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Removed non utf-8 characters
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@@ -5,9 +5,9 @@ from collections import defaultdict
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# PHB
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class BerserkerPath(SubClass):
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"""For some barbarians, rage is a means to an end-—that end being
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"""For some barbarians, rage is a means to an end--that end being
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violence. The Path of the Berserker is a path of untrammeled fury, slick
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with blood. As you enter the berserker’s rage, you thrill in the chaos of
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with blood. As you enter the berserker's rage, you thrill in the chaos of
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battle, heedless of your own health or well-being.
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"""
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@@ -66,7 +66,7 @@ class AncestralGuardianPath(SubClass):
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Barbarians who draw on their ancestral guardians can better fight to
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protect their tribes and their allies. In order to cement ties to their
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ancestral guardians, barbarians who follow this path cover themselves in
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elabo— rate tattoos that celebrate their ancestors’ deeds. These tattoos
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elabo- rate tattoos that celebrate their ancestors' deeds. These tattoos
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tell sagas of victories against terrible monsters and other fearsome
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rivals.
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@@ -89,7 +89,7 @@ class StormHeraldPath(SubClass):
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Storm heralds are typically elite champions who train alongside druids,
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rangers, and others sworn to protect nature. Other storm heralds hone their
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craft in lodges in regions wracked by storms, in the frozen reaches at the
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world’s end, or deep in the hottest deserts.
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world's end, or deep in the hottest deserts.
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"""
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name = "Path of the Storm Herald"
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@@ -102,7 +102,7 @@ class StormHeraldPath(SubClass):
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class ZealotPath(SubClass):
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"""Some deities inspire their followers to pitch themselves into a ferocious
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battle fury. These barbarians are zealots—warriors who channel their rage
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battle fury. These barbarians are zealots-warriors who channel their rage
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into powerful disn plays of divine power.
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A variety of gods across the worlds of D&D inspire their followers to
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@@ -18,7 +18,7 @@ class CollegeOfLore(SubClass):
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such a bard as a herald or advisor knows that the bard would rather be
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honest than politic.
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The college’s members gather in libraries and sometimes in actual colleges,
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The college's members gather in libraries and sometimes in actual colleges,
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complete with classrooms and dormitories, to share their lore with one
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another. They also meet at festivals or affairs of state, where they can
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expose corruption, unravel lies, and poke fun at selfimportant figures of
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@@ -38,7 +38,7 @@ class CollegeOfValor(SubClass):
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generation of heroes. These bards gather in mead halls or around great
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bonfires to sing the deeds of the mighty, both past and present. They
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travel the land to witness great events firsthand and to ensure that the
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memory of those events doesn’t pass from the world. With their songs, they
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memory of those events doesn't pass from the world. With their songs, they
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inspire others to reach the same heights of accomplishment as the heroes of
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old
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@@ -54,7 +54,7 @@ class CollegeOfValor(SubClass):
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# XGTE
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class CollegeOfGlamour(SubClass):
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"""The College of Glamour is the home Of bards who mas— tered their craft in
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"""The College of Glamour is the home Of bards who mas- tered their craft in
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the vibrant realm of the Feywild or under the tutelage Of someone who
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dwelled there. Tutored by satyrs, eladrin, and other fey, these bards
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learn to use their magic to delight and captivate others.
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@@ -89,14 +89,14 @@ class CollegeOfSwords(SubClass):
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blade might use a circus troupe as cover for nefarious deeds such as
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assassination, robbery, and blackmail. Other blades strike at the wicked,
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bringingjustice to bear against the cruel and powerful. Most troupes are
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happy to accept a blade’s talent for the excitement it adds to a
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happy to accept a blade's talent for the excitement it adds to a
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performance, but few entertainers fully trust a blade in their ranks.
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Blades who abandon their lives as entertainers have often run into trouble
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that makes maintaining their secret activities impossible. A blade caught
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stealing or engaging in vigilante justice is too great a liability for most
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troupes. With their weapon skills and magic, these blades either take up
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work as enforcers for thieves’ guilds or strike out on their own as
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work as enforcers for thieves' guilds or strike out on their own as
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adventurers.
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"""
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@@ -121,7 +121,7 @@ class CollegeOfWhispers(SubClass):
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and threats.
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Many other bards hate the College of Whispers, viewing it as a parasite
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that uses a bard’s reputation to acquire wealth and power. For this reason,
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that uses a bard's reputation to acquire wealth and power. For this reason,
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members of this college rarely reveal their true nature. They typically
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claim to follow some other college, or they keep their actual calling
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secret in order to infiltrate and exploit royal courts and other settings
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@@ -26,8 +26,8 @@ class ClericDomain(SubClass):
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class KnowledgeDomain(ClericDomain):
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"""The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and
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Thoth—value learning and understanding above all. Some teach that knowledge
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"""The gods of knowledge-including Oghma, Boccob, Gilean, Aureon, and
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Thoth-value learning and understanding above all. Some teach that knowledge
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is to be gathered and shared in libraries and universities, or promote the
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practical knowledge of craft and invention. Some deities hoard knowledge
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and keep its secrets to themselves. And some promise their followers that
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@@ -54,8 +54,8 @@ class KnowledgeDomain(ClericDomain):
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class LifeDomain(ClericDomain):
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"""The Life domain focuses on the vibrant positive energy—one of the
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fundamental forces of the universe— that sustains all life. The gods of
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"""The Life domain focuses on the vibrant positive energy-one of the
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fundamental forces of the universe- that sustains all life. The gods of
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life promote vitality and health through healing the sick and wounded,
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caring for those in need, and driving away the forces of death and
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undeath. Almost any non-evil deity can claim influence over this domain,
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@@ -81,15 +81,15 @@ class LifeDomain(ClericDomain):
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class LightDomain(ClericDomain):
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"""Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver
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Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and
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"""Gods of light-including Helm, Lathander, Pholtus, Branchala, the Silver
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Flame, Belenus, Apollo, and Re-Horakhty-promote the ideals of rebirth and
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renewal, truth, vigilance, and beauty, often using the symbol of the
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sun. Some of these gods are portrayed as the sun itself or as a charioteer
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who guides the sun across the sky. Others are tireless sentinels whose eyes
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pierce every shadow and see through every deception. Some are deities of
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beauty and artistry, who teach that art is a vehicle for the soul's
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improvement. Clerics of a god of light are enlightened souls infused with
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radiance and the power of their gods’ discerning vision, charged with
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radiance and the power of their gods' discerning vision, charged with
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chasing away lies and burning away darkness.
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"""
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@@ -139,7 +139,7 @@ class NatureDomain(ClericDomain):
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class TempestDomain(ClericDomain):
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"""Gods whose portfolios include the Tempest domain - including Talos,
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Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea,
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Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor - govern storms, sea,
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and sky. They include gods of lightning and thunder, gods of earthquakes,
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some fire gods, and certain gods of violence, physical strength, and
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courage. In some pantheons, a god of this domain rules over other deities
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@@ -168,10 +168,10 @@ class TempestDomain(ClericDomain):
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class TrickeryDomain(ClericDomain):
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"""Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl
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Glittergold, and Loki—are mischief-makers and instigators who stand as a
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"""Gods of trickery-such as Tymora, Beshaba, Olidammara, the Traveler, Garl
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Glittergold, and Loki-are mischief-makers and instigators who stand as a
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constant challenge to the accepted order among both gods and
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mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and
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mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and
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liberators. Their clerics are a disruptive force in the world, puncturing
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pride, mocking tyrants, stealing from the rich, freeing captives, and
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flouting hollow traditions. They prefer subterfuge, pranks, deception, and
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@@ -260,7 +260,7 @@ class ForgeDomain(ClericDomain):
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humble blacksmith who keeps a village in horseshoes and plow blades to the
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mighty elf artisan whose diamond-tipped arrows of mithral have felled demon
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lords. The gods of the forge teach that, with patience and hard work, even
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the most intractable metal can be transformed from a lump of ore to a beau—
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the most intractable metal can be transformed from a lump of ore to a beau-
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tifully wrought object. Clerics of these deities search for objects lost to
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the forces of darkness, liberate mines overrun by ores, and uncover rare
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and wondrous materials necessary to create potent magic items. Followers
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@@ -11,10 +11,10 @@ class LandCircle(SubClass):
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"""The Circle of the Land is made up of mystics and sages who safeguard
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ancient knowledge and rites through a vast oral tradition. These druids
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meet within sacred circles of trees or standing stones to whisper primal
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secrets in Druidic. The circle’s wisest members preside as the chief
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secrets in Druidic. The circle's wisest members preside as the chief
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priests of communities that hold to the Old Faith and serve as advisors to
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the rulers of those folk. As a member of this circle, your magic is
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influenced by the land where you were initiated into the circle’s
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influenced by the land where you were initiated into the circle's
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mysterious rites
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"""
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@@ -53,7 +53,7 @@ class MoonCircle(SubClass):
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# XGTE
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class DreamsCircle(SubClass):
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"""Druids who are members of the Circle of Dreams hail from regions that have
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strong ties to the Feywild and its dreamlike realms. The druids’
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strong ties to the Feywild and its dreamlike realms. The druids'
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guardianship of the natural world makes for a natural alliance between them
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and good-aligned fey. These druids seek to fill the world with dreamy
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wonder. Their magic mends wounds and brings joy to downcast hearts, and the
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@@ -85,7 +85,7 @@ class ShepherdCircle(SubClass):
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Members of this circle become adventurers to oppose forces that threaten
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their charges or to seek knowledge and power that will help them safeguard
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their charges better. Wherever these druids go, the spirits of the wil—
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their charges better. Wherever these druids go, the spirits of the wil-
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derness are with them
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"""
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@@ -42,7 +42,7 @@ class EldritchKnight(SubClass):
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techniques similar to those practiced by wizards. They focus their study on
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two of the eight schools of magic: abjuration and evocation. Abjuration
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spells grant an Eldritch Knight additional protection in battle, and
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evocation spells deal damage to many foes at once, extending the fighter’s
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evocation spells deal damage to many foes at once, extending the fighter's
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reach in combat. These knights learn a comparatively small number of
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spells, committing them to memory instead of keeping them in a spellbook.
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@@ -114,8 +114,8 @@ class ArcaneArcher(SubClass):
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into attacks to produce supernatural effects. Arcane Archers are some of
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the most elite warriors among the elves. They stand watch over the fringes
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of elven domains, keeping a keen eye out for trespassers and using
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magic—infused arrows to defeat monsters and invaders before they can reach
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elven set— tlements. Over the centuries, the methods of these elf archers
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magic-infused arrows to defeat monsters and invaders before they can reach
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elven set- tlements. Over the centuries, the methods of these elf archers
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have been learned by members of other races who can also balance arcane
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aptitude with archery.
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@@ -149,7 +149,7 @@ class Cavalier(SubClass):
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class Samurai(SubClass):
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"""The Samurai is a fighter who draws on an implacable fighting spirit to
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overcome enemies. A Samurai’s resolve is nearly unbreakable, and the
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overcome enemies. A Samurai's resolve is nearly unbreakable, and the
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enemies in a Samurai's path have two choices: yield or die fighting
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"""
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@@ -26,7 +26,7 @@ class ShadowWay(SubClass):
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subterfuge. These monks might be called ninjas or shadowdancers, and they
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serve as spies and assassins. Sometimes the members of a ninja monastery
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are family members, forming a clan sworn to secrecy about their arts and
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missions. Other monasteries are more like thieves’ guilds, hiring out their
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missions. Other monasteries are more like thieves' guilds, hiring out their
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services to nobles, rich merchants, or anyone else who can pay their
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fees. Regardless of their methods, the heads of these monasteries expect
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the unquestioning obedience of their students
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@@ -96,7 +96,7 @@ class DrunkenMasterWay(SubClass):
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"""The Way of the Drunken Master teaches its students to move with the jerky,
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unpredictable movements of a drunkard. A drunken master sways, tottering on
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unsteady feet, to present what seems like an incompetent combatant who
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proves frustrating to engage. The drunken master’s erratic stumbles conceal
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proves frustrating to engage. The drunken master's erratic stumbles conceal
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a carefully executed dance of blocks, parries, advances, attacks, and
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retreats.
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@@ -32,15 +32,15 @@ class OathOfDevotion(PaladinOath):
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acting with honor in pursuit o f justice and the greater good. They hold
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themselves to the highest standards of conduct, and some, for better or
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worse, hold the rest of the world to the same standards. Many who swear
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this oath are devoted to gods of law and good and use their gods’ tenets as
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the measure o f their devotion. They hold angels—the perfect servants o f
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good—as their ideals, and incorporate images of angelic wings into their
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this oath are devoted to gods of law and good and use their gods' tenets as
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the measure o f their devotion. They hold angels-the perfect servants o f
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good-as their ideals, and incorporate images of angelic wings into their
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helmets or coats of arms.
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**Tenets of Devotion**: Though the exact words and strictures of the Oath
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of Devotion vary, paladins of this oath share these tenets.
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--Honesty. Don’t lie or cheat. Let your word be your promise.
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--Honesty. Don't lie or cheat. Let your word be your promise.
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--Courage. Never fear to act, though caution is wise.
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@@ -77,7 +77,7 @@ class OathOfAncients(PaladinOath):
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the cosm ic struggle against darkness because they love the beautiful and
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life-giving things of the world, not necessarily because they believe in
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principles of honor, courage, and justice. They adorn their armor and
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clothing with images of growing things—leaves, antlers, or flowers—to
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clothing with images of growing things-leaves, antlers, or flowers-to
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reflect their commitment to preserving life and light in the world.
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**Tenets of the Ancients**: The tenets of the Oath of the Ancients have
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@@ -93,7 +93,7 @@ class OathOfAncients(PaladinOath):
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flourishes, stand against the forces that would render it barren.
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--Preserve Your Own Light. Delight in song and laughter, in beauty and
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art. If you allow the light to die in your own heart, you can’t preserve it
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art. If you allow the light to die in your own heart, you can't preserve it
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in the world.
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--Be the Light. Be a glorious beacon for all who live in despair. Let the
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@@ -112,11 +112,11 @@ class OathOfAncients(PaladinOath):
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class OathOfVengance(PaladinOath):
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"""The Oath of Vengeance is a solemn commitment to punish those who have
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committed a grievous sin. When evil forces slaughter helpless villagers,
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when an entire people turns against the will of the gods, when a thieves’
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when an entire people turns against the will of the gods, when a thieves'
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guild grows too violent and powerful, when a dragon rampages through the
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countryside—at times like these, paladins arise and swear an Oath of
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Vengeance to set right that which has gone wrong. To these paladins—
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sometimes called avengers or dark knights—their own purity is not as
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countryside-at times like these, paladins arise and swear an Oath of
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Vengeance to set right that which has gone wrong. To these paladins-
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sometimes called avengers or dark knights-their own purity is not as
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important as delivering justice.
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**Tenets of Vengance**: The tenets of the Oath of Vengeance vary by
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@@ -132,7 +132,7 @@ class OathOfVengance(PaladinOath):
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--No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn
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enemies do not.
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--By Any Means Necessary. My qualms can’t get in the way of exterminating
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--By Any Means Necessary. My qualms can't get in the way of exterminating
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my foes.
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--Restitution. If my foes wreak ruin on the world, it is because I failed
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@@ -189,16 +189,16 @@ class OathOfCrown(PaladinOath):
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class OathOfConquest(PaladinOath):
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"""The Oath of Conquest calls to paladins who seek glory in battle and the
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subjugation of their enemies. It isn’t enough for these paladins to
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subjugation of their enemies. It isn't enough for these paladins to
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establish order. They must crush the forces of chaos. Sometimes called
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knight ty- rants or iron mongers, those who swear this oath gather into
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grim orders that serve gods or philosophies of war and well-ordered might.
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Some of these paladins go so far as to consort with the powers of the Nine
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Hells, valuing the rule of law over the balm of mercy. The archdevil Bel,
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warlord of Avernus, counts many of these paladins—called hell knights—as
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warlord of Avernus, counts many of these paladins-called hell knights-as
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his most ardent supporters. Hell knights cover their armor with trophies
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taken from fallen en— emies, a grim~warning to any who dare oppose them and
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taken from fallen en- emies, a grim~warning to any who dare oppose them and
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the decrees of their lords. These knights are often most fiercely resisted
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by other paladins of this oath, who believe that the hell knights have
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wandered too far into darkness.
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@@ -237,7 +237,7 @@ class OathOfRedemption(PaladinOath):
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light, and they slay their enemies only when such a deed will clearly save
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other lives. Paladins who follow this path are known as redeemers.
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While redeemers are idealists, they are no fools. Re— deemers know that
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While redeemers are idealists, they are no fools. Re- deemers know that
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undead, demons, devils, and other supernatural threats can be inherently
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evil. Against such fees, paladins who swear this oath bring the full wrath
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of their weapons and spells to bear. Yet the re- deemers still pray that,
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@@ -289,7 +289,7 @@ class OathOfZor(PaladinOath):
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--Courage. Never fear to act, though caution is wise.
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--Honesty. Don’t lie or cheat. Let your word be your promise.
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--Honesty. Don't lie or cheat. Let your word be your promise.
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--Innocence. All people begin life in an innocent state, and it is their
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environment or the influence of dark forces that drives them to evil. By
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@@ -9,7 +9,7 @@ from collections import defaultdict
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class Hunter(SubClass):
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"""Emulating the Hunter archetype means accepting your place as a bulwark
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between civilization and the terrors of the wilderness. As you walk the
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Hunter’s path, you learn specialized techniques for fighting the threats
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Hunter's path, you learn specialized techniques for fighting the threats
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you face, from rampaging ogres and hordes of orcs to towering giants and
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terrifying dragons.
