recursal/Fanatic-Fandom huggingface dataset:
Atlas of Endless Horizons

From Tasha's Cauldron of Everything, page 120.

## Description

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

This thick book is bound in dark leather, criss-crossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to it: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book 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 conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Dragon Scale Mail

From Dungeon Master's Guide, page 165. Found on Magic Item Table H.

## Description

*Armor (scale mail), very rare (requires attunement). 45 lbs.*

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White
Dancing Item

From Tasha's Cauldron of Everything, page 29.

**Hit Points:** 10 + five times your bard level
 **STR**
18 (+4)
14 (+2)
16 (+3)
4 (-3)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, poisoned, frightened
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages you speak
**Challenge:** —
 ***Immutable Form.*** The item is immune to any spell or effect that would alter its form.
 ***Force-Empowered Slam.** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. *Hit:* 1d10 + PB force damage.
Aura of Vitality

From Player's Handbook, page 216.

## Description

*3rd-level evocation*

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

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

## Learned By

* **Classes:** Cleric (OCF), Druid (OCF), Paladin
* **Subclasses:** Artificer (*Battle Smith*), Cleric (*Twilight Domain*), Paladin (*Oath of the Crown*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Races:** Mark of Healing Halfling
* **Backgrounds:** Quandrix Student
Archon of the Triumvirate

From Guildmasters' Guide to Ravnica, page 192.

**Hit Points:** 144 (17d8 + 68)
 **STR**
20 (+5)
15 (+2)
19 (+4)
15 (+2)
21 (+5)
 **Saving Throws:** Con +9, Wis +10, Cha +9
**Skills:** Insight +10, Perception +10
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Senses:** darkvision 120 ft., passive Perception 20
**Languages:** all
 ***Eye of the Law.*** As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.
***Eternal Riders.*** The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant.
***Immortal Nature.*** An archon doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The archon's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:
*At will:* Calm Emotions, Command, Compelled Duel
 ***Multiattack.*** The archon makes two Hammer of Justice attacks.
***Hammer of Justice.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
 The archon of the triumvirate 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 archon of the triumvirate regains spent legendary actions at the start of its turn.
**Rejoin Mount.** If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence.
**Smite (Costs 2 Actions).** The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack.
**Detention (Costs 3 Actions).** The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.
Druidcraft

From Player's Handbook, page 236.

## Description

*Transmutation cantrip*

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

Whispering to the spirits of nature, you create one of the following effects within range:

* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
* You instantly light or snuff out a candle, a torch, or a small campfire.

## Learned By

* **Classes:** Druid
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Arcane Archer*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Fairy, Green Merfolk, Grugach, Lotusden Halfling, Vahadar Elf
* **Backgrounds:** Selesnya Initiate, Simic Scientist
* **Feats:** Magic Initiate, Strixhaven Initiate, Wood Elf Magic
Creation

From Player's Handbook, page 229.

## Description

*5th-level illusion*

* **Casting Time:** 1 minute
* **Range:** 30 feet
* **Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create)
* **Duration:** Special

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

 Stone or crystal
 Precious metals
 Gems
 Adamantine or mithral

Using any material created by this spell as another spell's material component causes that spell to fail.

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

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Forge Domain*), Warlock (*The Genie*)
* **Races:** Mark of Making Human
* **Backgrounds:** Simic Scientist
* **Feats:** Greater Dragonmark
Astral Projection

From Player's Handbook, page 215.

## Description

*9th-level necromancy*

* **Casting Time:** 1 hour
* **Range:** 10 feet
* **Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
* **Duration:** Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut – something that can happen only when an effect specifically states that it does – your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

## Learned By

* **Classes:** Cleric, Monk, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Ape

From Monster Manual, page 317.

**Hit Points:** 19 (3d8 + 6)
 **STR**
16 (+3)
14 (+2)
14 (+2)
6 (-2)
12 (+1)
 **Skills:** Athletics +5, Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The ape makes two fist attacks.
***Fist.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
Elder Tempest

From Mordenkainen's Tome of Foes, page 200.

**Hit Points:** 264 (16d20 + 96)
 **STR**
23 (+6)
28 (+9)
23 (+6)
2 (-4)
21 (+5)
 **Saving Throws:** Wis +12, Cha +11
**Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** lightning, poison, thunder
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** —
 ***Air Form.*** The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
***Flyby.*** The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Legendary Resistance (3/Day).*** If the tempest fails a saving throw, it can choose to succeed instead.
***Living Storm.*** The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
 ***Multiattack.*** The elemental makes two attacks with its thunderous slam.
***Thunderous Slam.** Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 23 (4d6 + 9) thunder damage.
 The elder tempest 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 elder tempest regains spent legendary actions at the start of its turn.
**Move.** The tempest moves up to its speed.
**Lightning Strike (Costs 2 Actions).** The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
**Screaming Gale (Costs 3 Actions).** The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
Darkling Elder

From Volo's Guide to Monsters, page 134.

