recursal/Fanatic-Fandom huggingface dataset:
Sentient Gray Ooze

From Tales From the Yawning Portal, page 158.

**Hit Points:** 22 (3d8 + 9)
 **STR**
12 (+1)
6 (-2)
16 (+3)
5 (-3)
6 (-2)
 **Skills:** Stealth +2
**Damage Immunities:** acid, cold, fire
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.
***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
 ***Pseudopod.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Stonky's Ring

From Candlekeep Mysteries, page 132.

## Description

*Ring (requires attunement)*

A Ring of Telekinesis.

Stonky's ring doubles as the control ring for the seven skitterwidgets he has created. Without the ring, he can't command them to do anything other than what they're programmed to do: attack intruders on sight. Any character who attunes to the ring gains control of Stonky's creations, though the skitterwidgets ignore commands spoken more than 30 feet away from them. The ring cannot control kiddywidgets, even if they become skitterwidgets.
Snicker-Snack

From The Wild Beyond the Witchlight, pages 213-214.

## Description

*Weapon (greatsword), legendary (requires attunement by a non-evil creature)*

You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword.

In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn't have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

While attuned to Snicker-Snack, you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon.

***Sentience.*** Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil dragons and urges you to seek out these creatures and slay them.

Snicker-Snack has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword's trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can't be restored in any other way.
Silverquill Primer

From Strixhaven: A Curriculum of chaos, page 39.

## Description

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

The Silverquill Primer is a magic textbook created at Strixhaven's Silverquill College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Charisma (Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st level spell from the Bard or Cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Sacred Statue

From Mordenkainen's Tome of Foes, page 194.

**Hit Points:** 95 (10d10 + 40)
 **STR**
19 (+4)
8 (-1)
19 (+4)
14 (+2)
19 (+4)
 **Saving Throws:** Wis +8
**Damage Resistances:** acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** cold, necrotic, poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 14
 ***False Appearance.*** While the statue remains motionless, it is indistinguishable from a normal statue.
***Ghostly Inhabitant.*** The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
 ***Multiattack.*** The statue makes two slam attacks.
***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 43 (6d12 + 4) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 37 (6d10 + 4) bludgeoning damage.
Summon Draconic Spirit

From Fizban's Treasury of Dragons, page 21.

## Description

*5th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
* **Duration:** Concentration, up to 1 hour

You call forth a Draconic Spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Ruby of the War Mage

From Xanathar's Guide to Everything, page 138.

## Description

*Wondrous item, common (requires attunement by a spellcaster).*

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Summon Elemental

From Tasha's Cauldron of Everything, page 111.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **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. 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 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 for the spell's duration. 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:** Druid (OCF), Ranger (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Fathomless*)
Snilloc's Snowball Swarm

From Xanathar's Guide to Everything, page 165; and Elemental Evil Player's Companion, page 22.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a piece of ice or a small white rock chip)
* **Duration:** Instantaneous

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.

## Learned By

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

From Tales From the Yawning Portal, page 229.

## Description

*Weapon (longsword), uncommon (requires attunement). 3 lbs.*

You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.
Summon Greater Demon

From Xanathar's Guide to Everything, page 166.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
* **Duration:** Concentration, up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Slippers of Spider Climbing

From Dungeon Master's Guide, page 200. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Specter

From Monster Manual, page 279.

**Hit Points:** 22 (5d8)
 **STR**
1 (-5)
14 (+2)
11 (0)
10 (0)
10 (0)
 **Damage Resistances:** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** necrotic, poison
**Condition Immunities:** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands all languages it knew in life but can't speak
 ***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
 ***Life Drain.** Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Shield

From Player's Handbook, page 275.

## Description

*1st-level abjuration*

* **Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
* **Range:** Self
* **Components:** V, S
* **Duration:** 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Artificer (*Artillerist), Artificer (Battle Smith*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Warlock (*The Hexblade*)
* **Races:** Githzerai, Mark of Sentinel Human
* **Feats:** Magic Initiate, Strixhaven Initiate
Swarm of Cranium Rats

From Volo's Guide to Monsters, page 133.

**Hit Points:** 36 (8d8)
 **STR**
9 (-1)
14 (+2)
10 (0)
15 (+2)
11 (0)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** darkvision 30 ft. passive Perception 10
**Languages:** telepathy 30 ft.
 ***Illumination.*** As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
***Innate Spellcasting (Psionics).*** The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, the swarm can innately cast the following spells, requiring no components:
*At will:* Command, Comprehend Languages, Detect Thoughts
*1/day each:* Confusion, Dominate Monster
***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 rat. The swarm can't regain hit points or gain temporary hit points.
 ***Bites.** Melee Weapon Attack:* +5 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Summon Warrior Spirit

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

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a gilded playing card depicting a knight worth at least 300 gp)
* **Duration:** Concentration, up to 1 hour

You call forth a warrior spirit from the legendary Deck of Many Things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends.