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@@ -84,8 +84,8 @@ class HorizonWalker(SubClass):
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planes or that seek to ravage the mortal realm with otherworldly
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magic. They seek out planar portals and keep watch over them, venturing to
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the Inner Planes and the Outer Planes as needed to pursue their foes. These
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rangers are also friends to any forces in the multiverse—especially
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benevolent dragons, fey, and elementals—that work to preserve life and the
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rangers are also friends to any forces in the multiverse-especially
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benevolent dragons, fey, and elementals-that work to preserve life and the
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order of the planes
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"""
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@@ -10,7 +10,7 @@ class Thief(SubClass):
|
||||
prefer to think of themselves as professional treasure seekers, explorers,
|
||||
delvers, and investigators. In addition to improving your agility and
|
||||
stealth, you learn skills useful for delving into ancient ruins, reading
|
||||
unfamiliar languages, and using magic items you normally couldn’t employ
|
||||
unfamiliar languages, and using magic items you normally couldn't employ
|
||||
|
||||
"""
|
||||
name = "Thief"
|
||||
@@ -133,7 +133,7 @@ class Scout(SubClass):
|
||||
class Swashbuckler(SubClass):
|
||||
"""You focus your training on the art of the blade, relying on speed,
|
||||
elegance, and charm in equal parts. While some warriors are brutes clad in
|
||||
heavy armor, your method of fighting looks almost like a performance. Du—
|
||||
heavy armor, your method of fighting looks almost like a performance. Du-
|
||||
elists and pirates typically belong to this archetype. A Swashbuckler
|
||||
excels in single combat, and can fight with two weapons while safely
|
||||
darting away from an opponent
|
||||
|
||||
@@ -47,8 +47,8 @@ class DivineSoul(SubClass):
|
||||
"""Sometimes the spark of magic that fuels a sorcerer comes from a divine
|
||||
source that glimmers within the soul. Having such a blessed soul is a sign
|
||||
that your innate magic might come from a distant but powerful familial
|
||||
connection to a divine being. Perhaps your ances— tor was an angel,
|
||||
transformed into a mortal and sent to fight in a god’s name. Or your birth
|
||||
connection to a divine being. Perhaps your ances- tor was an angel,
|
||||
transformed into a mortal and sent to fight in a god's name. Or your birth
|
||||
might align with an ancient prophecy, marking you as a servant of the gods
|
||||
or a chosen vessel of divine magic.
|
||||
|
||||
@@ -101,7 +101,7 @@ class StormSorcery(SubClass):
|
||||
influence of potent air creatures such as djinn. Whatever the case, the
|
||||
magic of the storm permeates your being.
|
||||
|
||||
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows
|
||||
Storm sorcerers are invaluable members of a ship's crew. Their magic allows
|
||||
them to exert control over wind and weather in their immediate area. Their
|
||||
abilities also prove useful in repelling attacks by sahuagin, pirates,
|
||||
and other waterborne threats.
|
||||
|
||||
@@ -6,7 +6,7 @@ from collections import defaultdict
|
||||
# PHB
|
||||
class Archfey(SubClass):
|
||||
"""Your patron is a lord or lady of the fey, a creature of legend who holds
|
||||
secrets that were forgotten before the mortal races were born. This being’s
|
||||
secrets that were forgotten before the mortal races were born. This being's
|
||||
motivations are often inscrutable, and sometimes whimsical, and might
|
||||
involve a striving for greater magical power or the settling of age-old
|
||||
grudges. Beings of this sort include the Prince of Frost; the Queen of Air
|
||||
@@ -28,7 +28,7 @@ class Fiend(SubClass):
|
||||
being whose aims are evil, even if you strive against those aims. Such
|
||||
beings desire the corruption or destruction of all things, ultimately
|
||||
including you. Fiends powerful enough to forge a pact include demon lords
|
||||
such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as
|
||||
such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as
|
||||
Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that
|
||||
are especially mighty; and ultroloths and other lords of the yugoloths
|
||||
|
||||
@@ -92,7 +92,7 @@ class Celestial(SubClass):
|
||||
"""Your patron is a powerful being of the Upper Planes. You have bound yourself
|
||||
to an ancient empyrean, solar, ki-rin, unicorn, or other entity that
|
||||
resides in the planes of everlasting bliss. Your pact with that being
|
||||
allows you to experience the barest touch of the holy light that illu—
|
||||
allows you to experience the barest touch of the holy light that illu-
|
||||
minates the multiverse.
|
||||
|
||||
Being connected to such power can cause changes in your behavior and
|
||||
@@ -114,7 +114,7 @@ class Celestial(SubClass):
|
||||
|
||||
|
||||
class Hexblade(SubClass):
|
||||
"""You have made your pact with a mysterious entity from the Shadowfell—a force
|
||||
"""You have made your pact with a mysterious entity from the Shadowfell-a force
|
||||
that manifests in sentient magic weapons carved from the stuff of
|
||||
shadow. The mighty sword Blackrazor is the most notable of these weapons,
|
||||
which have been spread across the multiverse over the ages. The shadowy
|
||||
|
||||
@@ -93,7 +93,7 @@ class Illusion(SubClass):
|
||||
"""You focus your studies on magic that dazzles the senses, befuddles the
|
||||
mind, and tricks even the wisest folk. Your magic is subtle, but the
|
||||
illusions crafted by your keen mind make the impossible seem real. Some
|
||||
illusionists—including many gnome w izards—are benign tricksters who use
|
||||
illusionists-including many gnome wizards-are benign tricksters who use
|
||||
their spells to entertain. Others are more sinister masters of deception,
|
||||
using their illusions to frighten and fool others for their personal gain.
|
||||
|
||||
@@ -132,7 +132,7 @@ class Transmutation(SubClass):
|
||||
world is not a fixed thing, but eminently mutable, and you delight in being
|
||||
an agent of change. You wield the raw stuff of creation and learn to alter
|
||||
both physical forms and mental qualities. Your magic gives you the tools to
|
||||
become a smith on reality’s forge.
|
||||
become a smith on reality's forge.
|
||||
|
||||
Some transmuters are tinkerers and pranksters, turning people into toads
|
||||
and transforming copper into silver for fun and occasional profit. Others
|
||||
@@ -172,23 +172,23 @@ class Bladesinging(SubClass):
|
||||
|
||||
# XGTE
|
||||
class WarMagic(SubClass):
|
||||
"""A variety of arcane colleges specialize in training wiz— ards for war. The
|
||||
"""A variety of arcane colleges specialize in training wiz- ards for war. The
|
||||
tradition of War Magic blends principles of evocation and abjuration,
|
||||
rather than specializing in either of those schools. It teaches
|
||||
techniques that empower a caster’s spells, while also providing methods for
|
||||
techniques that empower a caster's spells, while also providing methods for
|
||||
wizards to bolster their own defenses.
|
||||
|
||||
Followers of this tradition are known as war mages. They see their magic
|
||||
as both a weapon and armor, a resource superior to any piece of steel. War
|
||||
mages act fast in battle, using their spells to seize tactical control of a
|
||||
situation. Their spells strike hard, while their defensive skills foil
|
||||
their opponents“ attempts to counterattack. War mages are also adept at
|
||||
turning other spellcasters’ magical energy against them.
|
||||
their opponents" attempts to counterattack. War mages are also adept at
|
||||
turning other spellcasters' magical energy against them.
|
||||
|
||||
In great battles, a war mage often works with evokers, abjurers, and other
|
||||
types of wizards. Evokers, in particular, sometimes tease war mages for
|
||||
splitting their attention between offense and defense. A war mage’s typical
|
||||
response: “What good is being able to throw a mighty fireball if I die
|
||||
splitting their attention between offense and defense. A war mage's typical
|
||||
response: "What good is being able to throw a mighty fireball if I die
|
||||
before I can cast it?
|
||||
|
||||
"""
|
||||
|
||||
@@ -35,7 +35,7 @@ class FalseIdentity(Feature):
|
||||
|
||||
class CriminalContact(Feature):
|
||||
"""You have a reliable and trustworthy contact who acts as your liaison to a
|
||||
network o f other criminals. You know how to get messages to and from your
|
||||
network of other criminals. You know how to get messages to and from your
|
||||
contact, even over great distances; specifically, you know the local
|
||||
messengers, corrupt caravan masters, and seedy sailors who can deliver
|
||||
messages for you.
|
||||
@@ -47,7 +47,7 @@ class CriminalContact(Feature):
|
||||
|
||||
class ByPopularDemand(Feature):
|
||||
"""You can always find a place to perform, usually in an inn or tavern but
|
||||
possibly with a circus, at a theater, or even in a noble’s court. At such a
|
||||
possibly with a circus, at a theater, or even in a noble's court. At such a
|
||||
place, you receive free lodging and food of a modest or comfortable
|
||||
standard (depending on the quality of the establishment), as long as you
|
||||
perform each night. In addition, your performance makes you something of a
|
||||
@@ -84,10 +84,10 @@ class GuildMembership(Feature):
|
||||
innocence or the crime is justifiable. You can also gain access to powerful
|
||||
political figures through the guild, if you are a member in good
|
||||
standing. Such connections might require the donation of money or magic
|
||||
items to the guild’s coffers.
|
||||
items to the guild's coffers.
|
||||
|
||||
You must pay dues of 5 gp per month to the guild. If you miss payments, you
|
||||
must make up back dues to remain in the guild’s good graces.
|
||||
must make up back dues to remain in the guild's good graces.
|
||||
|
||||
"""
|
||||
name = "Guild Membership"
|
||||
@@ -155,8 +155,8 @@ class ShipsPassage(Feature):
|
||||
"""When you need to, you can secure free passage on a sailing ship for
|
||||
yourself and your adventuring companions. You might sail on the ship you
|
||||
served on, or another ship you have good relations with (perhaps one
|
||||
captained by a former crewmate). Because you’re calling in a favor, you
|
||||
can’t be certain of a schedule or route that will meet your every
|
||||
captained by a former crewmate). Because you're calling in a favor, you
|
||||
can't be certain of a schedule or route that will meet your every
|
||||
need. Your Dungeon Master will determine how long it takes to get where you
|
||||
need to go. In return for your free passage, you and your companions are
|
||||
expected to assist the crew during the voyage
|
||||
|
||||
@@ -6,7 +6,7 @@ from .. import (weapons, armor)
|
||||
class Rage(Feature):
|
||||
"""In battle, you fight with primal ferocity. On your turn, you can enter a
|
||||
rage as a bonus action. While raging, you gain the following benefits if
|
||||
you aren’t wearing heavy armor:
|
||||
you aren't wearing heavy armor:
|
||||
|
||||
--You have advantage on Strength checks and
|
||||
Strength saving throws.
|
||||
@@ -19,9 +19,9 @@ class Rage(Feature):
|
||||
--You have resistance to bludgeoning, piercing, and slashing
|
||||
damage.
|
||||
|
||||
If you are able to cast spells, you can’t cast them or concentrate on them
|
||||
If you are able to cast spells, you can't cast them or concentrate on them
|
||||
while raging. Your rage lasts for 1 minute. It ends early if you are
|
||||
knocked unconscious or if your turn ends and you haven’t attacked a hostile
|
||||
knocked unconscious or if your turn ends and you haven't attacked a hostile
|
||||
creature since your last turn or taken damage since then. You can also end
|
||||
your rage on your turn as a bonus action. Once you have raged the number of
|
||||
times shown for your barbarian level in the Rages column of the Barbarian
|
||||
@@ -78,10 +78,10 @@ class RecklessAttack(Feature):
|
||||
|
||||
|
||||
class DangerSense(Feature):
|
||||
"""At 2nd level, you gain an uncanny sense of when things nearby aren’t as
|
||||
"""At 2nd level, you gain an uncanny sense of when things nearby aren't as
|
||||
they should be, giving you an edge when you dodge away from danger. You
|
||||
have advantage on Dexterity saving throws against effects that you can see,
|
||||
such as traps and spells. To gain this benefit, you can’t be blinded,
|
||||
such as traps and spells. To gain this benefit, you can't be blinded,
|
||||
deafened, or incapacitated.
|
||||
|
||||
"""
|
||||
@@ -99,7 +99,7 @@ class ExtraAttackBarbarian(Feature):
|
||||
|
||||
|
||||
class FastMovement(Feature):
|
||||
"""Starting at 5th level, your speed increases by 10 feet while you aren’t
|
||||
"""Starting at 5th level, your speed increases by 10 feet while you aren't
|
||||
wearing heavy armor.
|
||||
|
||||
"""
|
||||
@@ -110,7 +110,7 @@ class FastMovement(Feature):
|
||||
class FeralInstinct(Feature):
|
||||
"""By 7th level, your instincts are so honed that you have advantage on
|
||||
initiative rolls. Additionally, if you are surprised at the beginning of
|
||||
combat and aren’t incapacitated, you can act normally on your first turn,
|
||||
combat and aren't incapacitated, you can act normally on your first turn,
|
||||
but only if you enter your rage before doing anything else on that turn.
|
||||
|
||||
"""
|
||||
@@ -131,7 +131,7 @@ class BrutalCritical(Feature):
|
||||
|
||||
class RelentlessRage(Feature):
|
||||
"""Starting at 11th level, your rage can keep you fighting despite grievous
|
||||
wounds. If you drop to 0 hit points while you’re raging and don’t die
|
||||
wounds. If you drop to 0 hit points while you're raging and don't die
|
||||
outright, you can make a DC 10 Constitution saving throw. If you succeed,
|
||||
you drop to 1 hit point instead. Each time you use this feature after the
|
||||
first, the DC increases by 5. When you finish a short or long rest, the DC
|
||||
@@ -183,7 +183,7 @@ class Frenzy(Feature):
|
||||
|
||||
|
||||
class MindlessRage(Feature):
|
||||
"""Beginning at 6th level, you can’t be charmed or frightened while raging. If
|
||||
"""Beginning at 6th level, you can't be charmed or frightened while raging. If
|
||||
you are charmed or frightened when you enter your rage, the effect is
|
||||
suspended for the duration of the rage.
|
||||
|
||||
@@ -241,7 +241,7 @@ class BearSpirit(Feature):
|
||||
|
||||
|
||||
class EagleSpirit(Feature):
|
||||
"""While you're raging and aren’t wearing heavy armor, other creatures have
|
||||
"""While you're raging and aren't wearing heavy armor, other creatures have
|
||||
disadvantage on opportunity attack rolls against you, and you can use the
|
||||
Dash action as a bonus action on your turn. The spirit of the eagle makes
|
||||
you into a predator who can weave through the fray with ease.
|
||||
@@ -392,10 +392,10 @@ class SpiritWalker(Feature):
|
||||
|
||||
|
||||
class BearAttunement(Feature):
|
||||
"""While you’re raging, any creature within 5 feet o f you that’s hostile to
|
||||
"""While you're raging, any creature within 5 feet o f you that's hostile to
|
||||
you has disadvantage on attack rolls against targets other than you or
|
||||
another character with this feature. An enemy is immune to this effect if
|
||||
it can’t see or hear you or if it can’t be frightened.
|
||||
it can't see or hear you or if it can't be frightened.
|
||||
|
||||
"""
|
||||
name = "Totemic Attunement (Bear)"
|
||||
@@ -413,7 +413,7 @@ class EagleAttunement(Feature):
|
||||
|
||||
|
||||
class WolfAttunement(Feature):
|
||||
"""Wolf. While you’re raging, you can use a bonus action on your turn to knock
|
||||
"""Wolf. While you're raging, you can use a bonus action on your turn to knock
|
||||
a Large or smaller creature prone when you hit it with melee weapon attack.
|
||||
|
||||
"""
|
||||
@@ -516,10 +516,10 @@ class SpikedRetribution(Feature):
|
||||
# Ancestral Guardian
|
||||
class AncestralProtectors(Feature):
|
||||
"""Starting when you choose this path at 3rd level, spectral warriors appear
|
||||
when you enter your rage. While you’re raging, the first creature you hit
|
||||
when you enter your rage. While you're raging, the first creature you hit
|
||||
with an attack on your turn becomes the target of the warriors, which
|
||||
hinder its attacks. Until the start ofyour next turn, that target has
|
||||
disadvantage on any attack roll that isn’t against you, and when the target
|
||||
disadvantage on any attack roll that isn't against you, and when the target
|
||||
hits a creature other than you with an attack, that creature has resistance
|
||||
to the damage dealt by the attack. The effect on the target ends early
|
||||
ifyour rage ends
|
||||
@@ -559,7 +559,7 @@ class ConsultTheSpirits(Feature):
|
||||
using a spell slot or material components. Rather than creating a spherical
|
||||
sensor, this use of clairvoyance invisibly summons one Of your ancestral
|
||||
spirits to the chosen location. Wisdom is your spellcasting ability for
|
||||
these spells. After you cast either spell in this way, you can’t use this
|
||||
these spells. After you cast either spell in this way, you can't use this
|
||||
feature again until you finish a short or long rest
|
||||
|
||||
"""
|
||||
@@ -586,7 +586,7 @@ class DesertAura(Feature):
|
||||
rage, and you can activate the effect again on each of your turns as a
|
||||
bonus action.
|
||||
|
||||
Choose desert, sea, or tundra. Your aura’s effect depends on that chosen
|
||||
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
|
||||
environment, as detailed below. You can change your environment choice
|
||||
whenever you gain a level in this class. If your aura's effects require a
|
||||
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
|
||||
@@ -609,7 +609,7 @@ class SeaAura(Feature):
|
||||
rage, and you can activate the effect again on each of your turns as a
|
||||
bonus action.
|
||||
|
||||
Choose desert, sea, or tundra. Your aura’s effect depends on that chosen
|
||||
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
|
||||
environment, as detailed below. You can change your environment choice
|
||||
whenever you gain a level in this class. If your aura's effects require a
|
||||
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
|
||||
@@ -634,7 +634,7 @@ class TundraAura(Feature):
|
||||
rage, and you can activate the effect again on each of your turns as a
|
||||
bonus action.
|
||||
|
||||
Choose desert, sea, or tundra. Your aura’s effect depends on that chosen
|
||||
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
|
||||
environment, as detailed below. You can change your environment choice
|
||||
whenever you gain a level in this class. If your aura's effects require a
|
||||
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
|
||||
@@ -670,13 +670,13 @@ class StormAura(FeatureSelector):
|
||||
|
||||
|
||||
class DesertSoul(Feature):
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn’t
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn't
|
||||
active. The benefits are based on the environment you chose for your
|
||||
Storm Aura.
|
||||
|
||||
**Desert**: You gain resistance to fire damage, and you don’t suffer the
|
||||
effects of extreme heat, as described in the Dungeon Master’s
|
||||
Guide. Moreover, as an action, you can touch a flammable object that isn’t
|
||||
**Desert**: You gain resistance to fire damage, and you don't suffer the
|
||||
effects of extreme heat, as described in the Dungeon Master's
|
||||
Guide. Moreover, as an action, you can touch a flammable object that isn't
|
||||
being worn or carried by anyone else and set it on fire
|
||||
|
||||
"""
|
||||
@@ -685,7 +685,7 @@ class DesertSoul(Feature):
|
||||
|
||||
|
||||
class SeaSoul(Feature):
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn’t
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn't
|
||||
active. The benefits are based on the environment you chose for your
|
||||
Storm Aura.
