recursal/Fanatic-Fandom huggingface dataset:
Protection From Ballistics

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

## Description

*3rd-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a shell casing)
* **Duration:** Concentration, up to 10 minutes

This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Paper Bird

From Waterdeep: Dragon Heist, page 191.

## Description

*Wondrous item, uncommon.*

After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.

The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage.

It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.

Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment.
Red Guard Drake

From Volo's Guide to Monsters, page 158.

**Hit Points:** 52 (7d8 + 21)
 **STR**
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
 **Skills:** Perception +2
**Damage Resistances:** fire
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands Draconic but can't speak
 **Multiattack.** The drake attacks twice, once with its bite and once with its tail.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
Passwall

From Player's Handbook, page 264.

## Description

*5th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a pinch of sesame seeds)
* **Duration:** 1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Artificer (*Armorer*), Druid (*Circle of the Land (Mountain)*), Paladin (*Oath of Treachery*), Sorcerer (*Clockwork Soul*), Warlock (*The Seeker*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Backgrounds:** Quandrix Student
Periapt of Wound Closure

From Dungeon Master's Guide, page 184. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement). 1 lbs.*

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a hit die to regain hit points, double the number of hit points it restores.
Green Guard Drake

From Volo's Guide to Monsters, page 158.

**Hit Points:** 52 (7d8 + 21)
 **STR**
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
 **Skills:** Perception +2
**Damage Resistances:** poison
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands Draconic but can't speak
 ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
Rhythm-Maker's Drum

From Tasha's Cauldron of Everything, page 134.

## Description

*Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a bard)*

While holding this drum, you can a bonus to spell attack rolls and to the saving throw DCs of your bard spells. This bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Rakdos

From Guildmasters' Guide to Ravnica, page 247.

**Hit Points:** 300 (24d12 + 144)
 **STR**
26 (+8)
15 (+2)
22 (+6)
14 (+2)
18 (+4)
 **Saving Throws:** Str +15, Con +13, Wis +11, Cha +17
**Skills:** Intimidation +17, Performance +17, Persuasion +17
**Damage Resistances:** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** fire, poison
**Condition Immunities:** charmed, exhaustion, frightened, poisoned
**Senses:** truesight 120 ft., passive Perception 14
**Languages:** Abyssal, Common
 ***Captivating Presence.*** Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours.
***Cruel Entertainment.*** When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.
***Innate Spellcasting.*** Rakdos's spellcasting ability is Charisma (spell save DC 25). He can innately cast Hellish Rebuke (at 5th level) at will, requiring no material components.
***Legendary Resistance (3/Day).*** If Rakdos fails a saving throw, he can choose to succeed instead.
***Magic Resistance.*** Rakdos has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** Rakdos makes two attacks with his Curtain-Call Scythe or his claws.
***Curtain-Call Scythe.** Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.
 Rakdos 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. Rakdos regains spent legendary actions at the start of its turn.
**Sadistic Revelry.** Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so.
**Scythe (Costs 2 Actions).** Rakdos uses Curtain-Call Scythe.
**Touch of Pain (Costs 3 Actions).** Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Prestidigitation

From Player's Handbook, page 267.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 10 feet
* **Components:** V, S
* **Duration:** Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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

## Learned By

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

From Monster Manual, page 77.

**Hit Points:** 300 (24d10 + 168)
 **STR**
26 (+8)
14 (+2)
24 (+7)
22 (+6)
18 (+4)
 **Saving Throws:** Dex +8, Con +13, Wis +10
**Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
**Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Senses:** truesight 120 ft., passive Perception 14
**Languages:** Infernal, telepathy 120 ft.
 ***Fear Aura.*** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
***Magic Resistance.*** The pit fiend has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The pit fiend's weapon attacks are magical.
***Innate Spellcasting.*** The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At Will: Detect Magic, Fireball
 ***Variant: Summon Devil (1/Day).*** The pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure.
 ***Multiattack.*** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
***Bite.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8 + 8) slashing damage.
***Mace.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
***Tail.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 +8) bludgeoning damage.
List of Spells

This is a list of all spells. To view spells by specific criteria, view the appropriate section below.

## 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
Propeller Helm

From Waterdeep: Dungeon of the Mad Mage, page 284.

## Description

*Wondrous item, uncommon (requires attunement by a small humanoid).*

While worn, the helm allows its wearer to use an action to cast the Levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Power Word Stun

From Player's Handbook, page 267.

## Description

*8th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V
* **Duration:** Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Potion of Flying

From Dungeon Master's Guide, page 187. Found on Magic Item Table D.

