tales From the Yawning Portal, page 55.

## Description

*Wondrous item, rare (requires attunement).*

This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the Polymorph spell, but you can use a bonus action to revert to your normal form.

***Curse.*** This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a Wish spell can reverse the transformation.
Green Dragon Mask

From Rise of Tiamat: Online Supplement, page 4.

## Description

*Wondrous item, legendary (requires attunement).*

This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.

***Damage Absorption.*** You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.

***Draconic Majesty.*** While you are wearing no armor, you can add your Charisma bonus to your Armor Class.

***Dragon Breath.*** If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.

***Dragon Sight.*** You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.

***Dragon Tongue.*** You can speak and understand Draconic. You also have advantage on any Charisma check you make against green dragons.

***Legendary Resistance (1/day).*** If you fail a saving throw, you can choose to succeed instead.

***Water Breathing.*** You can breathe underwater.
Greater Silver Sword

From Mordenkainen's Tome of Foes, page 89.

## Description

*Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability). 6 lbs.*

This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Glamerweave

From Eberron: Rising From the Last War, page 277; and Wayfinder's Guide to Eberron, page 116.

## Description

*Wondrous item, common or uncommon.*

Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.

Uncommon glamerweave can have the patter rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.

When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you used this property, it can't be used again until the next dawn.

## Wayfinder's Guide to Eberron

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

Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to be wreathed in flames, or a hat that's orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat.

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Frigid Water

From Dungeon Master's Guide, page 110.

*Wilderness hazard*

A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
Grasping Vine

From Player's Handbook, page 246.

## Description

*4th-level conjuration*

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

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Cleric (*Nature Domain*)
* **Backgrounds:** Golgari Agent
Find Steed

From Player's Handbook, page 240.

## Description

*2nd-level conjuration*

* **Casting Time:** 10 minutes
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Green Dragon Wyrmling

From Monster Manual, page 95.

**Hit Points:** 38 (7d8 + 7)
 **STR**
15 (+2)
12 (+1)
13 (+1)
14 (+2)
11 (0)
 **Saving Throws:** Dex +3, Con +3, Wis +2, Cha +3
**Skills:** Perception +4, Stealth +3
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Evard's Black Tentacles

From Player's Handbook, page 238.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid)
* **Duration:** Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Fathomless*), Warlock (*The Great Old One*)
Gremlin

From Plane Shift: Kaladesh, page 26.

**Hit Points:** 27 (5d8 + 5)
 **STR**
12 (+1)
13 (+1)
13 (+1)
3 (-4)
13 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** —
 ***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage.
***Siphon.*** The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn't being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to keep it out of the gremlin's reach.
If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device.
Galder's Tower

From Lost Laboratory of Kwalish, page 57.

## Description

*3rd-level conjuration*

* **Casting Time:** 10 minutes
* **Range:** 30 feet
* **Components:** V, S, M (a fragment of stone, wood, or other building material)
* **Duration:** 24 hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

* A bedroom with a bed, chairs, chest, and magical fireplace
* A study with desks, books, bookshelves, parchments, ink, and ink pens
* A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
* A lounge with couches, armchairs, side tables and footstools
* A washroom with toilets, washtubs, a magical brazier, and sauna benches
* An observatory with a telescope and maps of the night sky
* An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Compelled Duel

From Player's Handbook, page 224.

## Description

*1st-level enchantment*

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

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Cleric (*Protection Domain*), Paladin (*Oath of the Crown*), Sorcerer (*Stone Sorcery*)
* **Races:** Mark of Sentinel Human
* **Backgrounds:** Gruul Anarch
* **Feats:** Fey Touched, Greater Dragonmark
Fey Spirit

From Tasha's Cauldron of Everything, page 112.

**Hit Points:** 30 + 10 for each spell level above 3rd
 **STR**
13 (+1)
16 (+3)
14 (+2)
14 (+2)
11 (0)
 **Condition Immunities:** charmed
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Sylvan; understands the languages you speak
**Challenge:** —
 ***Multiattack.*** The fey makes a number of attacks equal to half this spell's level (rounded down).
 ***Fey Step.*** As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey's chosen mood:
* **Fuming.** The fey has advantage on the next attack roll it makes before the end of its turn.
* **Mirthful.** The fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute until the target takes any damage.
* **Tricksy.** The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of its next turn.
Fortune's Favor

From Explorer's Guide to Wildemount, page 186.

## Description

*2nd-level divination*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
* **Duration:** 1 hour

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

**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

* **Subclasses:** Wizard (*Chronurgy Magic*), Wizard (*Graviturgy Magic*)
Giant Weasel

From Monster Manual, page 329.

**Hit Points:** 9 (2d8)
 **STR**
11 (0)
16 (+3)
10 (0)
4 (-3)
12 (+1)
 **Skills:** Perception +3, Stealth +5
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.