|
||||
|
||||
@@ -697,12 +697,12 @@ class SeaSoul(Feature):
|
||||
|
||||
|
||||
class TundraSoul(Feature):
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn’t
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn't
|
||||
active. The benefits are based on the environment you chose for your
|
||||
Storm Aura.
|
||||
|
||||
**Tundra**: You gain resistance to cold damage, and you don’t suffer the
|
||||
effects of extreme cold, as described in the Dungeon Master’s
|
||||
**Tundra**: You gain resistance to cold damage, and you don't suffer the
|
||||
effects of extreme cold, as described in the Dungeon Master's
|
||||
Guide. Moreover, as an action, you can touch water and turn a 5-foot cube
|
||||
Of it into ice, which melts after 1 minute. This action fails if a creature
|
||||
is in the cube
|
||||
@@ -804,7 +804,7 @@ class RagingStorm(FeatureSelector):
|
||||
# Zealot
|
||||
class DivineFury(Feature):
|
||||
"""Starting when you choose this path at 3rd level, you can channel divine
|
||||
fury into your weapon strikes. While you’re raging, the first creature you
|
||||
fury into your weapon strikes. While you're raging, the first creature you
|
||||
hit on each of your turns with a weapon attack takes extra damage equal to
|
||||
1d6 + half your barbarian level. The extra damage is necrotic or radiant;
|
||||
you choose the type of damage when you gain this feature.
|
||||
@@ -823,7 +823,7 @@ class DivineFury(Feature):
|
||||
class WarriorOfTheGods(Feature):
|
||||
"""At 3rd level, your soul is marked for endless battle. If a spell, such as
|
||||
raise dead, has the sole effect of restoring you to life (but not
|
||||
undeath), the caster doesn’t need material components to cast the spell
|
||||
undeath), the caster doesn't need material components to cast the spell
|
||||
on you
|
||||
|
||||
"""
|
||||
@@ -833,7 +833,7 @@ class WarriorOfTheGods(Feature):
|
||||
|
||||
class FanaticalFocus(Feature):
|
||||
"""Starting at 6th level, the divine power that fuels your rage can protect
|
||||
you. If you fail a saving throw while you’re raging, you can reroll it, and
|
||||
you. If you fail a saving throw while you're raging, you can reroll it, and
|
||||
you must use the new roll. You can use this ability only once per rage.
|
||||
"""
|
||||
name = "Fanatical Focus"
|
||||
@@ -845,7 +845,7 @@ class ZealousPresence(Feature):
|
||||
others. As a bonus action, you unleash a battle cry infused with divine
|
||||
energy. Up to ten other creatures of your choice within 60 feet ofyou that
|
||||
can hear you gain advantage on attack rolls and saving throws until the
|
||||
start of your next turn. Once you use this feature, you can’t use it again
|
||||
start of your next turn. Once you use this feature, you can't use it again
|
||||
until you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -855,7 +855,7 @@ class ZealousPresence(Feature):
|
||||
|
||||
class RageBeyondDeath(Feature):
|
||||
"""Beginning at 14th level, the divine power that fuels your rage allows you
|
||||
to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t
|
||||
to shrug off fatal blows. While you're raging, having 0 hit points doesn't
|
||||
knock you unconscious. You still must make death saving throws, and you
|
||||
suffer the normal effects of taking damage while at 0 hit points. However,
|
||||
if you would die due to failing death saving throws, you don't die until
|
||||
|
||||
@@ -47,7 +47,7 @@ class BardicInspiration(Feature):
|
||||
|
||||
class JackOfAllTrades(Feature):
|
||||
"""Starting at 2nd level, you can add half your proficiency bonus, rounded
|
||||
down, to any ability check you make that doesn’t already include your
|
||||
down, to any ability check you make that doesn't already include your
|
||||
proficiency bonus. (Included in stats on Character Sheet above).
|
||||
|
||||
"""
|
||||
@@ -155,10 +155,10 @@ class CuttingWords(Feature):
|
||||
you can see within 60 feet of you makes an attack roll, an ability check,
|
||||
or a damage roll, you can use your reaction to expend one of your uses of
|
||||
Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the
|
||||
number rolled from the creature’s roll. You can choose to use this feature
|
||||
number rolled from the creature's roll. You can choose to use this feature
|
||||
after the creature makes its roll, but before the DM determines whether the
|
||||
attack roll or ability check succeeds or fails, or before the creature
|
||||
deals its damage. The creature is immune if it can’t hear you or if it’s
|
||||
deals its damage. The creature is immune if it can't hear you or if it's
|
||||
immune to being charmed.
|
||||
|
||||
"""
|
||||
@@ -169,7 +169,7 @@ class CuttingWords(Feature):
|
||||
class AdditionalMagicalSecrets(Feature):
|
||||
"""At 6th level, you learn two spells of your choice from any class. A spell
|
||||
you choose must be of a level you can cast, as shown on the Bard table, or
|
||||
a cantrip. The chosen spells count as bard spells for you but don’t count
|
||||
a cantrip. The chosen spells count as bard spells for you but don't count
|
||||
against the number of bard spells you know.
|
||||
|
||||
"""
|
||||
@@ -262,7 +262,7 @@ class EnthrallingPerformance(Feature):
|
||||
it, or if it witnesses you attacking or damaging any of its allies.
|
||||
|
||||
If a target succeeds on its saving throw, the target has no hint that you
|
||||
tried to charm it. Once you use this feature, you can’t use it again until
|
||||
tried to charm it. Once you use this feature, you can't use it again until
|
||||
you finish a short or long rest
|
||||
|
||||
"""
|
||||
@@ -280,7 +280,7 @@ class MantleOfMajesty(Feature):
|
||||
|
||||
Any creature charmed by you automatically failfs its saving throw against
|
||||
the command you cast with this feature. Once you use this feature, you
|
||||
can’t use it again until you finish a long rest
|
||||
can't use it again until you finish a long rest
|
||||
|
||||
"""
|
||||
name = "Mantle of Majesty"
|
||||
@@ -292,14 +292,14 @@ class UnbreakableMajesty(Feature):
|
||||
makes you look more lovely and fierce. In addition, as a bonus action, you
|
||||
can assume a magically majestic presence for 1 minute or until you are
|
||||
incapacitated. For the duration, whenever any creature tries to attack you
|
||||
for the first time on a turn, the at— tacker must make a Charisma saving
|
||||
throw against your spell save DC. On a failed save, it can’t attack you on
|
||||
for the first time on a turn, the at- tacker must make a Charisma saving
|
||||
throw against your spell save DC. On a failed save, it can't attack you on
|
||||
this turn, and it must choose a new target for its attack or the attack is
|
||||
wasted.
|
||||
|
||||
On a successful save, it can attack you on this turn, but it has
|
||||
disadvantage on any saving throw it makes against your spells on your next
|
||||
turn. Once you assume this majestic presence, you can’t do so again until
|
||||
turn. Once you assume this majestic presence, you can't do so again until
|
||||
you finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -351,10 +351,10 @@ class BladeFlourish(Feature):
|
||||
**Slashing Flourish**: You can expend one use ofyour Bardic Inspiration to
|
||||
cause the weapon to deal extra damage to the target you hit and to any
|
||||
other creature ofyour choice that you can see within 5 feet ofyou. The
|
||||
damage equalsthe number you roll on the Bardic Inspi— ration die.
|
||||
damage equalsthe number you roll on the Bardic Inspi- ration die.
|
||||
|
||||
**Mobile Flourish**: You can expend one use ofyour Bar— dic InSpiration to
|
||||
cause the weapon to deal extra dam— age to the target you hit. The damage
|
||||
**Mobile Flourish**: You can expend one use ofyour Bar- dic InSpiration to
|
||||
cause the weapon to deal extra dam- age to the target you hit. The damage
|
||||
equals the number you roll on the Bardic Inspiration die. You can also push
|
||||
the target up to 5 feet away from you, plus a number of feet equal to the
|
||||
number you roll on that die. You can then immediately use your reaction to
|
||||
@@ -368,7 +368,7 @@ class BladeFlourish(Feature):
|
||||
|
||||
class MastersFlourish(Feature):
|
||||
"""Starting at 14th level, whenever you use a Blade Flourish option, you can
|
||||
roll a d6 and use it instead of expend— ing a Bardic Inspiration die.
|
||||
roll a d6 and use it instead of expend- ing a Bardic Inspiration die.
|
||||
"""
|
||||
name = "Master's Flourish"
|
||||
source = "Bard (College of Swords)"
|
||||
@@ -377,7 +377,7 @@ class MastersFlourish(Feature):
|
||||
# College of Whispers
|
||||
class PsychicBlades(Feature):
|
||||
"""When you join the College of Whispers at 3rd level, you gain the ability to
|
||||
make your weapon attacks magically toxic to a creature’s mind. When you hit
|
||||
make your weapon attacks magically toxic to a creature's mind. When you hit
|
||||
a creature with a weapon attack, you can expend one use ofyour Bardic
|
||||
Inspiration to deal an extra 2d6 psychic damage to that target. You can do
|
||||
so only once per round on your turn. The psychic damage increases when you
|
||||
@@ -407,7 +407,7 @@ class WordsOfTerror(Feature):
|
||||
least 1 minute, you can attempt to seed paranoia in its mind. At the end of
|
||||
the conversation, the target must succeed on a Wisdom saving throw against
|
||||
your spell save DC or be frightened of you or another creature ofyour
|
||||
choice. The target is frightened in this way for 1 hour, until it is at—
|
||||
choice. The target is frightened in this way for 1 hour, until it is at-
|
||||
tacked or damaged, or until it witnesses its allies being attacked or
|
||||
damaged.
|
||||
|
||||
@@ -421,22 +421,22 @@ class WordsOfTerror(Feature):
|
||||
|
||||
|
||||
class MantleOfWhispers(Feature):
|
||||
"""At 6th level, you gain the ability to adopt a humanoid’s persona. When a
|
||||
"""At 6th level, you gain the ability to adopt a humanoid's persona. When a
|
||||
humanoid dies within 30 feet of you, you can magically capture its shadow
|
||||
using your reac— tion. You retain this shadow until you use it or you
|
||||
using your reac- tion. You retain this shadow until you use it or you
|
||||
finish a long rest. You can use the shadow as an action. When you do so, it
|
||||
vanishes, magically transforming into a disguise that appears on you. You
|
||||
now look like the dead person, but healthy and alive.This disguise lasts
|
||||
for 1 hour or until you end it as a bonus action.
|
||||
|
||||
While you’re in the disguise, you gain access to all information that the
|
||||
While you're in the disguise, you gain access to all information that the
|
||||
humanoid would freely share with a casual acquaintance. Such information
|
||||
includes general details on its background and personal life, but doesn’t
|
||||
includes general details on its background and personal life, but doesn't
|
||||
include secrets. The information is enough that you can pass yourself off
|
||||
as the person by drawing on its memories. Another creature can see through
|
||||
this disguise by succeeding on a Wisdom (Insight) check contested by your
|
||||
Charisma (Deception) check. You gain a +5 bonus to your check. Once you
|
||||
capture a shadow with this feature, you can’t capture another one with it
|
||||
capture a shadow with this feature, you can't capture another one with it
|
||||
until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -446,11 +446,11 @@ class MantleOfWhispers(Feature):
|
||||
|
||||
class ShadowLore(Feature):
|
||||
"""At 14th level, you gain the ability to weave dark magic into your words and
|
||||
tap into a creature’s deepest fears. As an action, you magically whisper a
|
||||
tap into a creature's deepest fears. As an action, you magically whisper a
|
||||
phrase that only one creature ofyour choice within 30 feet of you can
|
||||
hear. The target must make a Wisdom saving throw against your spell save
|
||||
DC. It automatically succeeds if it doesn’t share a language with you or if
|
||||
it can’t hear you. On a successful saving throw, your whisper sounds like
|
||||
DC. It automatically succeeds if it doesn't share a language with you or if
|
||||
it can't hear you. On a successful saving throw, your whisper sounds like
|
||||
unintelligible mumbling and has no effect.
|
||||
|
||||
On a failed saving throw, the target is charmed by you for the next 8 hours
|
||||
@@ -458,11 +458,11 @@ class ShadowLore(Feature):
|
||||
saving throw. It interprets the whispers as a description of its most
|
||||
mortifying secret. You gain no knowledge of this secret, but the target
|
||||
is convinced you know it. The charmed creature obeys your commands for fear
|
||||
that you will reveal its secret. It won’t risk its life for you or fight
|
||||
that you will reveal its secret. It won't risk its life for you or fight
|
||||
for you, unless it was already inclined to do so. It grants you favors and
|
||||
gifts it would offer to a close friend. When the effect ends, the creature
|
||||
has no understanding of why it held you in such fear. Once you use this
|
||||
feature, you can’t use it again until / you finish a long rest.
|
||||
feature, you can't use it again until / you finish a long rest.
|
||||
|
||||
"""
|
||||
name = "Shadow Lore"
|
||||
|
||||
@@ -42,9 +42,9 @@ class TurnUndead(Feature):
|
||||
turned for 1 minute or until it takes any damage.
|
||||
|
||||
A turned creature must spend its turns trying to move as far away from you
|
||||
as it can, and it can’t willingly move to a space within 30 feet of you. It
|
||||
also can’t take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there’s
|
||||
as it can, and it can't willingly move to a space within 30 feet of you. It
|
||||
also can't take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there's
|
||||
nowhere to move, the creature can use the Dodge action.
|
||||
|
||||
"""
|
||||
@@ -81,13 +81,13 @@ class DivineIntervention(Feature):
|
||||
"""Beginning at 10th level, you can call on your deity to intervene on your
|
||||
behalf when your need is great.
|
||||
|
||||
Imploring your deity’s aid requires you to use your action. Describe the
|
||||
Imploring your deity's aid requires you to use your action. Describe the
|
||||
assistance you seek, and roll percentile dice. If you roll a number equal
|
||||
to or lower than your cleric level, your deity intervenes. The DM chooses
|
||||
the nature of the intervention; the effect of any cleric spell or cleric
|
||||
domain spell would be appropriate.
|
||||
|
||||
If your deity intervenes, you can’t use this feature again for 7
|
||||
If your deity intervenes, you can't use this feature again for 7
|
||||
days. Otherwise, you can use it again after you finish a long rest.
|
||||
|
||||
At 20th level, your call for intervention succeeds automatically, no roll
|
||||
@@ -137,11 +137,11 @@ class KnowledgeOfTheAncients(DivineIntervention):
|
||||
|
||||
|
||||
class ReadThoughts(DivineIntervention):
|
||||
"""At 6th level, you can use your Channel Divinity to read a creature’s
|
||||
thoughts. You can then use your access to the creature’s mind to command
|
||||
"""At 6th level, you can use your Channel Divinity to read a creature's
|
||||
thoughts. You can then use your access to the creature's mind to command
|
||||
it. As an action, choose one creature that you can see within 60 feet of
|
||||
you. That creature must make a Wisdom saving throw. If the creature
|
||||
succeeds on the saving throw, you can’t use this feature on it again until
|
||||
succeeds on the saving throw, you can't use this feature on it again until
|
||||
you finish a long rest.
|
||||
|
||||
If the creature fails its save, you can read its surface thoughts (those
|
||||
@@ -172,11 +172,11 @@ class VisionsOfThePast(Feature):
|
||||
minute in meditation and prayer, then receive dreamlike, shadowy glimpses
|
||||
of recent events. You can meditate in this way for a number of minutes
|
||||
equal to your Wisdom score and must maintain concentration during that
|
||||
time, as if you were casting a spell. Once you use this feature, you can’t
|
||||
time, as if you were casting a spell. Once you use this feature, you can't
|
||||
use it again until you finish a short or long rest.
|
||||
|
||||
**Object Reading**: Holding an object as you meditate, you can see visions
|
||||
of the object’s previous owner. After meditating for 1 minute, you learn
|
||||
of the object's previous owner. After meditating for 1 minute, you learn
|
||||
how the owner acquired and lost the object, as well as the most recent
|
||||
significant event involving the object and that owner. If the object was
|
||||
owned by another creature in the recent past (within a number of days equal
|
||||
@@ -202,7 +202,7 @@ class DiscipleOfLife(Feature):
|
||||
"""Also starting at 1st level, your healing spells are more
|
||||
effective. Whenever you use a spell of 1st level or higher to restore hit
|
||||
points to a creature, the creature regains additional hit points equal to 2
|
||||
+ the spell’s level
|
||||
+ the spell's level
|
||||
|
||||
"""
|
||||
name = "Disciple of Life"
|
||||
@@ -215,7 +215,7 @@ class PreserveLife(ChannelDivinity):
|
||||
energy that can restore a number of hit points equal to five times your
|
||||
cleric level. Choose any creatures within 30 feet of you, and divide those
|
||||
hit points among them. This feature can restore a creature to no more than
|
||||
half of its hit point maximum. You can’t use this feature on an undead or a
|
||||
half of its hit point maximum. You can't use this feature on an undead or a
|
||||
construct.
|
||||
|
||||
"""
|
||||
@@ -227,7 +227,7 @@ class BlessedHealer(Feature):
|
||||
"""Beginning at 6th level, the healing spells you cast on others heal you as
|
||||
well. When you cast a spell of 1st level or higher that restores hit points
|
||||
to a creature other than you, you regain hit points equal to 2 + the
|
||||
spell’s level.
|
||||
spell's level.
|
||||
|
||||
"""
|
||||
name = "Blessed Healer"
|
||||
@@ -262,7 +262,7 @@ class WardingFlare(Feature):
|
||||
attacking enemy. When you are attacked by a creature within 30 feet of you
|
||||
that you can see, you can use your reaction to impose disadvantage on the
|
||||
attack roll, causing light to flare before the attacker before it hits or
|
||||
misses. An attacker that can’t be blinded is immune to this feature. You
|
||||
misses. An attacker that can't be blinded is immune to this feature. You
|
||||
can use this feature a number of times equal to your Wisdom modifier (a
|
||||
minimum of once). You regain all expended uses when you finish a long rest
|
||||
|
||||
@@ -455,7 +455,7 @@ class InvokeDuplicity(ChannelDivinity):
|
||||
bonus action on your turn, you can move the illusion up to 30 feet to a
|
||||
space you can see, but it must remain within 120 feet of you.