## Description

*Potion, very rare. 0.5 lbs.*

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Orcus Figurine

From Candlekeep Mysteries, page 44.

## Description

*Wondrous item*

Carved from an ogre's petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet.

The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of damage except radiant damage. A Detect Evil and Good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties:

* Undead within 30 feet of the figurine can't be turned.
* Dead creatures within 30 feet of the figurine can't be brought back to life.
* A creature that holds the figurine while praying to Orcus for at least 1 hour has a 10 percent chance of summoning a smokey avatar of the demon lord. Once this avatar is summoned, it can't be summoned again for 30 days. Orcus's avatar has the statistics of a wraith except that it's chaotic evil. It attacks all non-undead creatures it encounters, and it disappears after 1 hour or when reduced to 0 hit points.
Regenerate

From Player's Handbook, page 271.

## Description

*7th-level transmutation*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (a prayer wheel and holy water)
* **Duration:** 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

## Learned By

* **Classes:** Bard, Cleric, Druid
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Pariah's Shield

From Guildmasters' Guide to Ravnica, page 180.

## Description

*Armor (shield), rare (requires attunement)*

Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.

You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.

When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
Pole of Collapsing

From Xanathar's Guide to Everything, page 138; and The Wild Beyond the Witchlight, page 212.

## Description

*Wondrous item, common*

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Poison Darts

From Dungeon Master's Guide, page 123.

*Mechanical trap*

When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.

The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.

The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.
Otto

From Waterdeep: Dungeon of the Mad Mage, page 96.

**Hit Points:** 104 (16d10 + 16)
 **STR**
18 (+4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
 **Skills:** Arcana +4, Perception +3, Stealth +7
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Draconic, Sylvan
 **Superior Invisibility:** As a bonus action, Otto can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment Otto wears or carries is invisible with it.
**Limited Telepathy:** Using telepathy, Otto can magically communicate with any other faerie dragon within 60 feet of it.
**Magic Resistance:** Otto has advantage on saving throws against spells and other magical effects.
**Innate Spellcasting:** Otto's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components.
 ***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6+4) piercing damage.
***Euphoria Breath (Recharge 5-6).*** The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
* **1-4.** The target takes no action or bonus action and uses all of its movement to move in a random direction.
* **5-6.** The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Plant Growth

From Player's Handbook, page 266.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action or 8 hours
* **Range:** 150 feet
* **Components:** V, S
* **Duration:** Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

## Learned By

* **Classes:** Bard, Druid, Ranger
* **Subclasses:** Cleric (*Nature Domain*), Druid (*Circle of the Land (Forest)*), Druid (*Circle of Wildfire*), Paladin (*Oath of the Ancients*), Warlock (*The Archfey*)
* **Backgrounds:** Golgari Agent, Selesnya Initiate
Rak Tulkhesh

From Eberron: Rising From the Last War, page 303.

**Hit Points:** 478 (33d12 + 264)
 **STR**
29 (+9)
19 (+4)
27 (+8)
21 (+5)
22 (+6)
 **Saving Throws:** Str +17, Con +16, Wis +14, Cha +16
**Skills:** Athletics +17, Intimidation +16, Perception +14
**Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned, stunned
**Senses:** truesight 120 ft., passive Perception 24
**Languages:** all, telepathy 120 ft.
 ***Deadly Critical.*** Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
***Immortal Nature.*** Rak Tulkhesh doesn't require air, food, drink or sleep. He also can't die permanently. Upon his death, he reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
***Innate Spellcasting.*** Rak Tulkhesh's spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:
*At will:* Detect Thoughts, Dispel Magic, Spirit Guardians
*1/day each:* Banishing Smite, Blinding Smite, Staggering Smite
***Legendary Resistance (3/Day).*** If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.
***Magic Resistance.*** Rak Tulkhesh has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** Rak Tulkhesh makes four weapon attacks.
***Spawned Melee Weapon.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 28 (3d12 + 9) force damage.
***Spawned Ranged Weapon.** Ranged Weapon Attack:* +12 to hit, range 150/600 ft., one target. *Hit:* 17 (3d8 + 4) force damage.
***Change Shape.*** Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice).
 Rak Tulkhesh 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. Rak Tulkhesh regains spent legendary actions at the start of its turn.
**Attack.** Rak Tulkhesh makes one weapon attack.
**End Magic (Costs 2 Actions).** Rak Tulkhesh casts Dispel Magic.
**Provoke Rage (Costs 3 Actions).** Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.
Potion of Giant Strength

From Dungeon Master's Guide, page 187. Found on Magic Item Tables B, C, D and E.

## Description

*Potion, rarity varies*

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The Potion of Frost Giant Strength and the Potion of Stone Giant Strength have the same effect.

