recursal/Fanatic-Fandom huggingface dataset:
Simulacrum

*7th-level illusion*

**Casting time:** 12 hours

**Range:** Touch

**Components:** V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)

**Duration:** Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Word of Radiance

***Evocation cantrip***

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

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

*1st-level evocation*
 Range
 Components
 Duration

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot
Goliath

## Goliath Traits

* **Ability Score Increase:** Your Strength score increases by 2, and your Constitution score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Mountain Born:** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
* **Natural Athlete:** You have proficiency in the Athletics skill.
* **Stone’s Endurance:** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Common and Giant.
Magic Missile

*1st-level evocation*
 Range
 Components
 Duration

You create three magic darts. Each dart hits a creature you can see. A dart deals 1d4+1 force damage. The darts all strike simultaneously and you can direct them to hit one creature or several.

**At Higher Levels:** The spell creates one more dart for each slot above 1st.
Wall of Water

*3rd-level evocation*
 Range
 Components
 Duration

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage
is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Wall of Stone

*5th-level evocation*
 Range
 Components
 Duration

A non-magical wall of stone appears at a point you choose. It's 6 inches thick and is composed of ten 10ft-by-10ft panels. Each panel must touch at least one other panel. Alternatively, you can create 10ft-by-20ft panels that are only 3 inches thick.

If the wall is in a creature's space when it appears, the creature is pushed to a side of the wall that you choose. If a creature would be surrounded on all sides, it can make a Dexterity save. On a success, it can use its reaction to move up to its speed so that it's not trapped.

The wall can have any shape you desire, but it can't occupy the same space as a creature or object. The wall doesn't need to be vertical, or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports.

Each panel has an AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and cannot be dispelled. Otherwise, the wall disappears when the spell ends.
Navigator’s Tools

Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.

**Components:** Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.

**Survival:** Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.

**Sighting:** By taking careful measurements, you can determine your position on a nautical chart and the time of day.

 Discover your position on a nautical chart
Wrath of Nature

*5th-level evocation*
 Range
 Components
 Duration

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

* Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
* Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
* Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
* Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Resistance

***Abjuration cantrip***

**Resistance** is an abjuration available to clerics and druids.

## Description

You use your action to touch a willing creature, granting it a 1d4 bonus to one saving throw of its choice. The spell then ends. The target can roll the die before or after making the check.

## References

1. ↑ 1.0 1.1 "Resistance." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 272.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Summon Construct

***4th level conjuration***

You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain Traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your companions. In Combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels.** When you cast this spell using a spell slot of 4th Level or higher, use the higher level wherever the spell's level appears in the stat block.
Tortle

## Tortle Traits

* **Ability Score Increase:** Your Strength score increases by 2, and your Wisdom score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Hold Breath:** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
* **Natural Armor:** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
* **Shell Defense:** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* **Survival Instinct:** Proficiency in the Survival skill.
* **Languages:** You can speak, read, and write Common and Aquan.
Passwall

*5th-level transmutation*
 Range
 Components
 Duration

A passage appears at a point you choose on a wooden, plaster, or stone surface you can see. Its dimensions can be up to 5 feet wide, 8 feet tall, and 20 feet deep. It creates no structural instability.

When the opening disappears, any creatures or objects in the passage are safely ejected to an unoccupied space nearest to the surface where the opening was.
Mass Polymorph

*9th-level transmutation*
 Range
 Components
 Duration

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.

The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Summon Elemental

***4th level conjuration***

### Components

V,S,M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)

### Duration

Concentration, up to 1 hour

You call forth an Elemental Spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain Traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your companions. In Combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels.** When you cast this spell using a spell slot of 5th Level or higher, use the higher level wherever the spell's level appears in the stat block.
Speak with Plants

*3rd-level transmutation*
 Range
 Components
 Duration

You can question plants in 30 feet of you about events in the spell's area within the past day. You can also turn difficult terrain caused by plant growth into ordinary terrain and vice versa. It lasts for the duration.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause a plants created by Entangle to release a restrained creature.
Skywrite

*2nd-level transmutation*
 Range
 Components
 Duration

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Primordial Ward

*6th-level abjuration*
 Range
 Components
 Duration

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type
of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Teleportation Circle

*5th-level conjuration*
 Range
 Components
 Duration

You draw a 10-foot-diameter circle on the ground that links your location to a permanent teleportation circle whose sigil sequence you know and that is on the same plane of existence. A portal opens in the circle and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination or in the nearest unoccupied space.

When you first learn this spell, you learn the sigil sequences for two destinations on the material plane, chosen by the DM. You can learn additional sequences by studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You don't need to use the circle for it to become permanent.
Reverse Gravity

*7th-level transmutation*

**Casting time:** 1 action

**Range**: 100 feet

**Components:** V,S,M (a lodestone and iron fillings)

**Duration:** Concentration up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centred on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly for the duration.