|
||||
|
||||
For the duration, you can cast spells as though you were in the illusion’s
|
||||
For the duration, you can cast spells as though you were in the illusion's
|
||||
space, but you must use your own senses. Additionally, when both you and
|
||||
your illusion are within 5 feet of a creature that can see the illusion,
|
||||
you have advantage on attack rolls against that creature, given how
|
||||
@@ -478,7 +478,7 @@ class CloakOfShadows(ChannelDivinity):
|
||||
|
||||
class DivineStrikeTrickery(DivineStrike):
|
||||
"""At 8th level, you gain the ability to infuse your weapon strikes with
|
||||
poison—a gift from your deity. Once on each of your turns when you hit a
|
||||
poison-a gift from your deity. Once on each of your turns when you hit a
|
||||
creature with a weapon attack, you can cause the attack to deal an extra
|
||||
1d8 poison damage to the target. When you reach 14th level, the extra
|
||||
damage increases to 2d8.
|
||||
@@ -627,8 +627,8 @@ class BlessingOfTheForge(Feature):
|
||||
armor. At the end of a long rest, you can touch one nonmagical object that
|
||||
is a suit of armor or a simple or martial weapon. Until the end of your
|
||||
next long rest or until you die, the object becomes a magic item, granting
|
||||
a +1 bonus to AC if it’s armor or a +1 bo— nus to attack and damage rolls
|
||||
if it’s a weapon. Once you use this feature, you can’t use it again until
|
||||
a +1 bonus to AC if it's armor or a +1 bo- nus to attack and damage rolls
|
||||
if it's a weapon. Once you use this feature, you can't use it again until
|
||||
you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -638,17 +638,17 @@ class BlessingOfTheForge(Feature):
|
||||
|
||||
class ArtisansBlessing(Feature):
|
||||
"""Starting at 2nd level, you can use your Channel Divinity to create simple
|
||||
items. You conduct an hour—long ritual that crafts a nonmagi— cal item that
|
||||
items. You conduct an hour-long ritual that crafts a nonmagi- cal item that
|
||||
must include some metal: a simple or martial weapon, a suit of armor, ten
|
||||
pieces of ammunition, a set of tools, or another metal Object (see chapter
|
||||
5, “Equipment,” in the Player’s Handbook for examples of these items). The
|
||||
5, "Equipment," in the Player's Handbook for examples of these items). The
|
||||
creation is completed at the end of the hour, coalescing in an unoccupied
|
||||
space of your choice on a surface within 5 feet of you. The thing you
|
||||
create can be something that is worth no more than 100 gp.
|
||||
|
||||
As part of this ritual, you must lay out metal, which can include coins,
|
||||
with a value equal to the creation. The metal irretrievably coalesces and
|
||||
transforms into the creation at the ritual’s end, magically forming even
|
||||
transforms into the creation at the ritual's end, magically forming even
|
||||
nonmetal parts of the creation. The ritual can create a duplicate of a
|
||||
nonmagical item that contains metal, such as a key, if you possess the
|
||||
original during the ritual.
|
||||
@@ -662,9 +662,9 @@ class SoulOfTheForge(Feature):
|
||||
"""Starting at 6th level, your mastery of the forge grants you special
|
||||
abilities:
|
||||
|
||||
-- You gain resistance to fire damage.
|
||||
• You gain resistance to fire damage.
|
||||
|
||||
-- While wearing heavy armor, you gain a +1 bonus to AC.
|
||||
• While wearing heavy armor, you gain a +1 bonus to AC.
|
||||
|
||||
"""
|
||||
name = "Soul of the Forge"
|
||||
@@ -686,9 +686,9 @@ class SaintOfForgeAndFire(Feature):
|
||||
"""At 17th level, your blessed affinity with fire and metal becomes more
|
||||
powerful:
|
||||
|
||||
-- You gain immunity to fire damage.
|
||||
• You gain immunity to fire damage.
|
||||
|
||||
-- While wearing heavy armor, you have resistance to bludgeoning, piercing,
|
||||
• While wearing heavy armor, you have resistance to bludgeoning, piercing,
|
||||
and slashing damage from non-magical attacks
|
||||
|
||||
"""
|
||||
@@ -702,7 +702,7 @@ class CircleOfMortality(Feature):
|
||||
death. When you would normally roll one or more dice to restore hit points
|
||||
with a spell to a creature at 0 hit points, you instead use the highest
|
||||
number possible for each die. In addition, you learn the spare the dying
|
||||
cantrip, which doesn’t count against the number of cleric cantrips you
|
||||
cantrip, which doesn't count against the number of cleric cantrips you
|
||||
know. For you, it has a range of 30 feet, and you can cast it as a bonus
|
||||
action
|
||||
|
||||
@@ -718,10 +718,10 @@ class EyesOfTheGrave(Feature):
|
||||
undead, whose existence is an insult to the natural cycle of life. As an
|
||||
action, you can open your awareness to magically detect undead. Until the
|
||||
end ofyour next turn, you know the location of any undead within 60 feet of
|
||||
you that isn’t behind total cover and that isn’t protected from divination
|
||||
you that isn't behind total cover and that isn't protected from divination
|
||||
magic.
|
||||
|
||||
This sense doesn’t tell you anything about a creature's capabilities or
|
||||
This sense doesn't tell you anything about a creature's capabilities or
|
||||
identity. You can use this feature a number of times equal to your Wisdom
|
||||
modifier (minimum Of once). You regain all expended uses when you finish a
|
||||
long rest
|
||||
@@ -738,7 +738,7 @@ class EyesOfTheGrave(Feature):
|
||||
|
||||
class PathToTheGrave(ChannelDivinity):
|
||||
"""Starting at 2nd level, you can use your Channel Divinity to mark another
|
||||
creature’s life force for termination. As an action, you choose one
|
||||
creature's life force for termination. As an action, you choose one
|
||||
creature you can see within 30 feet of you, cursing it until the end Of
|
||||
your next turn. The next time you or an ally Ofyours hits the cursed
|
||||
creature with an attack, the creature has vulnerability tO all of that
|
||||
@@ -750,7 +750,7 @@ class PathToTheGrave(ChannelDivinity):
|
||||
|
||||
|
||||
class SentinelAtDeathsDoor(Feature):
|
||||
"""At 6th level, you gain the ability to impede death’s progress. As a
|
||||
"""At 6th level, you gain the ability to impede death's progress. As a
|
||||
reaction when you or a creature you can see within 30 feet of you suffers a
|
||||
critical hit, you can turn that hit into a normal hit. Any effects
|
||||
triggered by a critical hit are canceled. You can use this feature a
|
||||
@@ -771,8 +771,8 @@ class KeeperOfSouls(Feature):
|
||||
"""Starting at 17th level. you can seize a trace of vitality from a parting
|
||||
soul and use it to heal the living. When an enemy you can see dies within
|
||||
60 feet of you, you or one creature of your choice that is within 60 feet
|
||||
of you regains hit points equal to the enemy’s number of Hit Dice. You can
|
||||
use this feature only if you aren’t incapacitated. Once you use it, you
|
||||
of you regains hit points equal to the enemy's number of Hit Dice. You can
|
||||
use this feature only if you aren't incapacitated. Once you use it, you
|
||||
can't do so again until the start ofyour next turn.
|
||||
|
||||
"""
|
||||
|
||||
@@ -9,7 +9,7 @@ class WildShape(Feature):
|
||||
twice. You regain expended uses when you finish a short or long rest. Your
|
||||
druid level determines the beasts you can transform into, as shown in the
|
||||
Beast Shapes table. At 2nd level, for example, you can transform into any
|
||||
beast that has a challenge rating of 1/4 or lower that doesn’t have a
|
||||
beast that has a challenge rating of 1/4 or lower that doesn't have a
|
||||
flying or swimming speed.
|
||||
|
||||
2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf)
|
||||
@@ -26,39 +26,39 @@ class WildShape(Feature):
|
||||
|
||||
While you are transformed, the following rules apply:
|
||||
|
||||
-- Your game statistics are replaced by the statistics of the beast, but
|
||||
• Your game statistics are replaced by the statistics of the beast, but
|
||||
you retain your alignment, personality, and Intelligence, Wisdom, and
|
||||
Charisma scores. You also retain all of your skill and saving throw
|
||||
proficiencies, in addition to gaining those of the creature. If the
|
||||
creature has the same proficiency as you and the bonus in its stat block is
|
||||
higher than yours, use the creature’s bonus instead of yours. If the
|
||||
higher than yours, use the creature's bonus instead of yours. If the
|
||||
creature has any legendary or lair actions, you can't use them.
|
||||
|
||||
-- When you transform, you assume the beast’s hit points and Hit Dice. When
|
||||
• When you transform, you assume the beast's hit points and Hit Dice. When
|
||||
you revert to your normal form, you return to the number of hit points you
|
||||
had before you transformed. However, if you revert as a result of dropping
|
||||
to 0 hit points, any excess damage carries over to your normal form. For
|
||||
example, if you take 10 damage in animal form and have only 1 hit point
|
||||
left, you revert and take 9 damage. As long as the excess damage doesn’t
|
||||
reduce your normal form to 0 hit points, you aren’t knocked unconscious.
|
||||
left, you revert and take 9 damage. As long as the excess damage doesn't
|
||||
reduce your normal form to 0 hit points, you aren't knocked unconscious.
|
||||
|
||||
-- You can’t cast spells, and your ability to speak or take any action that
|
||||
• You can't cast spells, and your ability to speak or take any action that
|
||||
requires hands is limited to the capabilities of your beast
|
||||
form. Transforming doesn’t break your concentration on a spell you’ve
|
||||
form. Transforming doesn't break your concentration on a spell you've
|
||||
already cast, however, or prevent you from taking actions that are part of
|
||||
a spell, such as call lightning, that you’ve already cast.
|
||||
a spell, such as call lightning, that you've already cast.
|
||||
|
||||
-- You retain the benefit of any features from your class, race, or other
|
||||
• You retain the benefit of any features from your class, race, or other
|
||||
source and can use them if the new form is physically capable of doing
|
||||
so. However, you can’t use any of your special senses, such as darkvi-
|
||||
so. However, you can't use any of your special senses, such as darkvi-
|
||||
sion, unless your new form also has that sense.
|
||||
|
||||
-- You choose whether your equipment falls to the ground in your space,
|
||||
• You choose whether your equipment falls to the ground in your space,
|
||||
merges into your new form, or is worn by it. Worn equipment functions as
|
||||
normal, but the DM decides whether it is practical for the new form to wear
|
||||
a piece of equipment, based on the creature’s shape and size. Your
|
||||
equipment doesn’t change size or shape to match the new form, and any
|
||||
equipment that the new form can’t wear must either fall to the ground or
|
||||
a piece of equipment, based on the creature's shape and size. Your
|
||||
equipment doesn't change size or shape to match the new form, and any
|
||||
equipment that the new form can't wear must either fall to the ground or
|
||||
merge with it. Equipment that merges with the form has no effect until you
|
||||
leave the form.
|
||||
|
||||
@@ -85,7 +85,7 @@ class TimelessBody(Feature):
|
||||
class BeastSpells(Feature):
|
||||
"""Beginning at 18th level, you can cast many of your druid spells in any
|
||||
shape you assume using Wild Shape. You can perform the somatic and verbal
|
||||
components of a druid spell while in a beast shape, but you aren’t able to
|
||||
components of a druid spell while in a beast shape, but you aren't able to
|
||||
provide material components.
|
||||
|
||||
"""
|
||||
@@ -98,7 +98,7 @@ class Archdruid(Feature):
|
||||
|
||||
Additionally, you can ignore the verbal and somatic components of your
|
||||
druid spells, as well as any material components that lack a cost and
|
||||
aren’t consumed by a spell. You gain this benefit in both your normal shape
|
||||
aren't consumed by a spell. You gain this benefit in both your normal shape
|
||||
and your beast shape from Wild Shape
|
||||
|
||||
"""
|
||||
@@ -121,7 +121,7 @@ class NaturalRecovery(Feature):
|
||||
sitting in meditation and communing with nature. During a short rest, you
|
||||
choose expended spell slots to recover. The spell slots can have a combined
|
||||
level that is equal to or less than half your druid level (rounded up), and
|
||||
none of the slots can be 6th level or higher. You can’t use this feature
|
||||
none of the slots can be 6th level or higher. You can't use this feature
|
||||
again until you finish a long rest.
|
||||
|
||||
For example, when you are a 4th-level druid, you can recover up to two
|
||||
@@ -137,12 +137,12 @@ class _CircleSpells(Feature):
|
||||
"""Your mystical connection to the land infuses you with the ability to cast
|
||||
certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle
|
||||
spells connected to the land where you became a druid. Choose that
|
||||
land—arctic, coast, desert, forest, grassland, mountain, swamp, or
|
||||
Underdark—and consult the associated list of spells.
|
||||
land-arctic, coast, desert, forest, grassland, mountain, swamp, or
|
||||
Underdark-and consult the associated list of spells.
|
||||
|
||||
Once you gain access to a circle spell, you always have it prepared, and it
|
||||
doesn’t count against the number of spells you can prepare each day. If you
|
||||
gain access to a spell that doesn’t appear on the druid spell list, the
|
||||
doesn't count against the number of spells you can prepare each day. If you
|
||||
gain access to a spell that doesn't appear on the druid spell list, the
|
||||
spell is nonetheless a druid spell for you.
|
||||
|
||||
"""
|
||||
@@ -328,7 +328,7 @@ class LandsStride(Feature):
|
||||
|
||||
|
||||
class NaturesWard(Feature):
|
||||
"""When you reach 10th level, you can’t be charmed or frightened by elementals
|
||||
"""When you reach 10th level, you can't be charmed or frightened by elementals
|
||||
or fey, and you are immune to poison and disease
|
||||
|
||||
"""
|
||||
@@ -438,12 +438,12 @@ class HearthOfMoonlightAndShadow(Feature):
|
||||
"""At 6th level, home can be wherever you are. During a short or long rest,
|
||||
you can invoke the shadowy power of the Gleaming Court to help guard your
|
||||
respite. At the start of the rest, you touch a point in space, and an
|
||||
invisible, 30-foot—radius sphere of magic appears, centered on that
|
||||
invisible, 30-foot-radius sphere of magic appears, centered on that
|
||||
point. Total cover blocks the sphere.
|
||||
|
||||
While within the sphere, you and your allies gain a +5 bonus to Dexterity
|
||||
(Stealth) and Wisdom (Perception) checks, and any light from open flames in
|
||||
the sphere (a campfire, torches, or the like) isn’t visible outside it. The
|
||||
the sphere (a campfire, torches, or the like) isn't visible outside it. The
|
||||
sphere vanishes at the end of the rest or when you leave the sphere
|
||||
|
||||
"""
|
||||
@@ -477,8 +477,8 @@ class WalkerInDreams(Feature):
|
||||
This use of teleportation circle is special. Rather than opening a portal
|
||||
to a permanent teleportation circle, it opens a portal to the last location
|
||||
where you finished a long rest on your current plane of existence. If you
|
||||
haven*t taken a long rest on your current plane, the spell fails but isn’t
|
||||
wasted. Once you use this feature, you can’t use it again until you finish
|
||||
haven*t taken a long rest on your current plane, the spell fails but isn't
|
||||
wasted. Once you use this feature, you can't use it again until you finish
|
||||
a long rest.
|
||||
|
||||
"""
|
||||
@@ -493,7 +493,7 @@ class SpeechOfTheWoods(Feature):
|
||||
understand your speech, and you gain the ability to decipher their noises
|
||||
and motions. Most beasts lack the intelligence to convey or understand
|
||||
sophisticated concepts, but a friendly beast could relay what it has seen
|
||||
or heard in the recent past. This ability doesn’t grant you friendship with
|
||||
or heard in the recent past. This ability doesn't grant you friendship with
|
||||
beasts, though you can combine this ability with gifts to curry favor with
|
||||
them as you would with any nonplayer character.
|
||||
|
||||
@@ -511,9 +511,9 @@ class SpiritTotem(Feature):
|
||||
creature it. represents.
|
||||
|
||||
As a bonus action, you can move the spirit up to 60 feet to a point you can
|
||||
see. The spirit persists for 1 minute or until you’re incapacitated. Once
|
||||
you use this feature, you can’t use it again until you finish a short or
|
||||
long rest. The effect of the spirit’s aura depends on the type of spirit
|
||||
see. The spirit persists for 1 minute or until you're incapacitated. Once
|
||||
you use this feature, you can't use it again until you finish a short or
|
||||
long rest. The effect of the spirit's aura depends on the type of spirit
|
||||
you summon from the options below.
|
||||
|
||||
**Bear Spirit**: The bear spirit grants you and your allies its might and
|
||||
@@ -524,13 +524,13 @@ class SpiritTotem(Feature):
|
||||
|
||||
**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding you and
|
||||
your allies with its keen sight. When a creature makes an attack roll
|
||||
against a target in the spirit’s aura, you can use your reaction to grant
|
||||
against a target in the spirit's aura, you can use your reaction to grant
|
||||
advantage to that attack roll. In addition, you and your allies have
|
||||
advantage on Wisdom (Perception) checks while in the aura
|
||||
|
||||
**Unicorn Spirit**: The unicorn spirit lends its protection to those
|
||||
nearby. You and your allies gain advantage on all ability checks made to
|
||||
detect creatures in the spirit’s aura. In addition. if you cast a spell
|
||||
detect creatures in the spirit's aura. In addition. if you cast a spell
|
||||
using a spell slot that restores hit points to any creature inside or
|
||||
outside the aura, each creature of your choice in the aura also regains hit
|
||||
points equal to your druid level.
|
||||
@@ -545,10 +545,10 @@ class MightySummoner(Feature):
|
||||
than normal. Any beast or fey summoned or created by a spell that you cast
|
||||
gains the. following benefits:
|
||||
|
||||
-- The creature appears with more hit points than normal: 2 extra hit
|
||||
• The creature appears with more hit points than normal: 2 extra hit
|
||||
points per Hit Die it has.
|
||||
|
||||
-- The damage from its natural weapons is considered magical for the
|
||||
• The damage from its natural weapons is considered magical for the
|
||||
purpose of overcoming immunity and resistance to nonmagical attacks and
|
||||
damage.
|
||||
|
||||
@@ -560,7 +560,7 @@ class MightySummoner(Feature):
|
||||
class GuardianSpirit(Feature):
|
||||
"""Beginning at 10th level, your Spirit Totem safeguards the beasts and fey
|
||||
that you call forth with your magic. When a beast or fey that you summoned
|
||||
or created with a spell ends its turn in your Spirit Totem aura, that crea—
|
||||
or created with a spell ends its turn in your Spirit Totem aura, that crea-
|
||||
ture regains a number of hit points equal to halfyour druid level.