The warrior is an ally to you and your companions. In combat, the warrior 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.

## Learned By

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

From Volo's Guide to Monsters, page 191.

**Hit Points:** 32 (5d8 + 10)
 **STR**
16 (+3)
19 (+4)
15 (+2)
10 (0)
14 (+2)
 **Skills:** Stealth +8
**Damage Vulnerabilities:** cold, fire
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Condition Immunities:** blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
**Senses:** blindsight 120 ft., passive Perception 12
**Languages:** understands languages it knew in its previous form but can't speak
 ***Ambusher.*** In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.
***Damage Transfer.*** While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half.
***False Appearance.*** While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
***Keen Tracker.*** The slithering tracker has advantage on Wisdom checks to track prey.
***Liquid Form.*** The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
***Spider Climb.*** The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 ***Slam.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) bludgeoning damage.
***Life Leach.*** One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.
Summon Undead

From Tasha's Cauldron of Everything, page 114.

## Description

*3rd-level necromancy*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a gilded humanoid skull worth at least 300 gp)
* **Duration:** Concentration, up to 1 hour

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The creature physically resembles an undead creature with the chosen form, which 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 verbal commands that you issue to it (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.

## Learned By

* **Classes:** Warlock (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Siren

From Plane Shift: Ixalan, page 17.

## Traits

Your siren character has the following traits.

* **Ability Score Increase:** Your Charisma score increases by 2.
* **Alignment:** Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.
* **Size:** Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.
* **Speed:** Your base walking speed is 25 feet.
* **Siren's Song:** You know the Friends cantrip and can cast it without material components.
* **Flight:** You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
* **Languages:** You can speak, read, and write Common (if it exists in your campaign) and Siren.
Ruidium Weapon

From Critical Role: Call of the Netherdeep, page 216.

## Description

*Weapon (any), Very Rare (Requires Attunement)*

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

* You can breathe water.
* You gain a swimming speed equal to your walking speed.

***Ruidium Strike.*** A creature you hit with this weapon takes an extra 2d6 psychic damage.

***Ruidium Corruption.*** When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

***If Ruidium Is Destroyed.*** If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.
Stonespeaker Crystal

From Out of the Abyss, page 223.

## Description

*Wondrous item, rare (requires attunement).*

Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.

The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: Speak With Animals (2 charges), Speak With Dead (4 charges), or Speak With Plants (3 charges).

When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.

The crystal regains 1d6+4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Siren (Race)

From Plane Shift: Ixalan, page 17.

## Traits

Your siren character has the following traits.

***Ability Score Increase.*** Your Charisma score increases by 2.

***Alignment.*** Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.

***Size.*** Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet.

***Siren's Song.*** You know the Friends cantrip and can cast it without material components.

***Flight.*** You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)

***Languages.*** You can speak, read, and write Common (if it exists in your campaign) and Siren.
Sending Stones

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

## Description

*Wondrous item, uncommon.*

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the Sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once Sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Staff of Fate

From Candlekeep Mysteries, page 183.

## Description

*Staff (quarterstaff), very rare (requires attunement)*

This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

***Altered Outcome.*** The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.

If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Quandrix Primer

From Strixhaven: A Curriculum of chaos, page 39.

## Description

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

The Quandrix Primer is a magic textbook created at Strixhaven's Quandrix College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Intelligence (Arcana) or a Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st level spell from the Druid or Wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Tasha's Hideous Laughter

From Player's Handbook, page 280.

## Description

*1st-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (tiny tarts and a feather that is waved in the air)
* **Duration:** Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Great Old One*)
* **Races:** Abyssal Tiefling
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Staff of Frost

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

## Description

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

You have resistance to cold damage while you hold this staff.

The 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: Cone of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (4 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 turns to water and is destroyed.
Sun Blade

From Dungeon Master's Guide, page 205. Found on Magic Item Table G.

## Description

*Weapon (longsword), rare (requires attunement)*

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Scroll of Tarrasque Summoning

From Icewind Dale: Rime of the Frostmaiden, page 315.

## Description

*Scroll, legendary.*

Using an action to read the scroll cause the Tarrasque to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.
Rutterkin

From Mordenkainen's Tome of Foes, page 136.

**Hit Points:** 37 (5d8 + 15)
 **STR**
17 (+3)
14 (+2)
17 (+3)
5 (-3)
12 (+1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a Wish spell.
Summon Construct

From Tasha's Cauldron of Everything, page 111.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
* **Duration:** Concentration, up to 1 hour

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 for the spell's duration. 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:** Artificer, Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Steel Wind Strike

From Xanathar's Guide to Everything, page 166.

