recursal/Fanatic-Fandom huggingface dataset:
Silverquill Student

From Strixhaven: A Curriculum of Chaos, page 35.

## Overview

You have spent years practicing your writing and oration in the hope of becoming a student of Silverquill College. Your studies focus on language, literature, and the power of words, both magical and otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in your academic pursuits.

* **Skills:** Intimidation, Persuasion
* **Languages:** Two of your choice
* **Equipment:** A bottle of black ink, an ink pen, a book of poetry, a school uniform, and a pouch containing 15 gp

### Feature: Silverquill Initiate

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

In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Silverquill 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.)

#### Silverquill Spells

Consider customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory effects of your spells often sound like amplified echoes of your own voice speaking the spells' verbal components—even amid the crash of lightning or a fiery eruption.

## Building a Silverquill Character

Many bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in Silverquill, as are warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill.

A number of both paladins and rogues attend Silverquill College as well, highlighting the diversity of the student body.

***Suggested Characteristics.*** With the college's intense standards looming over them, Silverquill students range from cocky and cutthroat to overwhelmed perfectionists. The Silverquill Personality Traits table suggests a variety of traits you might adopt for your character.

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

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Warforged Colossus

From Eberron: Rising From the Last War, page 314.

**Hit Points:** 410 (20d20 + 200)
 **STR**
30 (+10)
11 (0)
30 (+10)
3 (-4)
11 (0)
 **Saving Throws:** Int +4, Wis +8, Cha +7
**Damage Immunities:** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned
**Senses:** truesight 150 ft., passive Perception 10
**Languages:** understands Common but can't speak
 ***Immutable Form.*** The colossus is immune to any spell or effect that would alter its form.
***Legendary Resistance (3/Day).*** If the colossus fails a saving throw, it can choose to succeed instead.
***Magic Resistance.*** The colossus has advantage on saving throws against spells other magical effects.
***Siege Monster.*** The colossus deals double damage to objects and structures.
 ***Multiattack.*** The colossus makes three attacks — one with its slam and two with its eldritch turrets — and then uses Stomp.
***Slam.** Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.
***Eldritch Turret.** Ranged Spell Attack:* +18 to hit, range 30 ft., one target. *Hit:* 18 (4d8) force damage, and if the the target is a creature, it is knocked prone.
***Stomp.*** The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
***Incinerating Beam (Recharge 5-6).*** The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.
Sunburst

From Player's Handbook, page 279.

## Description

*8th-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (fire and a piece of sunstone)
* **Duration:** Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

## Learned By

* **Classes:** Cleric (OCF), Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Spell Gem

From Out of the Abyss, page 223.

## Description

*Wondrous item, varies (attunement optional)*

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check,the spell disappears from the gem with no other effect.

Each spell gem has a maximum level for the spell it can store. The spell level determines the gem's rarity and the stored spell's saving throw DC and attack bonus, as shown in the Spell Gem table.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.
Wyvern

From Monster Manual, page 303.

**Hit Points:** 110 (13d10 + 39)
 **STR**
19 (+4)
10 (0)
16 (+3)
5 (-3)
12 (+1)
 **Skills:** Perception +4
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Multiattack.*** The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.
***Stinger.** Melee Weapon Attack.* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Zakya Rakshasa

From Eberron: Rising From the Last War, page 309.

**Hit Points:** 59 (7d8 + 28)
 **STR**
18 (+4)
14 (+2)
18 (+4)
12 (+1)
13 (+1)
 **Skills:** Athletics +7, Perception +4
**Damage Vulnerabilities:** piercing from magic weapons wielded by good creatures
**Damage Immunities:** bludgeoning, piercing, and slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Common, Infernal
 ***Innate Spellcasting.*** The rakshasa's innate spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast the following spells, requiring no material components:
*At will:* Detect Thoughts, Disguise Self
*1/day each:* Shield
***Limited Magic Immunity.*** The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
***Magic Weapons.*** The rakshasa's weapon attacks are magical.
 ***Multiattack.*** The rakshasa makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelins.
***Longsword.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
***Javelin.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
Sken Zabriss

From Explorer's Guide to Wildemount, page 221.

**Hit Points:** 45 (7d8 + 14)
 **STR**
16 (+3)
11 (0)
15 (+2)
13 (+1)
10 (2)
 **Senses:** passive Perception 10
**Languages:** Common, Draconic, Giant
 ***Powerful Build.*** Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.
 ***Stone's Endurance (Recharges after a Short or Long Rest).*** When Sken takes damage, she can use her reaction to reduce the damage taken by 8 (1d12 + 2).
Vampiric Ixitxachitl

From Out of the Abyss, page 226.