At the end of the duration, affected objects and creatures fall back down.
Mirror Image

*2nd-level illusion*
 Range
 Components
 Duration

Three copies of you appear, moving in sync with you from the same space. Each time a creature attacks you, roll a d20 to see if it hits one of your copies instead. Rolling 6 or higher if you have all three, 8 or higher if only two, or 11 or higher if only one is left will result in the copy getting hit instead of you. A copy's armor class is 10 + your Dexterity modifier and any successful hit will destroy it.

You may dismiss the copies as an action. The spell ends early if all three copies are destroyed.

An opponent is immune to the effects of this spell if it can't see, relies on other senses to perceive the world, or if it can see through illusions.
Tasha's Mind Whip

***2nd level enchantment***

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a Reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other Effects.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Tinker’s Tools

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

**Components:** Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.

**History:** You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

**Investigation:** When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

**Repair:** You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

 Repair an item in half the time
 Improvise a temporary item using scraps
Seeming

*5th-level illusion*
 Range
 Components
 Duration

You make any amount of creatures you can see look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same limb arrangement. Otherwise, the extent of the illusion is up to you. If a creature is unwilling, it must pass a Charisma save to be unaffected.

If someone attempts to touch you or any disguised person, they will be able to pass through the illusion. Otherwise, to discern that you are disguised, a creature can use its action to make an Investigation check against your spell save DC.
Mordenkainen's Magnificent Mansion

*7th-level conjuration*

**Casting Time**: 1 minute

**Range**: 300 feet

**Components**: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)

**Duration**: 24 hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Stinking Cloud

*3rd-level conjuration*
 Range
 Components
 Duration

You create a 20-foot-radius sphere of yellow gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature wastes its action that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

A wind of at least 10mph disperses the cloud after 4 rounds. A wind of at least 20mph disperses it after 1 round.
Snilloc's Snowball Swarm

*2nd-level evocation*
 Range
 Components
 Duration

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Wall of Fire

*4th-level evocation*
 Range
 Components
 Duration

You make a wall of fire on a solid surface. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick, or make a ring up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque.

When the wall appears, each creature within its area must make a Dexterity save. It deals 5d8 fire damage on a failed save, or half as much on a success.

One side of the wall deals 5d8 fire damage to a creature that ends its turn inside or within 10 feet of it, or when it enters the wall for the first time on a turn. The other side deals no damage.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 4th.
True Resurrection

***9th-level necromancy***

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

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

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

*2nd-level transmutation*
 Range
 Components
 Duration

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

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

To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Tenser's Transformation

*6th-level transmutation*
 Range
 Components
 Duration

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:

* You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
* You have advantage on attack rolls that you make with simple and martial weapons.
* When you hit a target with a weapon attack, that target takes an extra 2d12 force

damage.

* You have proficiency with all armor, shields, simple weapons, and martial weapons.
* You have proficiency in Strength and Constitution saving throws.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Herbalism Kit

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

**Components:** An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

**Arcana:** Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

**Investigation:** When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

**Medicine:** Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

**Nature and Survival:** When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

**Identify Plants:** You can identify most plants with a quick inspection of their appearance and smell.

 Identify poison
Plane Shift

***7th-level conjuration***

You and up to eight willing creatures who link hands in a circle are transported to a different plane. You can specify a target destination in general or specific terms, and you appear in or near that destination.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane, this spell can take you to that circle. If the circle is too small to hold everyone, they appear in the closest unoccupied spaces.

You can use this spell to banish an unwilling creature to another plane. Make a melee spell attack against a creature in reach. On a hit, the creature must make a Charisma save. If the creature fails, it is transported to a random location on the plane you specify. It must find its own way back to your plane.
Shatter

*2nd-level evocation*
 Range
 Components
 Duration

Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

**At Higher Levels:** The damage increases by 1d8 for each slot level above 2nd.
Bugbear

## Bugbear Traits

* **Ability Score Increase:** Your Strength score increases by 2 and your Dexterity score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Long Limbed:** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Sneaky:** You are proficient in the Stealth skill.
* **Surprise Attack:** If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
* **Languages:** You can speak, read, and write Common and Goblin.
Programmed Illusion

*6th-level Illusion*

 Range
 Components
 Duration

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

1. ↑ PHB, 5.0, page 269
Whirlwind

*7th-level evocation*
 Range
 Components
 Duration

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

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

A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Thorn Whip

***Transmutation cantrip***

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

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

*2nd-level illusion*
 Range
 Components
 Duration

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

**At Higher Levels:** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Wall of Force

*5th-level evocation*
 Range
 Components
 Duration

An invisible wall appears at a point you choose. It can be in any orientation, and can be free floating or on a surface. You can form it into a dome or sphere with a 10ft radius, or you can shape a flat surface made up of ten 10ft-by-10ft panels. Each panel must be attached to another panel. The wall is always 1/4 inch thick. If the wall is in a creature's space when it appears, the creature is pushed to a side of the wall that you choose.

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

*3rd-level illusion*
 Range
 Components
 Duration

Each creature in a 30-foot cone must succeed on a Wisdom save or drop whatever it's holding and become frightened for the duration.