## Description

*5th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** S, M (a melee weapon worth at least 1 sp)
* **Duration:** Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Sphere of Annihilation (Trap)

From Dungeon Master's Guide, page 123.

*Mechanical trap*

Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.

A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a Sphere of Annihilation that can't be controlled or moved. It is otherwise identical to a normal Sphere of Annihilation. Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the Antipathy/Sympathy spell.

A successful Dispel Magic (DC 18) removes this enchantment.
Staff of Charming

From Dungeon Master's Guide, page 201. Found on Magic Item Table G.

## Description

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

While holding this staff, you can use an action to expend 1 of its 10 charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Talisman of the Sphere

From Dungeon Master's Guide, page 207. Found on Magic Item Table I.

## Description

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

When you make an Intelligence (Arcana) check to control a Sphere of Annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a Sphere of Annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier.
Sea Elf

From Mordenkainen Presents: Monsters of the Multiverse, page 30.

## Traits

As a sea elf, 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, and you have a swimming speed equal to your walking speed.

***Child of the Sea.*** You can breathe air and water, and you have resistance to cold damage.

***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.

***Friend of the Sea.*** Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it yourself.

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

***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.
Tasha's Otherworldly Guise

From Tasha's Cauldron of Everything, page 116.

## Description

*6th-level transmutation*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
* **Duration:** Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

* You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
* You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
* Spectral wings appear on your back, giving you a flying speed of 40 feet.
* You have a +2 bonus to AC.
* All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
* 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 lets you attack more than once when you take the Attack action on your turn.

## Learned By

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

From Monster Manual, page 64.

**Hit Points:** 66 (12d8 + 12)
 **STR**
1 (-5)
17 (+3)
12 (+1)
14 (+2)
13 (+1)
 **Saving Throws:** Dex +5, Cha +4
**Skills:** Stealth +7
**Damage Vulnerabilities:** radiant
**Damage Resistances:** acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** cold, lightning, poison
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Incorporeal Movement.*** The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
***Light Sensitivity.*** While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
***Shadow Stealth.*** While in dim light or darkness, the demon can take the Hide action as a bonus action.
 ***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.
Speaking Stone

From Eberron: Rising From the Last War, page 279.

## Description

*Wondrous item, very rare*

The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one *speaking stone*, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the Sending spell from it. The target is any other *speaking stone* whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.

In a Sivis message station, a gnome is always on duty by the *speaking stone*, listening for messages that might come in and transcribing them for delivery to their intended recipients.
Tenser's Transformation

From Xanathar's Guide to Everything, page 165.

## Description

*6th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a few hairs from a bull)
* **Duration:** Concentration, up to 10 minutes

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.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Saint Markovia's Thighbone

From Curse of Strahd, page 222.

## Description

*Weapon (mace), rare (requires attunement)*

Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.

As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.

Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.

Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.

The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Staff of the Adder

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

## Description

*Staff, uncommon (requires attunement by a cleric, druid, or warlock). 4 lbs.*

You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Servitor Thrull

From Guildmasters' Guide to Ravnica, page 221.

**Hit Points:** 22 (4d6 + 8)
 **STR**
11 (0)
13 (+1)
14 (+2)
6 (-2)
6 (-2)
 **Damage Immunities:** poison
**Condition Immunities:** exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** understands Common but can't speak
 ***Self-Sacrifice.*** When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.
Sword of Vengeance

From Dungeon Master's Guide, page 206. Found on Magic Item Table F.

## Description

*Weapon (any sword), uncommon (requires attunement).*

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

***Curse.*** This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Spring Eladrin

From Mordenkainen's Tome of Foes, page 196.

**Hit Points:** 127 (17d8 + 51)
 **STR**
14 (+2)
16 (+3)
16 (+3)
18 (+4)
11 (0)
 **Skills:** Deception +8, Persuasion +8
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception x
**Languages:** Common, Elvish, Sylvan
 ***Changeable Nature.*** Whenever the eladrin finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.
***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
***Innate Spellcasting.*** The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
*At will:* Charm Person, Tasha's Hideous Laughter
*3/day each:* Confusion, Enthrall, Suggestion
*1/day each:* Hallucinatory Terrain, Otto's Irresistible Dance
***Joyful Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
 ***Multiattack.*** The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.
***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage plus 4 (1d8) psychic damage, or 7 (1d10 + 2) slashing damage plus 4 (1d8) psychic damage if used with two hands.
***Longbow.** Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.