**Hit Points:** 44 (8d8 + 8)
 **STR**
14 (+2)
18 (+4)
13 (+1)
12 (+1)
13 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Abyssal, Ixitxachitl
 When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
***Barbed Tail.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.
Warding Bond

From Player's Handbook, page 287.

## Description

*2nd-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
* **Duration:** 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

## Learned By

* **Classes:** Cleric, Paladin (OCF)
* **Subclasses:** Artificer (*Battle Smith*), Cleric (*Peace Domain*), Cleric (*Solidarity Domain*), Paladin (*Oath of the Crown*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Sentinel Human
* **Backgrounds:** Selesnya Initiate
* **Feats:** Greater Dragonmark
Travel Alchemical Kit

From Acquisitions Incorporated, page 30.

## Description

*Wondrous item, uncommon.*

Also at rank 3, Head Office provides you with a Travel Alchemical Kit — an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade.

You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your Travel Alchemical Kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
Yochlol

From Monster Manual, page 65.

**Hit Points:** 136 (16d8 + 64)
 **STR**
15 (+2)
14 (+2)
18 (+4)
13 (+1)
15 (+2)
 **Saving Throws:** Dex +6, Int +5, Wis +6, Cha +6
**Skills:** Deception +10, Insight +6
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 12
**Languages:** Abyssal, Elvish, Undercommon
 ***Innate Spellcasting.*** The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:
*At will:* Detect Thoughts, Web
*1/day:* Dominate Person
***Magic Resistance.*** The yochlol has advantage on saving throws against spells and other magical effects.
***Shapechanger.*** The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Spider Climb.*** The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 ***Multiattack.*** The yochlol makes two melee attacks.
***Slam (Bite in Spider Form).** Melee Weapon Attack:* +6 to hit, reach 5 ft. (10 ft. in demon form), one target. *Hit:* 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.
***Mist Form.*** The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.
While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.
While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Wand of Web

From Dungeon Master's Guide, page 212. Found on Magic Item Table F.

## Description

*Wand, uncommon (requires attunement by a spellcaster).*

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Web spell (save DC 15) from it.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Tri-flower Frond

From Tomb of Annihilation, page 234.

**Hit Points:** 11 (2d8 + 2)
 **STR**
14 (+2)
15 (+2)
12 (+1)
9 (-1)
13 (+1)
 **Condition Immunities:** blinded, deafened, exhaustion, prone
**Senses:** blindsight 30 ft., passive Perception 10
**Languages:** —
 ***Multiattack.*** The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
***Orange Blossom.*** The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.
***Yellow Blossom.*** The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used.
***Red Blossom.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.
Wall of Force

From Player's Handbook, page 285.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a pinch of powder made by crushing a clear gemstone)
* **Duration:** Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Artificer (*Armorer*), Artificer (*Artillerist*), Cleric (*Protection Domain*), Paladin (*Oath of Redemption*), Sorcerer (*Clockwork Soul*)
Zombie

From Monster Manual, page 316.

**Hit Points:** 22 (3d8 + 9)
 **STR**
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
 **Saving Throws:** Wis 0
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** understands all languages it spoke in life but can't speak
 ***Slam.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.
Wildspace Orrery

From Astral Adventurer's Guide, page 23.

## Description

*Wondrous item, uncommon*

Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.
Wind Wall

From Player's Handbook, page 288.

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a tiny fan and a feather of exotic origin)
* **Duration:** Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Artificer (*Artillerist*), Cleric (*Nature Domain*), Warlock (*The Genie (Djinni)*)
* **Races:** Mark of Storm Half-elf
* **Backgrounds:** Simic Scientist
Tinderstrike

From Princes of the Apocalypse, page 224.

## Description

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

A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.

***Fire Mastery.*** You gain the following benefits while you hold Tinderstrike:

* You can speak Ignan fluently.
* You have resistance to fire damage.
* You can cast Dominate Monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn.

***Dance of the All-Consuming Fire.*** While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire. Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.

***Flaw.*** Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences."
Young Red Shadow Dragon

From Monster Manual, page 85.