An affected creature must take the Dash action and move away from you by the safest route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight on you, it can make a Wisdom save. On a success, the spell ends for it.
Summon Fey

***3rd level conjuration***

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the Traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your companions. In Combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels.** When you cast this spell using a spell slot of 4th Level or higher, use the higher level wherever the spell's level appears in the stat block.
Woodcarver's Tools

Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

**Components:** Woodcarver's tools consist of a knife, a gouge, and a small saw.

**Arcana, History:** Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

**Nature:** Your knowledge of wooden objects gives you some added insight when you examine trees.

**Repair:** As part of a short rest, you can repair a single damaged wooden object.

**Craft Arrows:** As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.

 Carve an intricate pattern in wood
Warforged

## Warforged Traits

* **Ability Score Increase:** Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Constructed Resilience:** You were created to have remarkable fortitude, represented by the following benefits:
	+ You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
	+ You don't need to eat, drink, or breathe.
	+ You are immune to disease.
	+ You don't need to sleep, and magic can't put you to sleep.
* **Sentry's Rest:** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
* **Integrated Protection:** Your body has built-in defensive layers, which can be enhanced with armor:
	+ You gain a +1 bonus to Armor Class.
	+ You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
	+ While you live, your armor can't be removed from your body against your will.
* **Specialized Design:** You gain one skill proficiency and one tool proficiency of your choise.
* **Languages:** You can speak, read, and write Common and one other language of your choice.
Mending

***Transmutation cantrip***

**Mending** is a transmutation available to bards, clerics, druids, sorcerers, and wizards.

## Description

You take a minute to cast this spell, and it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.

## References

1. ↑ 1.0 1.1 "Mending." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 259.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Snare

*1st-level abjuration*
 Range
 Components
 Duration

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Mordenkainen's Sword

*7th-level evocation*

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)

**Duration**: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Wall of Sand

*3rd-level evocation*
 Range
 Components
 Duration

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

*9th-level enchantment*
 Range
 Components
 Duration

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Conjure Animals

*3rd-level conjuration*
 Range
 Components
 Duration

Fey appear in occupied spaces in range that you see. Choose one of the following options for what appears:

* 1 beast of challenge rating 2 or lower
* 2 beasts of challenge rating 1 or lower
* 4 beasts of challenge rating 1/2 or lower
* 8 beasts of challenge rating 1/4 or lower

Each beast is considered fey and beast. It disappears when it drops to 0 hit points or when the spell ends.

The beasts are friendly to you and your companions. They have their own initiative, but as a group. They obey any verbal commands that you issue to them, no action required. If you don't issue any commands to them, they only defend themselves from hostile creatures.

**At Higher Levels:** Twice as many creatures appear with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Spare the Dying

***Necromancy cantrip***

**Spare the Dying** is a necromancy available to clerics. It's also known by warlocks whose patron is The Undying and by characters who have the Golgari Agent background.

## Description

You use your action to touch a creature who is alive but at 0 hit points. It becomes stable. This spell has no effect on undead and constructs.

## References

1. ↑ 1.0 1.1 "Spare the Dying." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 277.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
3. ↑ "Otherworldly Patron." *Sword Coast Adventurer's Guide*, by Steve Kenson, Wizards of the Coast LLC, 2015, pp. 139–140.
4. ↑ "Golgari Swarm." *Guildmasters' Guide to Ravnica*, by Jeremy Crawford and James Wyatt, Wizards of the Coast LLC, 2018, pp. 53.
Vitriolic Sphere

*4th-level evocation*
 Range
 Components
 Duration

You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Negative Energy Flood

*5th-level necromancy*
 Range
 Components
 Duration

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.

Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Moonbeam

*2nd-level evocation*
 Range
 Components
 Duration

A 5-foot-radius, 40-foot high cylinder of light appears, making dim light. If a creature starts its turn there, or enters it for the first time on a turn, it makes a Constitution save. It takes 2d10 radiant damage on a failure, and half on a success.

A shapeshifter has disadvantage on the save. If it fails, it reverts to its original form until it leaves the beam.

You can move the beam up to 60 feet as an action.

**At Higher Levels:** The damage increases by 1d10 for each slot level above 2nd.
Spike Growth

*2nd-level transmutation*
 Range
 Components
 Duration

The ground in a 20-foot radius becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Any creature that can't see the area at the time of casting must make a Perception check against your spell save DC to recognize it as hazardous.
Primal Savagery

***Transmutation cantrip***

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Storm Sphere

*4th-level evocation*
 Range
 Components
 Duration

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Rope Trick

*2nd-level transmutation*
 Range
 Components
 Duration

Holding one end of a 60-foot or shorter rope causes the other end to rise up until the rope is fully perpendicular to the ground. At the high end, a portal opens to an extradimensional space into which eight medium or smaller creatures can fit by climbing up the rope. The rope can also be dragged up into the space to hide the entrance and the portal itself is invisible.

Spells and attacks are unable to enter or exit the extradimensional space, but those within can see out of it as through a 3 by 5 foot window centered over the high end of the rope.

If everything inside the extradimensional space has not exited beforehand, it will fall out when the spell ends.