**Hit Points:** 27 (5d8 + 5)
 **STR**
13 (+1)
17 (+3)
12 (+1)
10 (0)
14 (+2)
 **Skills:** Acrobatics +5, Deception +3, Perception +6, Stealth +7
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 16
**Languages:** Sylvan, Elvish
 ***Multiattack.*** The darkling elder makes two melee attacks.
***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage.
***Darkness (Recharges after a Short or Long Rest).*** The darkling elder casts Darkness without any components. Wisdom is its spellcasting ability.
Dawnbringer

From Out of the Abyss, page 222.

## Description

*Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment).*

Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade.

While holding the weapon, you can use an action to touch a creature with the blade and cast Lesser Restoration on that creature. Once used, this ability can't be used again until the next dawn.

***Sentience.*** Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it.

***Personality.*** Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.

Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
Detect Thoughts

From Player's Handbook, page 230.

## Description

*2nd-level divination*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a copper piece)
* **Duration:** Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Bard (*College of Satire*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Great Old One*)
* **Races:** Dispater Tiefling, Githzerai, Mark of Detection Half-elf
* **Backgrounds:** Dimir Operative
* **Feats:** Telepathic
Duergar (Race)

From Mordenkainen Presents: Monsters of the Multiverse, page 12.

## Traits

As a duergar, you have the following racial traits.

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

***Creature Type.*** You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.

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

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

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

***Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

***Duergar Magic.*** Starting at 3rd level, you can cast the Enlarge/Reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

***Dwarven Resilience.*** You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

***Psionic Fortitude.*** You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Dust of Sneezing and Choking

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

## Description

*Wondrous item, uncommon.*

Found in a small container, this powder resembles very fine sand. It appears to be Dust of Disappearance, and an Identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The Lesser Restoration spell can also end the effect on a creature.
Earth Tremor

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

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** 10 feet
* **Components:** V, S
* **Duration:** Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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

## Learned By

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

From Plane Shift: Innistrad, page 25.

**Hit Points:** 21 (6d4 + 6)
 **STR**
6 (-2)
14 (+2)
13 (+1)
12 (+1)
11 (0)
 **Skills:** Stealth +4
**Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** speaks and understands the languages known by its creator
 ***Multiattack.*** The creepy doll makes one attack with its scissors and uses Psychic Assault.
***Scissors.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.
***Psychic Assault.*** The creepy doll targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw or take 11 (2d10) psychic damage. Also on a failure, roll 3d6. If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence, as from the Greater Restoration spell or similar magic.
***Body Exchange.*** The creepy doll initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the creepy doll's spirit inhabits the target's body while the target's spirit is placed into the creepy doll's body. The creepy doll controls the target's body completely. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The target retains its alignment, Intelligence, Wisdom, and Charisma while inhabiting the creepy doll's body.
The body exchange lasts until the doll's spirit is forced out by magic. (The Dispel Evil and Good spell will accomplish this, though the doll is not one of the creature types whose possession that spell normally ends.) The body and the doll must be within 5 feet of each other for such an effect to work. The target is immune to this doll's Body Exchange for 24 hours after winning the Intelligence contest or after the exchange ends.
Constrictor Snake

From Monster Manual, page 320.

**Hit Points:** 13 (2d10 + 2)
 **STR**
15 (+2)
14 (+2)
12 (+1)
1 (-5)
10 (0)
 **Senses:** blindsight 10 ft., passive Perception 10
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage.
***Constrict.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Claws of the Umber Hulk

From Princes of the Apocalypse, page 222.

## Description

*Wondrous item, rare (requires attunement).*

These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.

You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).

While wearing the claws, you can't manipulate objects or cast spells with somatic components.
Drow Mage

From Monster Manual, page 129.

**Hit Points:** 45 (10d8)
 **STR**
9 (-1)
14 (+2)
10 (0)
17 (+3)
13 (+1)
 **Skills:** Arcana +6, Deception +5, Perception +4, Stealth +5
**Senses:** darkvision 120 ft., passive Perception 14
**Languages:** Elvish, Undercommon
 ***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

***Innate Spellcasting.*** The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
*At will:* Dancing Lights
*1/day each: Darkness, Faerie Fire, Levitate (self only)*

***Spellcasting.*** The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:
*Cantrips (at will):* Mage Hand, Minor Illusion, Poison Spray, Ray of Frost
*1st level (4 slots):* Mage Armor, Magic Missile, Shield, Witch Bolt
*2nd level (3 slots):* Alter Self, Misty Step, Web
*3rd level (3 slots):* Fly, Lightning Bolt
*4th level (3 slots):* Evard's Black Tentacles, Greater Invisibility
*5th level (2 slots):* Cloudkill

 ***Staff.** Melee Spell Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.
***Summon Demon (1/Day).*** The drow magically summons a Quasit, or attempts to summon a Shadow Demon with a 50 percent chance of success. The 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 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Bard Spells

These are the spells that the Bard 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
Divine Favor

From Player's Handbook, page 234.

## Description

*1st-level evocation*

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

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Cleric (*Strength Domain*), Cleric (*War Domain*)
Charm Monster

From Xanathar's Guide to Everything, page 151.

## Description

*4th-level enchantment*

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

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

## Learned By

* **Classes:** Bard, Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Demon Armor

From Dungeon Master's Guide, page 165. Found on Magic Item Table H.