 Frost/stone giant
 Fire giant
 Cloud giant
 Storm giant
Otto's Irresistible Dance

From Player's Handbook, page 264.

## Description

*6th-level enchantment*

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

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Nathair's Mischief

From Fizban's Treasury of Dragons, page 20.

## Description

*2nd-level illusion*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S, M (a piece of crust from an apple pie)
* **Duration:** Concentration, up to 1 minute

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

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## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Ring of Spell Turning

From Dungeon Master's Guide, page 192. Found on Magic Item Table I.

## Description

*Ring, legendary (requires attunement).*

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Pit Trap

From Xanathar's Guide to Everything, page 114.

*Simple trap (level 1-4, moderate threat)*

The simplest of pit traps consists of a 10-foot-deep hole in the floor, concealed by tattered canvas that's covered with leaves and dirt to look like solid ground. This type of trap is useful for blocking off the entrance to a monster lair, and usually has narrow ledges along its sides to allow for movement around it.

* **Trigger:** Anyone who steps on the canvas might fall into the pit.
* **Effect:** The triggering creature must make a DC 10 Dexterity saving throw. On a successful save, the creature catches itself on the pit's edge or instinctively steps back. On a failed save, the creature falls into the pit and takes 3 (1d6) bludgeoning damage from the fall.
* **Countermeasures:** A successful DC 10 Wisdom (Perception) check reveals the presence of the canvas and the 1-foot-wide ledge around the edges of the pit where it is safe to travel.
Rod of Retribution

From Explorer's Guide to Wildemount, page 269.

## Description

*Rod, uncommon (requires attunement).*

This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.

When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
Planar Philosopher

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

## Overview

You subscribe to a distinct philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and, perhaps, a network of like-minded believers. In your travels, you seek to deepen the depths of your understanding and spread your philosophy.

* **Skills:** Arcana, Persuasion
* **Languages:** Two of your choice
* **Equipment:** A set of common clothes, and a pouch containing 10 gp comprised of coins from different worlds and planes

### Feature: Conviction

You gain the Scion of the Outer Planes feat.

In addition, members of your organization provide you free, modest lodging and food at any of their holdings or the homes of other faction members.

## Building a Planar Philosopher Character

Some groups of planar philosophers might have preferences for or against certain types of characters, but by and large any character that upholds and furthers the beliefs of the group is welcome within its ranks.

***Suggested Characteristics.*** Adventurers who dedicate themselves to a particular philosophy toward the multiverse are welcomed among the faction that embraces those beliefs. The Planar Philosopher Personality Traits table suggests various traits you might adopt for your character, and which factions would welcome adventurers with those traits.

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

 2
 3
 4
 5
 6

## Bonus Feats

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

* Scion of Elemental Air (Unearthed Arcana)
* Scion of Elemental Earth (Unearthed Arcana)
* Scion of Elemental Fire (Unearthed Arcana)
* Scion of Elemental Water (Unearthed Arcana)
* Skilled (Player's Handbook)
* Tough (Player's Handbook)
Power Word Heal

From Player's Handbook, page 266.

## Description

*9th-level evocation*

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

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

## Learned By:

* **Classes:** Bard, Cleric (OCF)
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Ranger Spells

These are the spells that the Ranger 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
Pot of Awakening

From Xanathar's Guide to Everything, page 138.

## Description

*Wondrous item, common.*

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
Philter of Love

From Dungeon Master's Guide, page 184. Found on Magic Item Table B.

## Description

*Potion, uncommon. 0.5 lbs.*

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Resistance

From Player's Handbook, page 272.

## Description

*Abjuration cantrip*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a miniature cloak)
* **Duration:** Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

## Learned By

* **Classes:** Artificer, Cleric, Druid
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*), Sorcerer (*Divine Soul*), Sorcerer (*Giant Soul (Stone Giant)*), Wizard (*Theurgy*)
* **Fighting Styles:** Blessed Warrior, Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Vahadar Elf
* **Feats:** Artificer Initiate, Magic Initiate, Wood Elf Magic
Reveler's Concertina

From Tasha's Cauldron of Everything, page 134.

## Description

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

While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.

As an action, you can use your concertina to cast Otto's Irresistible Dance from the item. This property of the concertina can't be used again until the next dawn.
Reduced-Threat Hezrou

From Tales From the Yawning Portal, page 113.

**Hit Points:** 68 (13d10 + 65)
 **STR**
19 (+4)
17 (+3)
20 (+5)
5 (-3)
12 (+1)
 **Saving Throws:** Str +5, Con +6, Wis +2
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Magic Resistance.*** The hezrou has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The hezrou makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
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.
Reszur

From Princes of the Apocalypse, page 157.