|
||||
|
||||
"""
|
||||
@@ -577,7 +577,7 @@ class FaithfulSummons(Feature):
|
||||
conjured beasts appear within 20 feet of you. If they receive no commands
|
||||
from you, they protect you from harm and attack your foes. The spell lasts
|
||||
for 1 hour, requiring no concentration, or until you dismiss it (no action
|
||||
required). Once you use this feature, you can’t use it again until you
|
||||
required). Once you use this feature, you can't use it again until you
|
||||
finish a long rest
|
||||
|
||||
"""
|
||||
|
||||
@@ -3,16 +3,16 @@ from .features import Feature
|
||||
|
||||
# PHB
|
||||
class GreatWeaponMaster(Feature):
|
||||
"""You’ve learned to put the weight of a weapon to your advantage, letting its
|
||||
"""You've learned to put the weight of a weapon to your advantage, letting its
|
||||
momentum empower your strikes. You gain the following benefits:
|
||||
|
||||
-- On your turn, when you score a critical hit with a melee weapon or
|
||||
• On your turn, when you score a critical hit with a melee weapon or
|
||||
reduce a creature to 0 hit points with one, you can make one melee weapon
|
||||
attack as a bonus action.
|
||||
|
||||
-- Before you make a melee attack with a heavy weapon that you are
|
||||
• Before you make a melee attack with a heavy weapon that you are
|
||||
proficient with, you can choose to take a -5 penalty to the attack
|
||||
roll. If the attack hits, you add +10 to the attack’s damage
|
||||
roll. If the attack hits, you add +10 to the attack's damage
|
||||
|
||||
"""
|
||||
name = "Great Weapon Master"
|
||||
@@ -22,9 +22,9 @@ class GreatWeaponMaster(Feature):
|
||||
class Actor(Feature):
|
||||
"""Skilled at mimicry and dramatics, you gain the following benefits:
|
||||
|
||||
-- Increase your Charisma score by 1, to a maximum of 20.
|
||||
• Increase your Charisma score by 1, to a maximum of 20.
|
||||
|
||||
-- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
|
||||
• You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
|
||||
|
||||
--You can mimic the speech of another person or the sounds made by other
|
||||
creatures. You must have heard the person speaking, or heard the creature
|
||||
|
||||
@@ -105,7 +105,7 @@ class ExtraAttackFighter(Feature):
|
||||
|
||||
class Indomitable(Feature):
|
||||
"""Beginning at 9th level, you can reroll a saving throw that you fail. If you
|
||||
do so, you must use the new roll, and you can’t use this feature again
|
||||
do so, you must use the new roll, and you can't use this feature again
|
||||
until you finish a long rest.
|
||||
|
||||
You can use this feature twice between long rests starting at 13th level
|
||||
@@ -138,7 +138,7 @@ class ImprovedCritical(Feature):
|
||||
|
||||
class RemarkableAthelete(Feature):
|
||||
"""Starting at 7th level, you can add half your proficiency bonus (round up)
|
||||
to any Strength, Dexterity, or Constitution check you make that doesn’t
|
||||
to any Strength, Dexterity, or Constitution check you make that doesn't
|
||||
already use your proficiency bonus.
|
||||
|
||||
In addition, when you make a running long jump, the distance you can cover
|
||||
@@ -190,7 +190,7 @@ class Survivor(Feature):
|
||||
"""At 18th level, you attain the pinnacle of resilience in battle. At the
|
||||
start of each of your turns, you regain hit points equal to 5 + your
|
||||
Constitution modifier if you have no more than half of your hit points
|
||||
left. You don’t gain this benefit if you have 0 hit points.
|
||||
left. You don't gain this benefit if you have 0 hit points.
|
||||
|
||||
"""
|
||||
name = "Survivor"
|
||||
@@ -203,7 +203,7 @@ class CombatSuperiority(Feature):
|
||||
fueled by special dice called superiority dice.
|
||||
|
||||
**Maneuvers**: You learn three maneuvers of your choice, which are detailed
|
||||
under “Maneuvers” below. Many maneuvers enhance an attack in some way. You
|
||||
under "Maneuvers" below. Many maneuvers enhance an attack in some way. You
|
||||
can use only one maneuver per attack. You learn two additional maneuvers
|
||||
of your choice at 7th, 10th, and 15th level. Each time you learn new
|
||||
maneuvers, you can also replace one maneuver you know with a different one.
|
||||
@@ -214,7 +214,7 @@ class CombatSuperiority(Feature):
|
||||
another superiority die at 7th level and one more at 15th level.
|
||||
|
||||
**Saving Throws**: Some of your maneuvers require your target to make a
|
||||
saving throw to resist the maneuver’s effects. The saving throw DC is
|
||||
saving throw to resist the maneuver's effects. The saving throw DC is
|
||||
calculated as follows:
|
||||
|
||||
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity
|
||||
@@ -235,7 +235,7 @@ class CombatSuperiority(Feature):
|
||||
|
||||
|
||||
class StudentOfWar(Feature):
|
||||
"""At 3rd level, you gain proficiency with one type of artisan’s tools of your
|
||||
"""At 3rd level, you gain proficiency with one type of artisan's tools of your
|
||||
choice.
|
||||
|
||||
"""
|
||||
@@ -292,7 +292,7 @@ class CommandersStrike(Maneuver):
|
||||
strike. When you do so, choose a friendly creature who can see or hear you
|
||||
and expend one superiority die. That creature can immediately use its
|
||||
reaction to make one weapon attack, adding the superiority die to the
|
||||
attack’s damage roll.
|
||||
attack's damage roll.
|
||||
|
||||
"""
|
||||
name = "Commander's Strike"
|
||||
@@ -301,8 +301,8 @@ class CommandersStrike(Maneuver):
|
||||
class DisarmingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to disarm the target, forcing it to drop one
|
||||
item o f your choice that it’s holding. You add the superiority die to the
|
||||
attack’s damage roll, and the target must make a Strength saving throw. On
|
||||
item o f your choice that it's holding. You add the superiority die to the
|
||||
attack's damage roll, and the target must make a Strength saving throw. On
|
||||
a failed save, it drops the object you choose. The object lands at its
|
||||
feet.
|
||||
|
||||
@@ -313,7 +313,7 @@ class DisarmingAttack(Maneuver):
|
||||
class DistractingStrike(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to distract the creature, giving your allies an
|
||||
opening. You add the superiority die to the attack’s damage roll. The next
|
||||
opening. You add the superiority die to the attack's damage roll. The next
|
||||
attack roll against the target by an attacker other than you has advantage
|
||||
if the attack is made before the start of your next turn.
|
||||
|
||||
@@ -333,7 +333,7 @@ class FeintingAttack(Maneuver):
|
||||
"""You can expend one superiority die and use a bonus action on your turn to
|
||||
feint, choosing one creature within 5 feet of you as your target. You have
|
||||
advantage on your next attack roll against that creature. If that attack
|
||||
hits, add the superiority die to the attack’s damage roll.
|
||||
hits, add the superiority die to the attack's damage roll.
|
||||
|
||||
"""
|
||||
name = "Feinting Attack"
|
||||
@@ -342,7 +342,7 @@ class FeintingAttack(Maneuver):
|
||||
class GoadingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to goad the target into attacking you. You add
|
||||
the superiority die to the attack’s damage roll, and the target must make a
|
||||
the superiority die to the attack's damage roll, and the target must make a
|
||||
W isdom saving throw. On a failed save, the target has disadvantage on all
|
||||
attack rolls against targets other than you until the end of your next
|
||||
turn.
|
||||
@@ -354,7 +354,7 @@ class GoadingAttack(Maneuver):
|
||||
class LungingAttack(Maneuver):
|
||||
"""When you make a melee weapon attack on your turn, you can expend one
|
||||
superiority die to increase your reach for that attack by 5 feet. If you
|
||||
hit, you add the superiority die to the attack’s damage roll.
|
||||
hit, you add the superiority die to the attack's damage roll.
|
||||
|
||||
"""
|
||||
name = "Lunging Attack"
|
||||
@@ -363,7 +363,7 @@ class LungingAttack(Maneuver):
|
||||
class ManeuveringAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to maneuver one o f your comrades into a more advantageous
|
||||
position. You add the superiority die to the attack’s damage roll, and you
|
||||
position. You add the superiority die to the attack's damage roll, and you
|
||||
choose a friendly creature who can see or hear you. That creature can use
|
||||
its reaction to move up to half its speed without provoking opportunity
|
||||
attacks from the target of your attack.
|
||||
@@ -375,7 +375,7 @@ class ManeuveringAttack(Maneuver):
|
||||
class MenacingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to frighten the target. You add the superiority
|
||||
die to the attack’s damage roll, and the target must make a Wisdom saving
|
||||
die to the attack's damage roll, and the target must make a Wisdom saving
|
||||
throw. On a failed save, it is frightened of you until the end o f your
|
||||
next turn.
|
||||
|
||||
@@ -448,7 +448,7 @@ class SweepingAttack(Maneuver):
|
||||
class TripingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to knock the target down. You add the
|
||||
superiority die to the attack’s damage roll, and if the target is Large or
|
||||
superiority die to the attack's damage roll, and if the target is Large or
|
||||
smaller, it must make a Strength saving throw. On a failed save, you knock
|
||||
the target prone
|
||||
|
||||
@@ -474,7 +474,7 @@ class EldritchKnightSpellcasting(Feature):
|
||||
Whenever you gain a level in this class, you can replace one of the wizard
|
||||
spells you know with another spell o f your choice from the wizard spell
|
||||
list. The new spell must be of a level for which you have spell slots, and
|
||||
it must be an abjuration or evocation spell, unless you’re replacing the
|
||||
it must be an abjuration or evocation spell, unless you're replacing the
|
||||
spell you gained at 8th, 14th, or 20th level.
|
||||
|
||||
"""
|
||||
@@ -489,7 +489,7 @@ class WeaponBond(Feature):
|
||||
throughout the ritual, at the conclusion of which you touch the weapon and
|
||||
forge the bond.
|
||||
|
||||
Once you have bonded a weapon to yourself, you can’t be disarmed of that
|
||||
Once you have bonded a weapon to yourself, you can't be disarmed of that
|
||||
weapon unless you are incapacitated. If it is on the same plane of
|
||||
existence, you can summon that weapon as a bonus action on your turn,
|
||||
causing it to teleport instantly to your hand.
|
||||
@@ -514,7 +514,7 @@ class WarMagic(Feature):
|
||||
|
||||
class EldritchStrike(Feature):
|
||||
"""At 10th level, you learn how to make your weapon strikes undercut a
|
||||
creature’s resistance to your spells. When you hit a creature with a weapon
|
||||
creature's resistance to your spells. When you hit a creature with a weapon
|
||||
attack, that creature has disadvantage on the next saving throw it makes
|
||||
against a spell you cast before the end of your next turn.
|
||||
|
||||
@@ -608,8 +608,8 @@ class Bulwark(Feature):
|
||||
# Arcane Archer
|
||||
class ArcaneArcherLore(Feature):
|
||||
"""At 3rd level, you learn magical theory or some of the secrets of
|
||||
nature—typical for practitioners of this elven martial tradition. You
|
||||
choose to gain proficiency in ei— ther the Arcana or the Nature skill, and
|
||||
nature-typical for practitioners of this elven martial tradition. You
|
||||
choose to gain proficiency in ei- ther the Arcana or the Nature skill, and
|
||||
you choose to learn either the prestidigr'tation or the drufdcraft cantrip
|
||||
|
||||
"""
|
||||
@@ -620,20 +620,20 @@ class ArcaneArcherLore(Feature):
|
||||
class ArcaneShot(Feature):
|
||||
"""At 3rd level, you learn to unleash special magical effects with some of
|
||||
your shots. When you gain this feature, you learn two Arcane Shot options
|
||||
of your choice (see “Arcane Shot Options” below).
|
||||
of your choice (see "Arcane Shot Options" below).
|
||||
|
||||
Add all Arcane Shot options under "features" in your .py file
|
||||
|
||||
Once per turn when you fire a magic arrow from a shortbow or longbow as
|
||||
part of the Attack action, you can apply one of your Arcane Shot options to
|
||||
that arrow. You decide to use the option when the arrow hits a creature,
|
||||
unless the option doesn’t involve an attack roll. You have two uses of this
|
||||
unless the option doesn't involve an attack roll. You have two uses of this
|
||||
ability, and you regain all expended uses of it when you finish a short or
|
||||
long rest.
|
||||
|
||||
You gain an additional Arcane Shot option of your choice when you reach
|
||||
certain levels in this class: 7th, 10th, 15th, and 18th level. Each option
|
||||
also improves when you become an 18th—level fighter
|
||||
also improves when you become an 18th-level fighter
|
||||
|
||||
If an option requires a saving throw, your Arcane Shot save DC equals 8 +
|
||||
your proficiency bonus + your Intelligence modifier
|
||||
@@ -680,7 +680,7 @@ class BanishingArrow(Feature):
|
||||
"""You use abjuration magic to try to temporarily banish your target to a
|
||||
harmless location in the Feywild. The creature hit by the arrow must also
|
||||
succeed on a Charisma saving throw or be banished. While banished in this
|
||||
way, the target’s speed is 0, and it is incapacitated. At the end of its
|
||||
way, the target's speed is 0, and it is incapacitated. At the end of its
|
||||
next turn, the target reappears in the Space it vacated or in the nearest
|
||||
unoccupied space if that space is occupied.
|
||||
|
||||
@@ -697,7 +697,7 @@ class BeguilingArrow(Feature):
|
||||
target. The creature hit by the arrow takes an extra 2d6 psychic damage,
|
||||
and choose one ofyour allies within 30 feet of the target. The target must
|
||||
succeed on a Wisdom saving throw, or it is charmed by the chosen ally until
|
||||
the start ofyour next turn. This effect ends early if the chosen ally at—
|
||||
the start ofyour next turn. This effect ends early if the chosen ally at-
|
||||
tacks the charmed target, deals damage to it, or forces it to make a saving
|
||||
throw. The psychic damage increases to 4d6 when you reach 18th level in
|
||||
this class.
|
||||
@@ -710,7 +710,7 @@ class BeguilingArrow(Feature):
|
||||
class BurstingArrow(Feature):
|
||||
"""You imbue your arrow with force energy drawn from the school of
|
||||
evocation. The energy detonates after your attack. Immediately after the
|
||||
ar— row hits the creature, the target and all other creatures within 10
|
||||
ar- row hits the creature, the target and all other creatures within 10
|
||||
feet of it take 2d6 force damage each. The force damage increases to 4d6
|
||||
when you reach 18th level in this class
|
||||
|
||||
@@ -735,7 +735,7 @@ class GraspingArrow(Feature):
|
||||
"""When this arrow strikes its target, conjuration magic creates grasping,
|
||||
poisonous brams bles, which wrap around the target. The creature hit by the
|
||||
arrow takes an extra 2(16 poison damage, its speed is reduced by 10 feet,
|
||||
and it takes 2d6 slashing dam— age the first time on each turn it moves 1
|
||||
and it takes 2d6 slashing dam- age the first time on each turn it moves 1
|
||||
foot or more without teleporting. The target or any creature that can reach
|
||||
it can use its action to remove the brambles with a successful Strength
|
||||
(Athletics) check against your Arcane Shot save DC. Otherwise, the
|
||||
@@ -750,7 +750,7 @@ class GraspingArrow(Feature):
|
||||
|
||||
class PiercingArrow(Feature):
|
||||
"""You use transmutation magic to give your arrow an ethereal quality. When
|
||||
you use this option, you don’t make an attack roll for the attack. Instead,
|
||||
you use this option, you don't make an attack roll for the attack. Instead,
|
||||
the arrow shoots forward in a line, which is 1 foot wide and 30 feet long,
|
||||
before disappearing. The arrow passes harmlessly through objects, ignoring
|
||||
cover. Each creature in that line must make a Dexterity saving throw. On a
|
||||
@@ -766,16 +766,16 @@ class PiercingArrow(Feature):
|
||||
|
||||
class SeekingArrow(Feature):
|
||||
"""Using divination magic, you grant your arrow the ability to seek out a
|
||||
target. When you use this option, you don’t make an attack roll for the
|
||||
target. When you use this option, you don't make an attack roll for the
|
||||
attack. Instead, choose one creature you have seen in the past minute. The
|
||||
arrow flies toward that creature, moving around corners if necessary and
|
||||
ignoring three-quarters cover and half cover. If the target is within the
|
||||
weapon’s range and there is a path large enough for the arrow to travel to
|
||||
weapon's range and there is a path large enough for the arrow to travel to
|
||||
the target, the target must make a Dexterity saving throw. Otherwise, the
|
||||
arrow disappears after traveling as far as it can. On a failed save, the
|
||||
target takes damage as if it were hit by the arrow, plus an extra 1d6 force
|
||||
damage, and you learn the target’s current location. On a successful save,
|
||||
the target takes half as much damage, and you don’t learn its location. The
|
||||
damage, and you learn the target's current location. On a successful save,
|
||||
the target takes half as much damage, and you don't learn its location. The
|
||||
force damage increases to 2d6 when you reach 18th level in this class.
|
||||
|
||||
"""
|
||||
@@ -812,7 +812,7 @@ class BornToTheSaddle(Feature):
|
||||
"""Starting at 3rd level, your mastery as a rider becomes apparent. You have
|
||||
advantage on saving throws made to avoid falling off your mount. Ifyou fall
|
||||
off your mount and descend no more than 10 feet, you can land on your feet
|
||||
if you’re not incapacitated. Finally, mounting or dismounting a creature
|
||||
if you're not incapacitated. Finally, mounting or dismounting a creature
|
||||
costs you only 5 feet of movement, rather than half your speed.
|
||||
|
||||
"""
|
||||
@@ -828,7 +828,7 @@ class UnwaveringMark(Feature):
|
||||
someone else marks the creature.
|
||||
|
||||
While it is within 5 feet of you, a creature marked by you has disadvantage
|
||||
on any attack roll that doesn’t target you. In addition, if a creature
|
||||
on any attack roll that doesn't target you. In addition, if a creature
|
||||
marked by you deals damage to anyone other than you, you can make a special
|
||||
melee weapon attack against the marked creature as a bonus action on your
|
||||
next turn. You have advantage on the attack roll, and if it hits, the
|
||||
@@ -852,10 +852,10 @@ class UnwaveringMark(Feature):
|
||||
class WardingManeuver(Feature):
|
||||
"""At 7th level, you learn to fend off strikes directed at you, your mount, or
|
||||
other creatures nearby. If you or a creature you can see within 5 feet
|
||||
of you is hit by an attack, you can roll ld8 as a reaction if you’re
|
||||
of you is hit by an attack, you can roll ld8 as a reaction if you're
|
||||
wielding a melee weapon or a shield. Roll the die, and add the number
|
||||
rolled to the target’s AC against that attack. If the attack still hits,
|
||||
the target has resistance against the attack’s damage.
