recursal/Fanatic-Fandom huggingface dataset:
Statue of Vergadain

From Waterdeep: Dungeon of the Mad Mage, page 202.

**Hit Points:** 178 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Immutable Form.*** The statue is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The statue has advantage on saving throws against spells and other magical effects.
***Magic Theft.*** As a bonus action, the golem targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Charisma saving throw, or all magic items in possession are teleported to the bottom of the pit in area 31.
 ***Multiattack.*** The statue makes two slam attacks.
***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
***Slow (Recharge 5-6).*** The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scorching Ray

From Player's Handbook, page 273.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

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

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Artificer (*Artillerist*), Cleric (*Light Domain*), Druid (*Circle of Wildfire*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Fiend*), Warlock (*The Genie (Efreeti)*)
* **Backgrounds:** Boros Legionnaire
Staff of the Ivory Claw

From Explorer's Guide to Wildemount, page 270.

## Description

*Staff, rare (requires attunement by a spellcaster).*

This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.
Staff of Healing

From Dungeon Master's Guide, page 202. Found on Magic Item Table G.

## Description

*Staff, rare (requires attunement by a bard, cleric, or druid). 4 lbs.*

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: Cure Wounds (1 charge per spell level, up to 4th), Lesser Restoration (2 charges), or Mass Cure Wounds (5 charges).

The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Sekolahian Worshiping Statuette

From Ghosts of Saltmarsh, page 229.

## Description

*Wondrous item, common.*

Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.
Scatter

From Xanathar's Guide to Everything, page 164.

## Description

*6th-level conjuration*

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

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Scarab of Protection

From Dungeon Master's Guide, page 199. Found on Magic Item Table I.

## Description

*Wondrous item, legendary (requires attunement).*

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

* You have advantage on saving throws against spells.
* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Shillelagh

From Player's Handbook, page 275.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 bonus action
* **Range:** Touch
* **Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
* **Duration:** 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

## Learned By

* **Classes:** Druid
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*), Sorcerer (*Giant Soul (Hill Giant)*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Vahadar Elf
* **Feats:** Magic Initiate, Wood Elf Magic
Synaptic Static

From Xanathar's Guide to Everything, page 167.

## Description

*5th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses** Sorcerer (*Aberrant Mind*)
Succubus/Incubus

From Dungeon Master's Guide, page 285.

**Hit Points:** 66 (12d8 + 12)
 **STR**
8 (-1)
17 (+3)
13 (+1)
15 (+2)
12 (+1)
 **Damage Resistances:** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** Abyssal, Common, Infernal, telepathy 60 ft.
 ***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
 ***Claw (Fiend Form Only).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* (1d6 + 3) slashing damage.
***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Temple of the Gods

From Xanathar's Guide to Everything, page 167.

## Description

*7th-level conjuration*

* **Casting Time:** 1 hour
* **Range:** 120 feet
* **Components:** V, S, M (a holy symbol worth at least 5 gp)
* **Duration:** 24 hours

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by Dispel Magic, and Antimagic Field has no effect on it. A Disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

## Learned By

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

From Player's Handbook, page 279.

## Description

*6th-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (60-foot line)
* **Components:** V, S, M (a magnifying glass)
* **Duration:** Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

## Learned By

* **Classes:** Cleric (OCF), Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Shard of the Ise Rune

From Storm King's Thunder, page 236.

## Description

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

This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.

***Frigid Touch.*** As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.

***Frost Friend.*** You have resistance to fire damage.

***Icy Mantle.*** As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.

***Winters Howl.*** As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest.

***Gift of Frost.*** You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:

* **Cloak.** The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
* **Boots.** The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Talking Doll

From Xanathar's Guide to Everything, page 139; and The Wild Beyond the Witchlight, page 215.

## Description

*Wondrous item, common (requires attunement)*

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Shambling Mound

From Monster Manual, page 270.

**Hit Points:** 136 (16d10 + 48)
 **STR**
18 (+4)
8 (-1)
16 (+3)
5 (-3)
10 (0)
 **Skills:** Stealth +2
**Damage Resistances:** cold, fire
**Damage Immunities:** lightning
**Condition Immunities:** blinded, deafened, exhaustion
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10
**Languages:** —
 ***Multiattack.*** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Engulf.*** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Steel

From The Wild Beyond the Witchlight, page 215.

## Description

*Weapon (longsword), very rare (requires attunement by a good-aligned creature)*

You have a +2 bonus to attack and damage rolls made with this magic weapon.