**Hit Points:** 178 (17d10 + 85)
 **STR**
23 (+6)
10 (0)
21 (+5)
14 (+2)
11 (0)
 **Saving Throws:** Dex +4, Con +9, Wis +4, Cha +8
**Skills:** Perception +8, Stealth +8
**Damage Resistances:** necrotic
**Damage Immunities:** fire
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 18
**Languages:** Common, Draconic
 ***Living Shadow.*** While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
***Shadow Stealth.*** While in dim light or darkness, the dragon can take the Hide action as a bonus action.
***Sunlight Sensitivity.*** While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
***Shadow Breath (Recharge 5-6).*** The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Vargouille

From Volo's Guide to Monsters, page 195.

**Hit Points:** 13 (3d4 + 6)
 **STR**
6 (-2)
14 (+2)
14 (+2)
4 (-3)
7 (-2)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.
***Kiss.*** The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a Daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting Remove Curse, Greater Restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
***Stunning Shriek.*** The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.
Wildfire Spirit

From Tasha's Cauldron of Everything, page 40.

**Hit Points:** 5 + five times your druid level
 **STR**
10 (0)
14 (+2)
14 (+2)
13 (+1)
15 (+2)
 **Damage Immunities:** fire
**Condition Immunities:** charmed, frightened, grappled, prone, restrained
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands the languages you speak
**Challenge:** —
 ***Flame Seed.** Ranged Weapon Attack:* your spell attack bonus to hit, range 60 ft., one target you can see. *Hit:* 1d6 + PB fire damage.
***Fiery Teleportation.*** The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
True Strike

From Player's Handbook, page 284.

## Description

*Divination cantrip*

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

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Races:** Abyssal Tiefling, Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate
Wings of Flying

From Dungeon Master's Guide, page 214. Found on Magic Item Table G.

## Description

*Wondrous item, rare (requires attunement).*

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
Ventilating Lungs

From Eberron: Rising From the Last War.

## Description

*Wondrous item, rare (requires attunement).*

These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an Antimagic Field, and their breathing function can't be suppressed by magic.

Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a Cloudkill spell, a Stinking Cloud spell, inhaled poisons, and gaseous breath weapons.

As an action, you can use these lungs to exhale a gust of wind, as if you had cast the Gust of Wind spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn.

If your attunement to the lungs ends, your original lungs reappear.
Unearthly Chorus

From [ /2/21/UA36\_-\_Starter\_Spells.pdf Unearthed Arcana: Starter Spells].

## Description

*1st-level illusion*

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

## Learned By

* **Classes:** Bard
* **Feats:** Magic Initiate, Strixhaven Initiate
Young Blue Dragon

From Monster Manual, page 91.

**Hit Points:** 152 (16d10 + 64)
 **STR**
21 (+5)
10 (0)
19 (+4)
14 (+2)
13 (+1)
 **Saving Throws:** Dex +4, Con +8, Wis +5, Cha +7
**Skills:** Perception +9, Stealth +4
**Damage Immunities:** lightning
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 19
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
***Claw.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Thaumaturgy

From Player's Handbook, page 282.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* You instantaneously cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Ranger (*Drakewarden*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Fighting Styles:** Blessed Warrior
* **Races:** Baalzebul Tiefling, Dispater Tiefling, Shadar-kai (UA), Tiefling, Tiefling (Hellfire), Zariel Tiefling
* **Feats:** Magic Initiate, Strixhaven Initiate
Wall of Sand

From Xanathar's Guide to Everything, page 170; and Elemental Evil Player's Companion, page 23.

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a handful of sand)
* **Duration:** Concentration, up to 10 minutes

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Witch Bolt

From Player's Handbook, page 289.

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a twig from a tree that has been struck by lightning)
* **Duration:** Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Strixhaven Initiate
Wither and Bloom

From Strixhaven: A Curriculum of Chaos, page 38.

## Description

*2nd-level necromancy*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a withered vine twisted into a loop)
* **Duration:** Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Backgrounds:** Witherbloom Student
Tridrone

From Monster Manual, page 225.

**Hit Points:** 15 (3d8 + 3)
 **STR**
12 (+1)
13 (+1)
12 (+1)
9 (-1)
10 (0)
 **Senses:** truesight 120 ft., passive Perception 10
**Languages:** Modron
 ***Axiomatic Mind.*** The tridrone can't be compelled to act in a manner contrary to its nature or its instructions.
***Disintegration.*** If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
***Variant: Rogue Modrons.*** A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
 ***Multiattack.*** The tridrone makes three fist attacks or three javelin attacks.
***Fist.** Melee Weapon Attack:* +3 to hit, range 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.
***Javelin.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
Wand Sheath

From Wayfinder's Guide to Eberron, page 122.