## Description

*Weapon (dagger), uncommon. 1 lbs.*

You have a +1 bonus to attack and damage rolls made with this weapon, which doesn't make noise when it hits or cuts something.

The name "Reszur" is graven on the dagger's pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.
Revenant (Race)

From Unearthed Arcana: Gothic Heroes].

Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.

The revenant subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission.

## Traits

The following traits replace your subrace's traits.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Relentless Nature.*** Your DM assigns a goal to you — typically, one related to your character's death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. When your goal is complete, you finally find rest. You die and cannot be restored to life. Until you fulfill that goal, you gain the following benefits:

* If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
* If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
* You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.

## Racial Adjustments

For races that don't have subrace options, taking on the revenant subrace means making changes to your character's base traits, as follows. This article provides options only for human and dragonborn characters. Because half-elves and half-orcs have no subrace options, they shouldn't be used with these revenant subrace rules.

### Human Revenant

If you want to play a Human revenant, modify the human's Ability Score Increase trait to the following: Two different ability scores of your choice increase by 1. If you use the variant human traits, remove the Skills trait and the Feat trait.

### Dragonborn Revenant

If you want to play a Dragonborn revenant, modify the dragonborn's Ability Score Increase trait to the following: Your Strength score increases by 1, and your Charisma score increases by 1. Additionally, your Draconic Ancestry trait uses necrotic damage as its damage type, replacing the damage type that applies to your breath weapon and your damage resistance.

### Tiefling Revenant

Mordenkainen's Tome of Foes released several Tiefling variants that make use of subraces. Use the book to make a tiefling revenant, replacing the subrace options with the revenant subrace options.
Nether Scroll of Azumar

From Candlekeep Mysteries, page 210.

## Description

*Scroll, legendary*

Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study — at least 8 hours per day — to attempt to understand this scroll. After completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated study.

When you succeed on the check, you gain the following benefits:

* Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can't use this scroll to increase your Intelligence again.
* You gain advantage on saving throws against spells and other magical effects.

When you gain the scroll's benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.
Poison Needle

From Dungeon Master's Guide, page 123.

*Mechanical trap*

A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.

When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.

A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle.

A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
Oathbow

From Dungeon Master's Guide, page 183. Found on Magic Item Table H.

## Description

*Weapon (longbow), very rare (requires attunement). 2 lbs.*

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Remove Curse

From Player's Handbook, page 271.

## Description

*3rd-level abjuration*

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

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

## Learned By

* **Classes:** Cleric, Paladin, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Rod of Rulership

From Dungeon Master's Guide, page 197. Found on Magic Item Table G.

## Description

*Rod, rare (requires attunement). 2 lbs.*

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Polar Bear

From Monster Manual, page 334.

**Hit Points:** 42 (5d10 + 15)
 **STR**
20 (+5)
10 (0)
16 (+3)
2 (-4)
13 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
Protection From Poison

From Player's Handbook, page 270.

## Description

*2nd-level abjuration*

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

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

## Learned By

* **Classes:** Artificer, Cleric, Druid, Paladin, Ranger
* **Subclasses:** Cleric (*Protection Domain*), Cleric (*Strength Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Backgrounds:** Golgari Agent
Phantom Steed

From Player's Handbook, page 265.

## Description

*3rd-level illusion (ritual)*

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

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Undead*)
* **Races:** Mark of Passage Human
Piercer (Weapon)

From Acquisitions Incorporated, page 121.

## Description

*Weapon (shortsword), rare (requires attunement). 2 lbs.*

You have a +1 bonus to attack and damage rolls made with this magic weapon.

A character attuned to the sword regains the maximum possible number of hit points from expended hit dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion.
Ooze-Folk

From Lost Laboratory of Kwalish, page 46.

**Hit Points:** 19 (2d8 + 10)
 **STR**
14 (+2)
3 (-4)
20 (+5)
1 (-5)
6 (-2)
 **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft., passive Perception 8
**Languages:** —
 ***Fragile Bones.*** For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.
 ***Multiattack.*** The ooze folk makes one glass longsword attack and one pseudopod attack.
***Glass Longsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* : 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.
***Pseudopod.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* (1d6 + 2) acid damage.
Orc (Monster)

From Monster Manual, page 246.

**Hit Points:** 15 (2d8 + 6)
 **STR**
16 (+3)
12 (+1)
16 (+3)
7 (-2)
11 (0)
 **Skills:** Intimidation +2
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common, Orc
 ***Greataxe.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage.
***Javelin.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.