## Description

*Armor (plate), very rare (requires attunement).*

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8.

***Curse.*** Once you don this cursed armor, you can't doff it unless you are targeted by the Remove Curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Darkness

From Player's Handbook, page 230.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, M (bat fur and a drop of pitch or piece of coal)
* **Duration:** Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Druid (*Circle of the Land (Swamp)*), Fighter (*Eldritch Knight*), Monk (*Way of Shadow*), Paladin (*Oathbreaker*), Rogue (*Arcane Trickster*), Sorcerer (*Shadow Magic*), Mage of Silverquill (*Bard, Warlock, Wizard*)
* **Races:** Abyssal Tiefling, Drow, Half-elf (Drow Descent), Levistus Tiefling, Mark of Shadow Elf, Mul Daya Elf, Tiefling, Tiefling (Hellfire)
* **Backgrounds:** Silverquill Student
Demiplane

From Player's Handbook, page 231.

## Description

*8th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S
* **Duration:** 1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

## Learned By

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

From Dungeon Master's Guide, page 166. Found on Magic Item Tables A and B.

## Description

*Wondrous item, uncommon. 1 lbs.*

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Clone

From Player's Handbook, page 222.

## Description

*8th-level necromancy*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
* **Duration:** Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Chronolometer

From Acquisitions Incorporated, page 220.

## Description

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

While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the Chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.

***Time Bandit.*** At the start of your turn, roll a d6 (no action required). On a 1-3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4-6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the Chronolometer, it cannot be used again until the next dawn.

***Fate Swap.*** As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the Chronolometer, it cannot be used again until the next dawn.

***Part of a Whole.*** While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Dwarven Plate

From Dungeon Master's Guide, page 167. Found on Magic Item Table H.

## Description

*Armor (plate), very rare. 65 lbs.*

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Amber Golem

From Curse of Strahd, page 186.

**Hit Points:** 178 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The golem makes two slam attacks.
***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
***Slow (Recharge 5-6).*** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dragonpriest

From Tales From the Yawning Portal, page 16.

**Hit Points:** 30 (8d10 + 40)
 **STR**
18 (+4)
13 (+1)
20 (+5)
7 (-2)
9 (-1)
 **Skills** Perception +2
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Draconic, Elvish, Giant
 ***Keen Smell.*** The dragonpriest has advantage on Wisdom (Perception) checks that rely on smell.
 ***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
Chromatic Orb

From Player's Handbook, page 221.

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a diamond worth at least 50 gp)
* **Duration:** Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Backgrounds:** Prismari Student
* **Feats:** Magic Initiate, Strixhaven Initiate
Conclave Dryad

From Guildmasters' Guide to Ravnica, page 194.

**Hit Points:** 143 (22d8 + 44)
 **STR**
12 (+1)
19 (+4)
14 (+2)
19 (+4)
20 (+5)
 **Saving Throws:** Int +8, Wis +9, Cha +9
**Skills:** Arcana +8, Nature +8, Perception +9
**Senses:** darkvision 60 ft., passive Perception 19
**Languages:** Common, Elvish, Sylvan
 ***Innate Spellcasting.*** The dryad's innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components:
*At will:* Druidcraft
*3/day each:* Dispel Magic, Entangle, Plant Growth, Spike Growth
*1/day each:* Moonbeam, Grasping Vine, Wall of Thorns
***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The dryad makes three attacks, using its vine staff, its longbow, or both.
***Vine Staff.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.
***Longbow.** Ranged Weapon Attack:* +8 to hit, range 150/600 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
***Summon Mount (1/Day).*** The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically.
***Suppress Magic (Recharge 5-6).*** The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.
Draconic Transformation

From Fizban's Treasury of Dragons, page 19.

## Description

*7th-level transmutation*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (a statuette of a dragon, worth at least 500 gp)
* **Duration:** Concentration, up to 1 minute

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

**Blindsight.** You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.

**Breath Weapon.** When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.

**Wings.** Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Core Spawn Crawler

From Explorer's Guide to Wildemount, page 286.

**Hit Points:** 21 (6d6)
 **STR**
7 (-2)
14 (+2)
10 (0)
9 (-1)
12 (+1)
 **Skills:** Perception +5
**Damage Immunities:** psychic
**Condition Immunities:** blinded
**Senses:** blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 15
**Languages:** understands Deep Speech but can't speak
 ***Multiattack.*** The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 15 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage.
***Tail.** Melee Weapon Attack:* +4 to hit, reach 15 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
Create Homunculus

From Xanathar's Guide to Everything, page 152.

## Description

*6th-level transmutation*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1000 gp)
* **Duration:** Instantaneous

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.

It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your hit dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus' hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus' hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus' death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Dolphin

From Volo's Guide to Monsters, page 208.

**Hit Points:** 11 (2d8 + 2)
 **STR**
14 (+2)
13 (+1)
13 (+1)
6 (-2)
12 (+1)
 **Skills:** Perception +3
**Senses:** blindsight 60 ft., passive Perception 13
**Languages:** —
 ***Charge.*** If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.
 ***Slam.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.