|
||||
rolled to the target's AC against that attack. If the attack still hits,
|
||||
the target has resistance against the attack's damage.
|
||||
|
||||
You can use this feature a number of times equal to your Constitution
|
||||
modifier (minimum of once), and you regain all expended uses of it when you
|
||||
@@ -875,7 +875,7 @@ class HoldTheLine(Feature):
|
||||
"""At 10th level, you become a master of locking down your enemies. Creatures
|
||||
provoke an opportunity attack from you when they move 5 feet or more while
|
||||
within your reach, and if you hit a creature with an opportunity attack,
|
||||
the target’s speed is reduced to 0 until the end of the current turn.
|
||||
the target's speed is reduced to 0 until the end of the current turn.
|
||||
|
||||
"""
|
||||
name = "Hold the Line"
|
||||
@@ -883,7 +883,7 @@ class HoldTheLine(Feature):
|
||||
|
||||
|
||||
class FerociousCharger(Feature):
|
||||
"""Starting at 15th level, you can run down your foes, whether you’re mounted
|
||||
"""Starting at 15th level, you can run down your foes, whether you're mounted
|
||||
or not. If you move at least 10 feet in a straight line right before
|
||||
attacking a creature and you hit it with the attack, that target must
|
||||
succeed on a Strength saving throw (DC 8 + your proficiency bonus + your
|
||||
@@ -898,8 +898,8 @@ class FerociousCharger(Feature):
|
||||
class VigilantDefender(Feature):
|
||||
"""Starting at 18th level, you respond to danger with extraordinary
|
||||
vigilance. In combat, you get a special reaction that you can take once on
|
||||
every creature’s turn, except your turn. You can use this special reaction
|
||||
only to make an opportunity attack, and you can’t use it on the same turn
|
||||
every creature's turn, except your turn. You can use this special reaction
|
||||
only to make an opportunity attack, and you can't use it on the same turn
|
||||
that you take your normal reaction
|
||||
|
||||
"""
|
||||
@@ -911,7 +911,7 @@ class VigilantDefender(Feature):
|
||||
class BonusProficiencySamurai(Feature):
|
||||
"""When you choose this archetype at 3rd level, you gain proficiency in one of
|
||||
the following skills ofyour choice: History, Insight, Performance, or
|
||||
Persuasion. Alterna— tively, you learn one language of your choice.
|
||||
Persuasion. Alterna- tively, you learn one language of your choice.
|
||||
|
||||
"""
|
||||
name = "Bonus Proficiency"
|
||||
@@ -934,7 +934,7 @@ class FightingSpirit(Feature):
|
||||
|
||||
|
||||
class ElegantCourtier(Feature):
|
||||
"""Starting at 7th level, your discipline and attention to de— tail allow you
|
||||
"""Starting at 7th level, your discipline and attention to de- tail allow you
|
||||
to excel in social situations. Whenever you make a Charisma (Persuasion)
|
||||
check, you gain a bonus to the check equal to your Wisdom modifier. Your
|
||||
self-control also causes you to gain proficiency in Wisdom saving
|
||||
@@ -970,13 +970,13 @@ class RapidStrike(Feature):
|
||||
|
||||
class StrengthBeforeDeath(Feature):
|
||||
"""Starting at 18th level, your fighting spirit can delay the grasp of
|
||||
death. If you take damage that reduces you to 0 hit points and doesn’t kill
|
||||
death. If you take damage that reduces you to 0 hit points and doesn't kill
|
||||
you outright, you can use your reaction to delay falling unconscious, and
|
||||
you can immediately take an extra turn, interrupting the current
|
||||
turn. While you have 0 hit points during that extra turn, taking damage
|
||||
causes death saving throw failures as normal, and three death saving throw
|
||||
failures can still kill you. When the extra turn ends, you fall unconscious
|
||||
ifyou still have 0 hit points. Once you use this feature, you can’t use it
|
||||
ifyou still have 0 hit points. Once you use this feature, you can't use it
|
||||
again until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -1016,11 +1016,11 @@ class AdeptMarksman(Feature):
|
||||
Grit. You gain a number of grit points equal to your Wisdom modifier
|
||||
(minimum of 1). You regain 1 expended grit point each time you roll a 20 on
|
||||
the d20 roll for an attack with a firearm, or deal a killing blow with a
|
||||
firearm to a creature of significant threat (DM’s discretion). You regain
|
||||
firearm to a creature of significant threat (DM's discretion). You regain
|
||||
all expended grit points after a short or long rest.
|
||||
|
||||
Saving Throws. Some of your trick shots require your targets to make a
|
||||
saving throw to resist the trick shot’s effects. The saving throw DC is
|
||||
saving throw to resist the trick shot's effects. The saving throw DC is
|
||||
calculated as follows:
|
||||
|
||||
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
|
||||
@@ -1029,20 +1029,20 @@ class AdeptMarksman(Feature):
|
||||
bring their own unique set of weapon properties. Some properties are
|
||||
followed by a number, and this number signifies an element of that property
|
||||
(outlined below). These properties replace the optional ones presented in
|
||||
the Dungeon Master’s Guide. Firearms are ranged weapons.
|
||||
the Dungeon Master's Guide. Firearms are ranged weapons.
|
||||
|
||||
Reload. The weapon can be fired a number of times equal to its Reload score
|
||||
before you must spend 1 attack or 1 action to reload. You must have one
|
||||
free hand to reload a firearm.
|
||||
|
||||
Misfire. Whenever you make an attack roll with a firearm, and the dice roll
|
||||
is equal to or lower than the weapon’s Misfire score, the weapon
|
||||
is equal to or lower than the weapon's Misfire score, the weapon
|
||||
misfires. The attack misses, and the weapon cannot be used again until you
|
||||
spend an action to try and repair it. To repair your firearm, you must make
|
||||
a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your
|
||||
a successful Tinker's Tools check (DC equal to 8 + misfire score). If your
|
||||
check fails, the weapon is broken and must be mended out of combat at a
|
||||
quarter of the cost of the firearm. Creatures who use a firearm without
|
||||
being proficient increase the weapon’s misfire score by 1.
|
||||
being proficient increase the weapon's misfire score by 1.
|
||||
|
||||
Explosive. Upon a hit, everything within 5 ft of the target must make a
|
||||
Dexterity saving throw (DC equal to 8 + your proficiency bonus + your
|
||||
@@ -1052,7 +1052,7 @@ class AdeptMarksman(Feature):
|
||||
Ammunition All firearms require ammunition to make an attack, and due to
|
||||
their rare nature, ammunition may be near impossible to find or
|
||||
purchase. However, if materials are gathered, you can craft ammunition
|
||||
yourself using your Tinker’s Tools at half the cost. Each firearm uses its
|
||||
yourself using your Tinker's Tools at half the cost. Each firearm uses its
|
||||
own unique ammunition and is generally sold or crafted in batches listed
|
||||
below next to the price.
|
||||
|
||||
@@ -1164,7 +1164,7 @@ class ForcefulShot(Feature):
|
||||
class PiercingShot(Feature):
|
||||
"""When you make a firearm attack against a creature, you can expend one grit
|
||||
point to attempt to fire through multiple opponents. The initial attack
|
||||
gains a +1 to the firearm’s misfire score. On a hit, the creature suffers
|
||||
gains a +1 to the firearm's misfire score. On a hit, the creature suffers
|
||||
normal damage and you make an attack roll with disadvantage against every
|
||||
creature in a line directly behind the target within your first range
|
||||
increment. Only the initial attack can misfire.
|
||||
@@ -1187,7 +1187,7 @@ class WingingShot(Feature):
|
||||
class ViolentShot(Feature):
|
||||
"""When you make a firearm attack against a creature, you can expend one or
|
||||
more grit points to enhance the volatility of the attack. For each grit
|
||||
point expended, the attack gains a +2 to the firearm’s misfire score. If
|
||||
point expended, the attack gains a +2 to the firearm's misfire score. If
|
||||
the attack hits, you can roll one additional weapon damage die per grit
|
||||
point spent when determining the damage.
|
||||
|
||||
|
||||
@@ -16,18 +16,18 @@ class UnarmoredDefenseMonk(Feature):
|
||||
class MartialArts(Feature):
|
||||
"""At 1st level, your practice of martial arts gives you mastery of combat
|
||||
styles that use unarmed strikes and monk weapons, which are shortswords and
|
||||
any simple melee weapons that don’t have the two-handed or heavy
|
||||
any simple melee weapons that don't have the two-handed or heavy
|
||||
property. You gain the following benefits while you are unarmed or wielding
|
||||
only monk weapons and you aren’t wearing armor or wielding a shield:
|
||||
only monk weapons and you aren't wearing armor or wielding a shield:
|
||||
|
||||
-- You can use Dexterity instead of Strength for the attack and damage rolls
|
||||
• You can use Dexterity instead of Strength for the attack and damage rolls
|
||||
of your unarmed strikes and monk weapons.
|
||||
|
||||
-- You can roll a d4 in place of the normal damage of your unarmed strike or
|
||||
• You can roll a d4 in place of the normal damage of your unarmed strike or
|
||||
monk weapon. This die changes as you gain monk levels, as shown in the
|
||||
Martial Arts column of the Monk table.
|
||||
|
||||
-- When you use the Attack action with an unarmed strike or a monk weapon on
|
||||
• When you use the Attack action with an unarmed strike or a monk weapon on
|
||||
your turn, you can make one unarmed strike as a bonus action. For example,
|
||||
if you take the Attack action and attack with a quarter- staff, you can
|
||||
also make an unarmed strike as a bonus action, assuming you haven't already
|
||||
@@ -81,7 +81,7 @@ class Ki(Feature):
|
||||
meditating to regain your ki points.
|
||||
|
||||
Some of your ki features require your target to make a saving throw to
|
||||
resist the feature’s effects. The saving throw DC is calculated as follows:
|
||||
resist the feature's effects. The saving throw DC is calculated as follows:
|
||||
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
"""
|
||||
@@ -194,7 +194,7 @@ class ExtraAttackMonk(Feature):
|
||||
|
||||
class StunningStrike(Feature):
|
||||
"""Starting at 5th level, you can interfere with the flow of ki in an
|
||||
opponent’s body. When you hit another creature with a melee weapon attack,
|
||||
opponent's body. When you hit another creature with a melee weapon attack,
|
||||
you can spend 1 ki point to attempt a stunning strike. The target must
|
||||
succeed on a Constitution saving throw or be stunned until the end of your
|
||||
next turn
|
||||
@@ -267,7 +267,7 @@ class EmptyBody(Feature):
|
||||
become invisible for 1 minute. During that time, you also have resistance
|
||||
to all damage but force damage. Additionally, you can spend 8 ki points to
|
||||
cast the astral projection spell, without needing material components. When
|
||||
you do so, you can’t take any other creatures with you.
|
||||
you do so, you can't take any other creatures with you.
|
||||
|
||||
"""
|
||||
name = "Empty Body"
|
||||
@@ -286,16 +286,16 @@ class PerfectSelf(Feature):
|
||||
# Way of the Open Hand
|
||||
class OpenHandTechnique(Feature):
|
||||
"""Starting when you choose this tradition at 3rd level, you can manipulate
|
||||
your enemy’s ki when you harness your own. Whenever you hit a creature with
|
||||
your enemy's ki when you harness your own. Whenever you hit a creature with
|
||||
one of the attacks granted by your Flurry of Blows, you can impose one of
|
||||
the following effects on that target:
|
||||
|
||||
-- It must succeed on a Dexterity saving throw or be knocked prone.
|
||||
• It must succeed on a Dexterity saving throw or be knocked prone.
|
||||
|
||||
-- It must make a Strength saving throw. If it fails, you can push it up to
|
||||
• It must make a Strength saving throw. If it fails, you can push it up to
|
||||
15 feet away from you.
|
||||
|
||||
-- It can’t take reactions until the end of your next turn
|
||||
• It can't take reactions until the end of your next turn
|
||||
|
||||
"""
|
||||
name = "Open Hand Technique"
|
||||
@@ -326,7 +326,7 @@ class Tranquility(Feature):
|
||||
|
||||
class QuiveringPalm(Feature):
|
||||
"""At 17th level, you gain the ability to set up lethal vibrations in
|
||||
someone’s body. When you hit a creature with an unarmed strike, you can
|
||||
someone's body. When you hit a creature with an unarmed strike, you can
|
||||
spend 3 ki points to start these imperceptible vibrations, which last for a
|
||||
number of days equal to your monk level. The vibrations are harmless unless
|
||||
you use your action to end them. To do so, you and the target must be on
|
||||
@@ -347,7 +347,7 @@ class ShadowArts(Feature):
|
||||
to duplicate the effects of certain spells. As an action, you can spend 2
|
||||
ki points to cast darkness, darkvision, pass without trace, or silence,
|
||||
without providing material components. Additionally, you gain the minor
|
||||
illusion cantrip if you don’t already know it.
|
||||
illusion cantrip if you don't already know it.
|
||||
|
||||
"""
|
||||
name = "Shadow Arts"
|
||||
@@ -394,7 +394,7 @@ class DiscipleOfTheElements(Feature):
|
||||
that harness the power of the four elements. A discipline requires you to
|
||||
spend ki points each time you use it. You know the Elemental Attunement
|
||||
discipline and one other elemental discipline of your choice, which are
|
||||
detailed in the “Elemental Disciplines” section below.
|
||||
detailed in the "Elemental Disciplines" section below.
|
||||
|
||||
You learn one additional elemental discipline of your choice at 6th, 11th,
|
||||
and 17th level. Whenever you learn a new elemental discipline, you can also
|
||||
@@ -405,14 +405,14 @@ class DiscipleOfTheElements(Feature):
|
||||
|
||||
**Casting Elemental Spells**: Some elemental disciplines allow you to cast
|
||||
spells. See chapter 10 for the general rules of spellcasting. To cast one o
|
||||
f these spells, you use its casting time and other rules, but you don’t
|
||||
f these spells, you use its casting time and other rules, but you don't
|
||||
need to provide material components for it. Once you reach 5th level in
|
||||
this class, you can spend additional ki points to increase the level of an
|
||||
elemental discipline spell that you cast, provided that the spell has an
|
||||
enhanced effect at a higher level, as burning hands does. The spell's level
|
||||
increases by 1 for each additional ki point you spend. For example, if you
|
||||
are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands,
|
||||
you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s
|
||||
you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's
|
||||
base cost of 2 ki points plus 1).
|
||||
|
||||
The maximum number of ki points you can spend to cast a spell in this way
|
||||
@@ -437,16 +437,16 @@ class ElementalAttunement(Feature):
|
||||
"""You can use your action to briefly control elemental forces nearby, causing
|
||||
one of the following effects of your choice:
|
||||
|
||||
-- Create a harmless, instantaneous sensory effect related to air, earth,
|
||||
• Create a harmless, instantaneous sensory effect related to air, earth,
|
||||
fire, or water, such as a shower of sparks, a puff of wind, a spray o f
|
||||
light mist, or a gentle rumbling of stone.
|
||||
|
||||
-- Instantaneously light or snuff out a candle, a torch, or a small
|
||||
• Instantaneously light or snuff out a candle, a torch, or a small
|
||||
campfire.
|
||||
|
||||
-- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
|
||||
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
|
||||
|
||||
-- Cause earth, fire, water, or mist that can fit within a 1-foot cube to
|
||||
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to
|
||||
shape itself into a crude form you desig nate for 1 minute.
|
||||
|
||||
"""
|
||||
@@ -515,7 +515,7 @@ class FistOfUnbrokenAir(Feature):
|
||||
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
|
||||
bludgeoning damage for each additional ki point you spend, and you can push
|
||||
the creature up to 20 feet away from you and knock it prone. On a
|
||||
successful save, the creature takes half as much damage, and you don’t push
|
||||
successful save, the creature takes half as much damage, and you don't push
|
||||
it or knock it prone.
|
||||
|
||||
"""
|
||||
@@ -591,12 +591,12 @@ class ShapeTheFlowingRiver(Feature):
|
||||
"""As an action, you can spend 1 ki point to choose an area of ice or water no
|
||||
larger than 30 feet on a side within 120 feet o f you. You can change water
|
||||
to ice within the area and vice versa, and you can reshape ice in the area
|
||||
in any manner you choose. You can raise or lower the ice’s elevation,
|
||||
in any manner you choose. You can raise or lower the ice's elevation,
|
||||
create or fill in a trench, erect or flatten a wall, or form a pillar. The
|
||||
extent of any such changes can’t exceed half the area’s largest
|
||||
extent of any such changes can't exceed half the area's largest
|
||||
dimension. For example, if you affect a 30-foot square, you can create a
|
||||
pillar up to 15 feet high, raise or lower the square’s elevation by up to
|
||||
15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the
|
||||
pillar up to 15 feet high, raise or lower the square's elevation by up to
|
||||
15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the
|
||||
ice to trap or injure a creature in the area.
|
||||
|
||||
"""
|
||||
@@ -620,7 +620,7 @@ class WaterWhip(Feature):
|
||||
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
|
||||
bludgeoning damage for each additional ki point you spend, and you can
|
||||
either knock it prone or pull it up to 25 feet closer to you. On a
|
||||
successful save, the creature takes half as much damage, and you don’t pull
|
||||
successful save, the creature takes half as much damage, and you don't pull
|
||||
it or knock it prone
|
||||
|
||||
"""
|
||||
@@ -769,7 +769,7 @@ class TipsySway(Feature):
|
||||
"""Starting at 6th level, you can move in sudden, swaying ways. You gain the
|
||||
following benefits.
|
||||
|
||||
**Leap to Your Feet**: When you’re prone, you can stand up
|
||||
**Leap to Your Feet**: When you're prone, you can stand up
|
||||
by spending 5 feet of movement, rather than half your speed.