## Description

*Wondrous item, common (requires attunement).*

A wand sheath is designed to integrate with the forearm of a warforged. If you're a warforged, you can attach a wand sheath by attuning to it. While the wand sheath is attached, it cannot be removed from you against your will. You can spend one minute to end the attunement and remove the wand sheath.

You can insert a wand into the sheath as an action. While the wand is sheathed, you gain the following benefits.

* You can retract the wand into your forearm or extend it from your forearm as a bonus action. While it is retracted, it cannot be damaged or removed.
* While the wand is extended, you can use it as if you were holding it, but your hand remains free for other actions.
* If the sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand only count as a single item for purposes of the maximum number of items you can be attuned to. If you remove the wand from the sheath, you immediately lose your attunement to the wand.
Whirlwind

From Xanathar's Guide to Everything, page 171; and Elemental Evil Player's Companion, page 24.

## Description

*7th-level evocation*

* **Casting Time:** 1 action
* **Range:** 300 feet
* **Components:** V, M (a piece of straw)
* **Duration:** Concentration, up to 1 minute

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

## Learned By

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

From Xanathar's Guide to Everything, page 168.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V
* **Duration:** Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

## Learned By

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

From Astral Adventurer's Guide, page 8.

## Overview

You were raised in the void of Wildspace — home to asteroid miners, moon farmers, and other hardy folk. Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you spent your early years on the crew of a spelljamming ship, performing helpful chores such as swabbing the deck, loading and offloading cargo, and scraping barnacles off the hull.

Whatever your history, life in Wildspace has toughened you so well that you are as brave as a miniature giant space hamster when it comes to facing the terrors and other challenges of the airless night.

* **Skill Proficiencies:** Athletics, Survival
* **Tool Proficiencies:** Navigator's tools, vehicles (space)
* **Languages:** None
* **Equipment:** A belaying pin (club), a set of traveler's clothes, a grappling hook, 50 feet of hempen rope, and a pouch containing 10 gp

### Close Encounter

You had a harrowing encounter with one of Wildspace's many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo's Astral Menagerie; the others are described in the Monster Manual.

### Feature: Wildspace Adaptation

You gain the Tough feat from the Player's Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn't give you disadvantage on any of your melee attack rolls.
Terracotta Warrior

From Tomb of Annihilation, page 161.

**Hit Points:** 33 (6d8 + 6)
 **STR**
14 (+2)
11 (0)
13 (+1)
1 (-5)
3 (-4)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Antimagic Susceptibility.*** The terracotta warrior is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the terracotta warrior must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***False Appearance.*** While the terracotta warrior remains motionless. it is indistinguishable from a terracotta statue.
 ***Multiattack.*** The terracotta warrior makes two melee attacks.
***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
Wheel of Wind and Water

From Eberron: Rising From the Last War, page 280 and; Wayfinder's Guide to Eberron, page 117.

## Description

*Wondrous item, uncommon.*

When mounted at the helm of an elemental galleon or airship, this wheel allows a character who possesses the Mark of Storm to telepathically control the elemental bound into the vessel.

If a wheel of wind and water is mounted on a mundane sailing ship, a character with the Mark of Storm can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
Thought Shield

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

## Description

*2nd-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** 8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the target's mind can't be read or detected, creatures can't telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

## Learned By

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

From Player's Handbook, page 282.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (the stem of a plant with thorns)
* **Duration:** Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

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

## Learned By

* **Classes:** Artificer, Druid
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Vahadar Elf
* **Feats:** Artificer Initiate, Magic Initiate, Spell Sniper, Wood Elf Magic
Sorcerer Spells

These are the spells that the Sorcerer 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
Vampiric Jade Statue

From Ghosts of Saltmarsh, page 256.

**Hit Points:** 114 (12d10 + 48)
 **STR**
16 (+3)
14 (+2)
18 (+4)
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
 ***Immutable Form.*** The statue is immune to any spell or effect that would alter its form.
 ***Multiattack.*** The statue makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advantage on all attacks against it.
 The vampiric jade statue can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The vampiric jade statue regains spent legendary actions at the start of its turn.
**Bite.** The statue makes one bite attack.
**Blood Reaper.** All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage.
**Move.** The statue moves up to its speed without provoking opportunity attacks.
True Resurrection

From Player's Handbook, page 284.

## Description

*9th-level necromancy*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
* **Duration:** Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

## Learned By

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