***Revivify.*** You can use an action to cast the Revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.

***Sentience.*** Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.
Shutdown

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

## Description

*5th-level divination (technomagic)*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Sorcerer (*Clockwork Soul*), Warlock (*The Ghost in the Machine*)
Supernatural Regions

Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area's destiny, fundamentally changing the land. while the flora, fauna, structures, and the land's inhabitants might remain unaffected, the land's innate character takes on new qualities.

A supernatural region is permeated by a preternatural force in an area as large or as small as you wish. In the area, certain effects and brief encounters reinforce an underlying theme. These effects occur as characters traverse an influenced region to add interest to a specific affected location.

The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the area, and note the potential triggers for a random effect. Feel free to customize the effects of each region to suit any adventure.
The effects of a region occur whenever you please, at the time each description suggests, or under one or more of the following circumsances:

* Soon after the party first enters the region.
* When a creature looses more than half its hit points.
* When a creature casts a spell of 1st level or higher.
* When a creature activates a magic item.
* When a creature makes an exceptionally loud noise or attracts attention.
* When the party spends at least 30 minutes in the same region.

## Blessed Radiance

The grace of the upper planes touches this region. consider rolling on the Blessed Radiance effects table when the following circumstances occur in the region:

* A creature succeeds on a savingthrow compelled by the abilities of a fiend or undead.
* A creature is targeted by a cleric or paladin spell of 3rd level or higher.
* A creature scores a critical hit against a fiend or undead.
* A creature experiences an epiphany or inspiring triumph in service of righteousness or defiance of the wicked.
Simulacrum

From Player's Handbook, page 276.

## Description

*7th-level illusion*

* **Casting Time:** 12 hours
* **Range:** Touch
* **Components:** V, S, M (snow or ice in quantities sufficient to made 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 1500 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.

## Learned By

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

From Monster Manual, page 30.

**Hit Points:** 39 (6d8 + 12)
 **STR**
8 (-1)
14 (+2)
14 (+2)
13 (+1)
14 (+2)
 **Skills:** Perception +6
**Condition Immunities:** prone
**Senses:** darkvision 120 ft., passive Perception 16
**Languages:** Deep Speech, Undercommon, telepathy 120 ft.
 ***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6 - 1) piercing damage.
***Eye Rays.*** The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
1. **Confusion Ray.** The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
2. **Paralyzing Ray.** The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. **Fear Ray.** The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
4. **Wounding Ray.** The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

 ***Spell Reflection.*** If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Sanctuary

From Player's Handbook, page 272.

## Description

*1st-level abjuration*

* **Casting Time:** 1 bonus action
* **Range:** 30 feet
* **Components:** V, S, M (a small silver mirror)
* **Duration:** 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

## Learned By

* **Classes:** Artificer, Cleric
* **Subclasses:** Cleric (*Peace Domain*), Monk (*Way of Tranquility*), Paladin (*Oath of Devotion*), Paladin (*Oath of Redemption*), Sorcerer (*Divine Soul*), Warlock (*The Raven Queen*), Warlock (*The Genie (Dao)*), Wizard (*Theurgy*)
* **Feats:** Artificer Initiate, Greater Dragonmark, Magic Initiate, Strixhaven Initiate
Shadar-kai

From Mordenkainen Presents: Monsters of the Multiverse, page 31.

## Traits

As a shadar-kai, you have the following racial traits.

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

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

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

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

***Blessing of the Raven Queen.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Start at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

***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 discern colors in that darkness only as shades of gray.

***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

***Keen Senses.*** You have proficiency in the Perception skill.

***Necrotic Resistance.*** You have resistance to necrotic damage.

***Trance.*** You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

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

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

## Description

*4th-level necromancy*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a gilded playing card depicting an avatar of death worth at least 400 gp)
* **Duration:** Concentration, up to 1 minute

You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit. The spirit uses the Reaper Spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points, or when the spell ends.

The reaper spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but it will only attack the haunted creature. If you don't issue the spirit any commands, 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.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Swarm of Mechanical Spiders

From Waterdeep: Dragon Heist, page 143.

**Hit Points:** 22 (5d8)
 **STR**
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
 **Damage Vulnerabilities:** lightning
**Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** exhaustion, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, poisoned
**Senses:** blindsight 10 ft., passive Perception 8
**Languages:** —
 ***Constructed Nature.*** The swarm doesn't require air, food, drink, or sleep.
***Spider Climb.*** The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
***Web Sense.*** While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
 ***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Summon Aberration

From Tasha's Cauldron of Everything, page 109.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
* **Duration:** Concentration, up to 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which also determines some 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 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

## Learned By

* **Classes:** Warlock (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Staff of Adornment

From Xanathar's Guide to Everything, page 139.