|
||||
|
||||
**Redirect Attack**: When a creature misses you with a melee attack roll,
|
||||
@@ -816,10 +816,10 @@ class PathOfTheKensei(Feature):
|
||||
one melee weapon and one ranged weapon. Each of these weapons can be any
|
||||
sim- ple or martial weapon that lacks the heavy and special properties. The
|
||||
longbow is also a valid choice. You gain proficiency with these weapons if
|
||||
you don’t already have it. Weapons of the chosen types are monk weapons for
|
||||
you. Many of this tradition’s features work only with your kensei
|
||||
you don't already have it. Weapons of the chosen types are monk weapons for
|
||||
you. Many of this tradition's features work only with your kensei
|
||||
weapons. When you reach 6th, 11th, and 17th level in this class. you can
|
||||
choose another type of weapon—either melee or ranged—to be a kensei weapon
|
||||
choose another type of weapon-either melee or ranged-to be a kensei weapon
|
||||
for you. following the criteria above.
|
||||
|
||||
**Agile Parry**: If you make an unarmed strike as part of the Attack action
|
||||
@@ -828,10 +828,10 @@ class PathOfTheKensei(Feature):
|
||||
of your next turn, while the weapon is in your hand and you aren't
|
||||
incapacitated.
|
||||
|
||||
**Kensei’s Shot**: You can use a bonus action on your turn to make your
|
||||
**Kensei's Shot**: You can use a bonus action on your turn to make your
|
||||
ranged attacks with a kensei weapon more deadly. When you do so, any target
|
||||
you hit with a ranged attack using a kensei weapon takes an extra 1d4
|
||||
damage of the weapons type. You retain this benefit un— til the end of the
|
||||
damage of the weapons type. You retain this benefit un- til the end of the
|
||||
current turn.
|
||||
|
||||
**Way ofthe Brush**: You gain proficiency with your choice of
|
||||
|
||||
@@ -79,7 +79,7 @@ class PaladinFightingStyle(FeatureSelector):
|
||||
class DivineSmite(Feature):
|
||||
"""Starting at 2nd level, when you hit a creature with a melee weapon attack,
|
||||
you can expend one paladin spell slot to deal radiant damage to the target,
|
||||
in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level
|
||||
in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level
|
||||
spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of
|
||||
5d8. The damage increases by 1d8 if the target is an undead or a fiend.
|
||||
|
||||
@@ -119,7 +119,7 @@ class AuraOfProtection(Feature):
|
||||
|
||||
class AuraOfCourage(Feature):
|
||||
"""Starting at 10th level, you and friendly creatures within 10 feet of you
|
||||
can’t be frightened while you are conscious.
|
||||
can't be frightened while you are conscious.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet
|
||||
|
||||
@@ -198,9 +198,9 @@ class TurnTheUnholy(Feature):
|
||||
until it takes damage.
|
||||
|
||||
A turned creature must spend its turns trying to move as far away from you
|
||||
as it can, and it can’t willingly move to a space within 30 feet of you. It
|
||||
also can’t take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there’s
|
||||
as it can, and it can't willingly move to a space within 30 feet of you. It
|
||||
also can't take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there's
|
||||
nowhere to move, the creature can use the Dodge action.
|
||||
|
||||
"""
|
||||
@@ -210,7 +210,7 @@ class TurnTheUnholy(Feature):
|
||||
|
||||
class AuraOfDevotion(Feature):
|
||||
"""Starting at 7th level, you and friendly creatures within 10 feet of you
|
||||
can’t be charmed while you are conscious. At 18th level, the range of this
|
||||
can't be charmed while you are conscious. At 18th level, the range of this
|
||||
aura increases to 30 feet.
|
||||
|
||||
"""
|
||||
@@ -236,7 +236,7 @@ class HolyNimbus(Feature):
|
||||
creature takes 10 radiant damage.
|
||||
|
||||
In addition, for the duration, you have advantage on saving throws against
|
||||
spells cast by fiends or undead. Once you use this feature, you can’t use
|
||||
spells cast by fiends or undead. Once you use this feature, you can't use
|
||||
it again until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -272,7 +272,7 @@ class RebukeTheViolent(Feature):
|
||||
class AuraOfTheGuardian(Feature):
|
||||
"""Starting at 7th level, you can shield others from harm at the cost of your
|
||||
own health. When a creature within 10 feet of you takes damage, you can use
|
||||
your reaction to magically take that damage, instead of that creature tak—
|
||||
your reaction to magically take that damage, instead of that creature tak-
|
||||
ing it. This feature doesn't transfer any other effects that might
|
||||
accompany the damage, and this damage can't be reduced in any way. At 18th
|
||||
level, the range of this aura increases to 30 feet.
|
||||
@@ -296,7 +296,7 @@ class ProtectiveSpirit(Feature):
|
||||
class EmissaryOfRedemption(Feature):
|
||||
"""At 20th level, you become an avatar of peace, which gives you two benefits:
|
||||
|
||||
--You have resistance to all damage dealt by other crea— tures (their
|
||||
--You have resistance to all damage dealt by other crea- tures (their
|
||||
attacks, spells, and other effects).
|
||||
|
||||
--Whenever a creature hits you with an attack, it takes radiant damage
|
||||
|
||||
@@ -6,7 +6,7 @@ from .. import armor, spells
|
||||
class Darkvision(Feature):
|
||||
"""Accustomed to life underground, you have superior vision in dark and dim
|
||||
conditions. You can see in dim light within 60 feet of you as if it were
|
||||
bright light, and in darkness as if it were dim light. You can’t discern
|
||||
bright light, and in darkness as if it were dim light. You can't discern
|
||||
color in darkness, only shades of gray.
|
||||
|
||||
"""
|
||||
@@ -17,7 +17,7 @@ class Darkvision(Feature):
|
||||
class SuperiorDarkvision(Feature):
|
||||
"""Accustomed to life underground, you have superior vision in dark and dim
|
||||
conditions. You can see in dim light within 120 feet of you as if it were
|
||||
bright light, and in darkness as if it were dim light. You can’t discern
|
||||
bright light, and in darkness as if it were dim light. You can't discern
|
||||
color in darkness, only shades of gray.
|
||||
|
||||
"""
|
||||
@@ -76,7 +76,7 @@ class DwarvenToughness(Feature):
|
||||
|
||||
# Elves
|
||||
class FeyAncestry(Feature):
|
||||
"""You have advantage on saving throws against being charmed, and magic can’t
|
||||
"""You have advantage on saving throws against being charmed, and magic can't
|
||||
put you to sleep.
|
||||
|
||||
"""
|
||||
@@ -85,9 +85,9 @@ class FeyAncestry(Feature):
|
||||
|
||||
|
||||
class Trance(Feature):
|
||||
"""Elves don’t need to sleep. Instead, they meditate deeply, remaining
|
||||
"""Elves don't need to sleep. Instead, they meditate deeply, remaining
|
||||
semiconscious, for 4 hours a day. (The Common word for such meditation is
|
||||
“trance.”) While meditating, you can dream after a fashion; such dreams are
|
||||
"trance.") While meditating, you can dream after a fashion; such dreams are
|
||||
actually mental exercises that have become reflexive through years of
|
||||
practice. After resting in this way, you gain the same benefit that a human
|
||||
does from 8 hours of sleep.
|
||||
@@ -190,27 +190,27 @@ class DraconicAncestry(Feature):
|
||||
Ancestry table. Your breath weapon and damage resistance are determined by the
|
||||
dragon type.
|
||||
|
||||
Dragon -- Damage Type -- Breath Weapon
|
||||
Dragon • Damage Type • Breath Weapon
|
||||
|
||||
Black -- Acid -- 5 by 30 ft. line (DEX save)
|
||||
Black • Acid • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Blue -- Lightning -- 5 by 30 ft. line (DEX save)
|
||||
Blue • Lightning • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Brass -- Fire -- 5 by 30 ft. line (DEX save)
|
||||
Brass • Fire • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Bronze -- Lightning -- 5 by 30 ft. line (DEX save)
|
||||
Bronze • Lightning • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Copper -- Acid -- 5 by 30 ft. line (DEX save)
|
||||
Copper • Acid • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Gold -- Fire -- 15 ft. cone (DEX save)
|
||||
Gold • Fire • 15 ft. cone (DEX save)
|
||||
|
||||
Green -- Poison -- 15 ft. cone (CON save)
|
||||
Green • Poison • 15 ft. cone (CON save)
|
||||
|
||||
Red -- Fire -- 15 ft. cone (DEX save)
|
||||
Red • Fire • 15 ft. cone (DEX save)
|
||||
|
||||
Silver -- Cold -- 15 ft. cone (CON save)
|
||||
Silver • Cold • 15 ft. cone (CON save)
|
||||
|
||||
White -- White -- 15 ft. cone (CON save)
|
||||
White • White • 15 ft. cone (CON save)
|
||||
|
||||
"""
|
||||
name = "Draconic Ancestry"
|
||||
@@ -226,7 +226,7 @@ class BreathWeapon(Feature):
|
||||
modifier + your proficiency bonus. A creature takes 2d6 damage on a failed
|
||||
save, and half as much damage on a successful one. The damage increases to
|
||||
3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use
|
||||
your breath weapon, you can’t use it again until you complete a short or
|
||||
your breath weapon, you can't use it again until you complete a short or
|
||||
long rest. Damage
|
||||
|
||||
"""
|
||||
@@ -285,7 +285,7 @@ class ArtificersLore(Feature):
|
||||
|
||||
|
||||
class Tinker(Feature):
|
||||
"""You have proficiency with artisan’s tools (tinker’s tools). Using those
|
||||
"""You have proficiency with artisan's tools (tinker's tools). Using those
|
||||
tools, you can spend 1 hour and 10 gp worth of materials to construct a
|
||||
Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24
|
||||
hours (unless you spend 1 hour repairing it to keep the device
|
||||
@@ -303,7 +303,7 @@ class Tinker(Feature):
|
||||
light a candle, torch, or campfire. Using the device requires your action.
|
||||
|
||||
*Music Box*: When opened, this music box plays a single song at a moderate
|
||||
volume. The box stops playing when it reaches the song’s end or when
|
||||
volume. The box stops playing when it reaches the song's end or when
|
||||
|
||||
"""
|
||||
|
||||
@@ -321,7 +321,7 @@ class StoneCamouflage(Feature):
|
||||
# Half-Orcs
|
||||
class RelentlessEndurance(Feature):
|
||||
"""When you are reduced to 0 hit points but not killed outright, you can drop
|
||||
to 1 hit point instead. You can’t use this feature again until you finish a
|
||||
to 1 hit point instead. You can't use this feature again until you finish a
|
||||
long rest.
|
||||
|
||||
"""
|
||||
@@ -331,7 +331,7 @@ class RelentlessEndurance(Feature):
|
||||
|
||||
class SavageAttacks(Feature):
|
||||
"""When you score a critical hit with a melee weapon attack, you can roll one
|
||||
of the weapon’s damage dice one additional time and add it to the extra
|
||||
of the weapon's damage dice one additional time and add it to the extra
|
||||
damage of the critical hit.
|
||||
|
||||
"""
|
||||
@@ -636,7 +636,7 @@ class GuardiansOfTheDepths(Feature):
|
||||
|
||||
# Genasi
|
||||
class UnendingBreath(Feature):
|
||||
"""You can hold your breath indefinitely while you’re not incapacitated.
|
||||
"""You can hold your breath indefinitely while you're not incapacitated.
|
||||
|
||||
"""
|
||||
name = "Unending Breath"
|
||||
|
||||
@@ -36,21 +36,21 @@ class NaturalExplorer(Feature):
|
||||
|
||||
When you make an Intelligence or Wisdom check related to your favored
|
||||
terrain, your proficiency bonus is doubled if you are using a skill that
|
||||
you’re proficient in. While traveling for an hour or more in your favored
|
||||
you're proficient in. While traveling for an hour or more in your favored
|
||||
terrain, you gain the following benefits:
|
||||
|
||||
-- Difficult terrain doesn’t slow your group’s travel.
|
||||
• Difficult terrain doesn't slow your group's travel.
|
||||
|
||||
-- Your group can’t become lost except by magical means.
|
||||
• Your group can't become lost except by magical means.
|
||||
|
||||
-- Even when you are engaged in another activity while traveling
|
||||
• Even when you are engaged in another activity while traveling
|
||||
(such as foraging, navigating, or tracking), you remain alert to danger.
|
||||
|
||||
-- If you are traveling alone, you can move stealthily at a normal pace.
|
||||
• If you are traveling alone, you can move stealthily at a normal pace.
|
||||
|
||||
-- When you forage, you find twice as much food as you normally would.
|
||||
• When you forage, you find twice as much food as you normally would.
|
||||
|
||||
-- While tracking other creatures, you also learn their exact number, their
|
||||
• While tracking other creatures, you also learn their exact number, their
|
||||
sizes, and how long ago they passed through the area.
|
||||
|
||||
"""
|
||||
@@ -137,8 +137,8 @@ class PrimevalAwareness(Feature):
|
||||
level of the spell slot you expend, you can sense whether the following
|
||||
types of creatures are present within 1 mile of you (or within up to 6
|
||||
miles if you are in your favored terrain): aberrations, celestials,
|
||||
dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal
|
||||
the creatures’ location or number.
|
||||
dragons, elementals, fey, fiends, and undead. This feature doesn't reveal
|
||||
the creatures' location or number.
|
||||
|
||||
"""
|
||||
name = "Primeval Awareness"
|
||||
@@ -173,7 +173,7 @@ class HideInPlainSight(Feature):
|
||||
|
||||
class Vanish(Feature):
|
||||
"""Starting at 14th level, you can use the Hide action as a bonus action on
|
||||
your turn. Also, you can’t be tracked by nonmagical means, unless you
|
||||
your turn. Also, you can't be tracked by nonmagical means, unless you
|
||||
choose to leave a trail.
|
||||
|
||||
"""
|
||||
@@ -183,10 +183,10 @@ class Vanish(Feature):
|
||||
|
||||
class FeralSenses(Feature):
|
||||
"""At 18th level, you gain preternatural senses that help you fight creatures
|
||||
you can’t see. When you attack a creature you can’t see, your inability to
|
||||
see it doesn’t impose disadvantage on your attack rolls against it. You are
|
||||
you can't see. When you attack a creature you can't see, your inability to
|
||||
see it doesn't impose disadvantage on your attack rolls against it. You are
|
||||
also aware of the location of any invisible creature within 30 feet of you,
|
||||
provided that the creature isn’t hidden from you and you aren’t blinded or
|
||||
provided that the creature isn't hidden from you and you aren't blinded or
|
||||
deafened
|
||||
|
||||
"""
|
||||
@@ -209,7 +209,7 @@ class FoeSlayer(Feature):
|
||||
# Hunter
|
||||
class ColossusSlayer(Feature):
|
||||
"""Your tenacity can wear down the most potent foes. When you hit a creature
|
||||
with a weapon attack, the creature takes an extra 1d8 damage if it’s below
|
||||
with a weapon attack, the creature takes an extra 1d8 damage if it's below
|
||||
its hit point maximum. You can deal this extra damage only once per turn.
|
||||
|
||||
"""
|
||||
@@ -300,7 +300,7 @@ class DefensiveTactics(FeatureSelector):
|
||||
|
||||
class Volley(Feature):
|
||||
"""You can use your action to make a ranged attack against any number of
|
||||
creatures within 10 feet o f a point you can see within your weapon’s
|
||||
creatures within 10 feet o f a point you can see within your weapon's
|
||||
range. You must have ammunition for each target, as normal, and you make a
|
||||
separate attack roll for each target
|
||||
|
||||
@@ -367,13 +367,13 @@ class RangersCompanion(Feature):
|
||||
adventures and is trained to fight alongside you. Choose a beast that is no
|
||||
larger than Medium and that has a challenge rating of 1/4 or lower
|
||||
(appendix D presents statistics for the hawk, mastiff, and panther as
|
||||
examples). Add your proficiency bonus to the beast’s AC, attack rolls, and
|
||||
examples). Add your proficiency bonus to the beast's AC, attack rolls, and
|
||||
damage rolls, as well as to any saving throws and skills it is proficient
|
||||
in. Its hit point maximum equals its normal maximum or four times your
|
||||
ranger level, whichever is higher.
|
||||
|
||||
The beast obeys your commands as best as it can. It takes its turn on your
|
||||
initiative, though it doesn’t take an action unless you command it to. On
|
||||
initiative, though it doesn't take an action unless you command it to. On
|
||||
your turn, you can verbally command the beast where to move (no action
|
||||
required by you). You can use your action to verbally command it to take
|
||||
the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra
|
||||
@@ -382,7 +382,7 @@ class RangersCompanion(Feature):
|
||||
|
||||
While traveling through your favored terrain with only the beast, you can
|
||||
move stealthily at a normal pace. If the beast dies, you can obtain another
|
||||
one by spending 8 hours magically bonding with another beast that isn’t
|
||||
one by spending 8 hours magically bonding with another beast that isn't
|
||||
hostile to you, either the same type of beast as before or a different one.
|
||||
|
||||
"""
|
||||
@@ -392,7 +392,7 @@ class RangersCompanion(Feature):
|
||||
|
||||
class ExceptionalTraining(Feature):
|
||||
"""Beginning at 7th level, on any of your turns when your beast companion
|
||||
doesn’t attack, you can use a bonus action to command the beast to take the
|
||||
doesn't attack, you can use a bonus action to command the beast to take the
|
||||
Dash, Disengage, Dodge, or Help action on its turn
|
||||
|
||||
"""
|
||||
@@ -447,7 +447,7 @@ class UmbralSight(Feature):
|
||||
|
||||
|
||||
class IronMind(Feature):
|
||||
"""By 7th level, you have honed your ability to resist the mind—altering
|
||||
"""By 7th level, you have honed your ability to resist the mind-altering
|
||||
powers of your prey. You gain proficiency in Wisdom saving throws. Ifyou
|
||||
already have this proficiency, you instead gain proficiency in
|
||||
Intelligence or Charisma saving throws (your choice)
|
||||
@@ -475,7 +475,7 @@ class StalkersFlurry(Feature):
|
||||
class ShadowyDodge(Feature):
|
||||
"""Starting at 15th level, you can dodge in unforeseen ways, with wisps of
|
||||
supernatural shadow around you. Whenever a creature makes an attack roll
|
||||
against you and doesn’t have advantage on the roll, you can use your
|
||||
against you and doesn't have advantage on the roll, you can use your
|
||||
reaction to impose disadvantage on it. You must use this feature before you
|
||||
know the outcome of the attack roll.
|
||||
|
||||
@@ -489,7 +489,7 @@ class DetectPortal(Feature):
|
||||
"""At 3rd level, you gain the ability to magically sense the presence of a
|
||||
planar portal. As an action, you detect the distance and direction to the
|
||||
closest planar portal within 1 mile of you. Once you use this feature, you
|
||||
can’t use it again until you finish a short or long rest.