## Description

*Staff, common.*

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Scarecrow

From Monster Manual, page 268.

**Hit Points:** 36 (8d8)
 **STR**
11 (0)
13 (+1)
11 (0)
10 (0)
10 (0)
 **Damage Vulnerabilities:** fire
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Multiattack.*** The scarecrow makes two claw attacks.
***Claw.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn.
***Terrifying Glare.*** The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.
Swift Quiver

From Player's Handbook, page 279.

## Description

*5th-level transmutation*

* **Casting Time:** 1 bonus action
* **Range:** Touch
* **Components:** V, S, M (a quiver containing at least one piece of ammunition)
* **Duration:** Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Staff of the Magi

From Dungeon Master's Guide, page 203. Found on Magic Item Table I.

## Description

*Staff, legendary (requires attunement by a sorcerer, warlock, or wizard). 4 lbs.*

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges.

***Spell Absorption.*** While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), Knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or Web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, or Protection from Evil and Good.

***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

 11 to 20 ft. away
 21 to 30 ft. away
Sacred Flame

From Player's Handbook, page 272.

## Description

*Evocation cantrip*

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

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*), Mage of Silverquill (*Bard, Warlock, Wizard*)
* **Fighting Styles:** Blessed Warrior
* **Backgrounds:** Boros Legionnaire
* **Feats:** Magic Initiate, Strixhaven Initiate
Telekinesis

From Player's Handbook, page 280.

## Description

*5th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

* **Creature:** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
* **Object:** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Psi Warrior*), Sorcerer (*Aberrant Mind*), Sorcerer (*Clockwork Soul*), Warlock (*The Great Old One*), Wizard (*Psionics*)
Tentacle Rod

From Dungeon Master's Guide, page 208. Found on Magic Item Table G.

## Description

*Rod, rare (requires attunement).*

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Stone Dragon Statue

From Tales From the Yawning Portal, page 85.

**Hit Points:** 178 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Immutable Form.*** The statue is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The statue has advantage on saving throws against spells and other magical effects.
 ***Steam Breath.*** The statue exhales steam in a line that is 30 ft. long and 10 ft. wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 7 (2d4 + 2) fire damage on a failed save, or half as much damage on a successful one.
Staff of the Forgotten One

From Tomb of Annihilation, page 81.

## Description

*Staff, artifact (requires attunement).*

This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull's forehead is Acererak's rune, which is known on many worlds as a sign of death.

***Beneficial Properties.*** While the staff is on your person, you gain the following benefits:

* Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled.
* You can't be blinded, charmed, deafened, frightened, petrified, or stunned.
* Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them.
* You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.

***Invoke Curse.*** The Staff of the Forgotten One has 7 charges and regains 1d4+3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can't regain hit points and has vulnerability to necrotic damage. A Greater Restoration, Remove Curse, or similar spell ends the curse on the target.

***The Forgotten One.*** The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff's skull protects Acererak from this spirit's vengeance. Each time a creature other than Acererak expends any of the staff's charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM's control. If the intruding life force is targeted by magic such as a Dispel Evil and Good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff.

***Destroying the Staff.*** A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone's guess.
Silence

From Player's Handbook, page 275.

## Description

*2nd-level illusion (ritual)*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

## Learned By

* **Classes:** Bard, Cleric, Ranger
* **Subclasses:** Druid (*Circle of the Land (Desert)*), Monk (*Way of Shadow*), Sorcerer (*Divine Soul*), Warlock (*The Fathomless*), Warlock (*The Raven Queen*), Warlock (*The Undying*), Wizard (*Theurgy*)
* **Races:** Mark of Scribing Gnome
Spyglass of Clairvoyance

From Acquisitions Incorporated, page 19.

## Description

*Wondrous item, common.*

At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the Spyglass of Clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.
Rug of Smothering

From Monster Manual, page 20.

**Hit Points:** 33 (6d10)
 **STR**
17 (+3)
14 (+2)
10 (0)
1 (-5)
3 (-4)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Antimagic Susceptibility.*** The rug is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Damage Transfer.*** While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
 ***Smother.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Poison Spray

From Player's Handbook, page 266.

## Description

*Conjuration cantrip*

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

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

## Learned By

* **Classes:** Artificer, Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf, Yuan-ti Pureblood
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Wood Elf Magic