|
||||
can't use it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Detect Portal"
|
||||
@@ -520,7 +520,7 @@ class EtherealStep(Feature):
|
||||
"""At 7th level, you learn to step through the Ethereal Plane. As a bonus
|
||||
action, you can cast the etherealncss spell with this feature, without
|
||||
expending a spell slot, but the spell ends at the end of the current
|
||||
turn. Once you use this feature, you can’t use it again until you finish a
|
||||
turn. Once you use this feature, you can't use it again until you finish a
|
||||
short or long rest
|
||||
|
||||
"""
|
||||
@@ -544,7 +544,7 @@ class SpectralDefense(Feature):
|
||||
"""At 15th level, your ability to move between planes enables you to slip
|
||||
through the planar boundaries to lessen the harm done to you during
|
||||
battle. When you take damage from an attack, you can use your reaction to
|
||||
give yourself resistance to all of that attack’s damage on this turn
|
||||
give yourself resistance to all of that attack's damage on this turn
|
||||
|
||||
"""
|
||||
name = "Spectral Defense"
|
||||
@@ -558,7 +558,7 @@ class HuntersSense(Feature):
|
||||
within 60 feet ofyou. You immediately learn whether the creature has any
|
||||
damage immunities, resistances, or vulnerabilities and What they are. If
|
||||
the creature is hidden from divination magic, you sense that it has no
|
||||
damage immunities, re— sistances, or vulnerabilities. You can use this
|
||||
damage immunities, re- sistances, or vulnerabilities. You can use this
|
||||
feature a number of times equal to your Wisdom modifier (minimum of
|
||||
once). You regain all expended uses of it when you finish a long rest.
|
||||
|
||||
@@ -586,8 +586,8 @@ class SlayersPrey(Feature):
|
||||
|
||||
|
||||
class SupernaturalDefense(Feature):
|
||||
"""At 7th level, you gain extra resilience against your prey’s assaults on
|
||||
your mind and body. Whenever the target of your Slayer’s Prey forces you to
|
||||
"""At 7th level, you gain extra resilience against your prey's assaults on
|
||||
your mind and body. Whenever the target of your Slayer's Prey forces you to
|
||||
make a saving throw and whenever you make an ability check to escape that
|
||||
targets grapple, add 1d6 to your roll
|
||||
|
||||
@@ -597,11 +597,11 @@ class SupernaturalDefense(Feature):
|
||||
|
||||
|
||||
class MagicUsersNemesis(Feature):
|
||||
"""At 11th level, you gain the ability to thwart someone else’s magic. When
|
||||
"""At 11th level, you gain the ability to thwart someone else's magic. When
|
||||
you see a creature casting a spell or teleporting within 60 feet of you,
|
||||
you can use your reaction to try to magically foil it. The creature must
|
||||
succeed on a Wisdom saving throw against your spell save DC, or its spell
|
||||
or teleport fails and is wasted. Once you use this feature, you can’t use
|
||||
or teleport fails and is wasted. Once you use this feature, you can't use
|
||||
it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -611,11 +611,11 @@ class MagicUsersNemesis(Feature):
|
||||
|
||||
class SlayersCounter(Feature):
|
||||
"""At 15th level, you gain the ability to counterattack when your prey tries
|
||||
to sabotage you. If the target of your Slayer’s Prey forces you to make a
|
||||
to sabotage you. If the target of your Slayer's Prey forces you to make a
|
||||
saving throw, you can use your reaction to make one weapon attack against
|
||||
the quarry. You make this attack immediately before making the saving
|
||||
throw. If your attack hits, your save automatir cally succeeds, in addition
|
||||
to the attack’s normal effects
|
||||
to the attack's normal effects
|
||||
|
||||
"""
|
||||
name = "Slayer's Counter"
|
||||
@@ -657,9 +657,9 @@ class NaturalExplorerRevised(Feature):
|
||||
In addition, you are skilled at navigating the wilderness. You gain the
|
||||
following benefits when traveling for an hour or more:
|
||||
|
||||
--Difficult terrain doesn’t slow your group’s travel.
|
||||
--Difficult terrain doesn't slow your group's travel.
|
||||
|
||||
--Your group can’t become lost except by magical means.
|
||||
--Your group can't become lost except by magical means.
|
||||
|
||||
--Even when you are engaged in another activity while traveling (such as
|
||||
foraging, navigating, or tracking), you remain alert to danger.
|
||||
@@ -695,7 +695,7 @@ class PrimevalAwarenessRevised(Feature):
|
||||
concentration (as if you were concentrating on a spell), you can sense
|
||||
whether any of your favored enemies are present within 5 miles of you. This
|
||||
feature reveals which of your favored enemies are present, their numbers,
|
||||
and the creatures’ general direction and distance (in miles) from you.
|
||||
and the creatures' general direction and distance (in miles) from you.
|
||||
|
||||
If there are multiple groups of your favored enemies within range, you
|
||||
learn this information for each group.
|
||||
@@ -763,12 +763,12 @@ class AnimalCompanion(Feature):
|
||||
of creatures would logically be present in the area.
|
||||
|
||||
At the end of the 8 hours, your animal companion appears and gains all the
|
||||
benefits of your Companion’s Bond ability. You can have only one animal
|
||||
benefits of your Companion's Bond ability. You can have only one animal
|
||||
companion at a time.
|
||||
|
||||
If your animal companion is ever slain, the magical bond you share allows
|
||||
you to return it to life. With 8 hours of work and the expenditure of 25 gp
|
||||
worth of rare herbs and fine food, you call forth your companion’s spirit
|
||||
worth of rare herbs and fine food, you call forth your companion's spirit
|
||||
and use your magic to create a new body for it. You can return an animal
|
||||
companion to life in this manner even if you do not possess any part of its
|
||||
body.
|
||||
@@ -802,16 +802,16 @@ class CompanionsBond(Feature):
|
||||
also becomes proficient with all saving throws. For each level you gain
|
||||
after 3rd, your animal companion gains an additional hit die and increases
|
||||
its hit points accordingly. Whenever you gain the Ability Score Improvement
|
||||
class feature, your companion’s abilities also improve. Your companion can
|
||||
class feature, your companion's abilities also improve. Your companion can
|
||||
increase one ability score of your choice by 2, or it can increase two
|
||||
ability scores of your choice by 1. As normal, your companion can’t
|
||||
ability scores of your choice by 1. As normal, your companion can't
|
||||
increase an ability score above 20 using this feature unless its
|
||||
description specifies otherwise.
|
||||
|
||||
Your companion shares your alignment, and has a personality trait and a
|
||||
flaw that you can roll for or select from the tables below. Your companion
|
||||
shares your ideal, and its bond is always, \“The ranger who travels with me
|
||||
is a beloved companion for whom I would gladly give my life.\”
|
||||
shares your ideal, and its bond is always, \"The ranger who travels with me
|
||||
is a beloved companion for whom I would gladly give my life.\"
|
||||
|
||||
"""
|
||||
name = "Companions Bond"
|
||||
@@ -848,7 +848,7 @@ class StormOfClawsAndFangs(Feature):
|
||||
|
||||
class SuperiorBeastsDefense(Feature):
|
||||
"""At 15th level, whenever an attacker that your companion can see hits it
|
||||
with an attack, it can use its reaction to halve the attack’s damage
|
||||
with an attack, it can use its reaction to halve the attack's damage
|
||||
against it.
|
||||
|
||||
"""
|
||||
@@ -873,7 +873,7 @@ class UnderdarkScout(Feature):
|
||||
|
||||
class StalkersDodge(Feature):
|
||||
"""At 15th level, whenever a creature attacks you and does not have advantage,
|
||||
you can use your reaction to impose disadvantage on the creature’s attack
|
||||
you can use your reaction to impose disadvantage on the creature's attack
|
||||
roll against you. You can use this feature before or after the attack roll
|
||||
is made, but it must be used before the outcome of the roll is determined
|
||||
|
||||
|
||||
@@ -5,12 +5,12 @@ from math import ceil
|
||||
# PHB
|
||||
class RogueExpertise(Feature):
|
||||
"""At 1st level, choose two of your skill proficiencies, or one of your skill
|
||||
proficiencies and your proficiency with thieves’ tools. Your proficiency
|
||||
proficiencies and your proficiency with thieves' tools. Your proficiency
|
||||
bonus is doubled for any ability check you make that uses either of the
|
||||
chosen proficiencies.
|
||||
|
||||
At 6th level, you can choose two more of your
|
||||
proficiencies (in skills or with thieves’ tools) to gain this benefit.
|
||||
proficiencies (in skills or with thieves' tools) to gain this benefit.
|
||||
|
||||
Add these skills to "skill_expertise" in your character.py file
|
||||
|
||||
@@ -20,13 +20,13 @@ class RogueExpertise(Feature):
|
||||
|
||||
|
||||
class SneakAttack(Feature):
|
||||
"""Beginning at 1st level, you know how to strike subtly and exploit a foe’s
|
||||
"""Beginning at 1st level, you know how to strike subtly and exploit a foe's
|
||||
distraction. Once per turn, you can deal an extra 1d6 damage to one
|
||||
creature you hit with an attack if you have advantage on the attack
|
||||
roll. The attack must use a finesse or a ranged weapon.
|
||||
|
||||
You don’t need advantage on the attack roll if another enemy of the target
|
||||
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
|
||||
You don't need advantage on the attack roll if another enemy of the target
|
||||
is within 5 feet of it, that enemy isn't incapacitated, and you don't have
|
||||
disadvantage on the attack roll.
|
||||
|
||||
The amount of the extra damage increases as you gain levels in this class,
|
||||
@@ -56,7 +56,7 @@ class CunningAction(Feature):
|
||||
|
||||
class UncannyDodge(Feature):
|
||||
"""Starting at 5th level, when an attacker that you can see hits you with an
|
||||
attack, you can use your reaction to halve the attack’s damage against you.
|
||||
attack, you can use your reaction to halve the attack's damage against you.
|
||||
|
||||
"""
|
||||
name = "Uncanny Dodge"
|
||||
@@ -65,7 +65,7 @@ class UncannyDodge(Feature):
|
||||
|
||||
class Evasion(Feature):
|
||||
"""Beginning at 7th level, you can nimbly dodge out o f the way of certain
|
||||
area effects, such as a red dragon’s fiery breath or an ice storm
|
||||
area effects, such as a red dragon's fiery breath or an ice storm
|
||||
spell. When you are subjected to an effect that allows you to make a
|
||||
Dexterity saving throw to take only half damage, you instead take no damage
|
||||
if you succeed on the saving throw, and only half damage if you fail.
|
||||
@@ -105,7 +105,7 @@ class SlipperyMind(Feature):
|
||||
class Elusive(Feature):
|
||||
"""Beginning at 18th level, you are so evasive that attackers rarely gain the
|
||||
upper hand against you. No attack roll has advantage against you while you
|
||||
aren’t incapacitated.
|
||||
aren't incapacitated.
|
||||
|
||||
"""
|
||||
name = "Elusive"
|
||||
@@ -118,7 +118,7 @@ class StrokeOfLuck(Feature):
|
||||
into a hit. Alternatively, if you fail an ability check, you can treat the
|
||||
d20 roll as a 20.
|
||||
|
||||
Once you use this feature, you can’t use it again until you finish a short
|
||||
Once you use this feature, you can't use it again until you finish a short
|
||||
or long rest.
|
||||
|
||||
"""
|
||||
@@ -129,7 +129,7 @@ class StrokeOfLuck(Feature):
|
||||
# Thief
|
||||
class FastHands(Feature):
|
||||
"""Starting at 3rd level, you can use the bonus action granted by your Cunning
|
||||
Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools
|
||||
Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools
|
||||
to disarm a trap or open a lock, or take the Use an Object action.
|
||||
|
||||
"""
|
||||
@@ -171,7 +171,7 @@ class ThiefsReflexes(Feature):
|
||||
"""When you reach 17th level, you have become adept at laying ambushes and
|
||||
quickly escaping danger. You can take two turns during the first round of
|
||||
any combat. You take your first turn at your normal initiative and your
|
||||
second turn at your initiative minus 10. You can’t use this feature when
|
||||
second turn at your initiative minus 10. You can't use this feature when
|
||||
you are surprised.
|
||||
|
||||
"""
|
||||
@@ -183,7 +183,7 @@ class ThiefsReflexes(Feature):
|
||||
class Assassinate(Feature):
|
||||
"""Starting at 3rd level, you are at your deadliest when you get the drop on
|
||||
your enemies. You have advantage on attack rolls against any creature that
|
||||
hasn’t taken a turn in the combat yet. In addition, any hit you score
|
||||
hasn't taken a turn in the combat yet. In addition, any hit you score
|
||||
against a creature that is surprised is a critical hit.
|
||||
|
||||
"""
|
||||
@@ -194,7 +194,7 @@ class Assassinate(Feature):
|
||||
class InfiltrationExpertise(Feature):
|
||||
"""Starting at 9th level, you can unfailingly create false identities for
|
||||
yourself. You must spend seven days and 25 gp to establish the history,
|
||||
profession, and affiliations for an identity. You can’t establish an
|
||||
profession, and affiliations for an identity. You can't establish an
|
||||
identity that belongs to someone else. For example, you might acquire
|
||||
appropriate clothing, letters of introduction, and official- looking
|
||||
certification to establish yourself as a member of a trading house from a
|
||||
@@ -209,9 +209,9 @@ class InfiltrationExpertise(Feature):
|
||||
|
||||
|
||||
class Imposter(Feature):
|
||||
"""At 13th level, you gain the ability to unerringly mimic another person’s
|
||||
"""At 13th level, you gain the ability to unerringly mimic another person's
|
||||
speech, writing, and behavior. You must spend at least three hours studying
|
||||
these three components of the person’s behavior, listening to speech,
|
||||
these three components of the person's behavior, listening to speech,
|
||||
examining handwriting, and observing mannerisms. Your ruse is indiscernible
|
||||
to the casual observer. If a wary creature suspects something is amiss, you
|
||||
have advantage on any Charisma (Deception) check you make to avoid
|
||||
@@ -238,17 +238,17 @@ class MageHandLegerdemain(Feature):
|
||||
"""Starting at 3rd level, when you cast mage hand, you can make the spectral
|
||||
hand invisible, and you can perform the following additional tasks with it:
|
||||
|
||||
-- You can stow one object the hand is holding in a container worn or
|
||||
• You can stow one object the hand is holding in a container worn or
|
||||
carried by another creature.
|
||||
|
||||
-- You can retrieve an object in a container worn or carried by another
|
||||
• You can retrieve an object in a container worn or carried by another
|
||||
creature.
|
||||
|
||||
--You can use thieves’ tools to pick locks and disarm traps at range
|
||||
--You can use thieves' tools to pick locks and disarm traps at range
|
||||
|
||||
You can perform one of these tasks without being noticed by a creature if
|
||||
you succeed on a Dexterity (Sleight of Hand) check contested by the
|
||||
creature’s Wisdom (Perception) check. In addition, you can use the bonus
|
||||
creature's Wisdom (Perception) check. In addition, you can use the bonus
|
||||
action granted by your Cunning Action to control the hand.
|
||||
|
||||
"""
|
||||
@@ -284,12 +284,12 @@ class SpellThief(Feature):
|
||||
can use your reaction to force the creature to make a saving throw with its
|
||||
spellcasting ability modifier. The DC equals your spell save DC.
|
||||
|
||||
On a failed save, you negate the spell’s effect against you, and you steal
|
||||
On a failed save, you negate the spell's effect against you, and you steal
|
||||
the knowledge of the spell if it is at least 1st level and of a level you
|
||||
can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you
|
||||
know the spell and can cast it using your spell slots. The creature can’t
|
||||
can cast (it doesn't need to be a wizard spell). For the next 8 hours, you
|
||||
know the spell and can cast it using your spell slots. The creature can't
|
||||
cast that spell until the 8 hours have passed. Once you use this feature,
|
||||
you can’t use it again until you finish a long rest
|
||||
you can't use it again until you finish a long rest
|
||||
|
||||
"""
|
||||
name = "Spell Thief"
|
||||
@@ -298,7 +298,7 @@ class SpellThief(Feature):
|
||||
|
||||
# Inquisitive
|
||||
class EarForDeceit(Feature):
|
||||
"""When you choose this archetype at 3rd level, you de— velop a talent for
|
||||
"""When you choose this archetype at 3rd level, you de- velop a talent for
|
||||
picking out lies. Whenever you make a Wisdom (Insight) check to determine
|
||||
whether a creature is lying, treat a roll of 7 or lower on the c120 as an
|
||||
8.
|
||||
@@ -321,9 +321,9 @@ class EyeForDetail(Feature):
|
||||
class InsightfulFighting(Feature):
|
||||
"""At 3rd level, you gain the ability to decipher an opponent's tactics and
|
||||
develop a counter to them. As a bonus action, you can make a Wisdom
|
||||
(Insight) check against a creature you can see that isn’t incapacitated,
|
||||
contested by the target’s Charisma (Deception) check. If you suc— ceed, you
|
||||
can use your Sneak Attack against that target even ifyou don’t have
|
||||
(Insight) check against a creature you can see that isn't incapacitated,
|
||||
contested by the target's Charisma (Deception) check. If you suc- ceed, you
|
||||
can use your Sneak Attack against that target even ifyou don't have
|
||||
advantage on the attack roll, but not if you have disadvantage on it. This
|
||||
benefit lasts for 1 minute or until you successfully use this feature
|
||||
against a different target
|
||||
@@ -347,7 +347,7 @@ class UnerringEye(Feature):
|
||||
"""Beginning at 13th level, your senses are almost im« possible to foil. As an
|
||||
action, you sense the presence of illusions, shapechangers not in their
|
||||
original form, and other magic designed to deceive the senses within 30
|
||||
feet ofyou, provided you aren’t blinded or deafened. You sense that an
|
||||
feet ofyou, provided you aren't blinded or deafened. You sense that an
|
||||
effect is attempting to trick you, but you gain no insight into what is
|
||||
hidden or into its true nature. You can use this feature a number of times
|
||||
equal to your Wisdom modifier (minimum of once), and you regain all
|
||||
@@ -359,7 +359,7 @@ class UnerringEye(Feature):
|
||||
|
||||
|
||||
class EyeForWeakness(Feature):
|
||||
"""At 17th level, you learn to exploit a creature’s weak— nesses by carefully
|
||||
"""At 17th level, you learn to exploit a creature's weak- nesses by carefully
|
||||
studying its tactics and movement. While your Insightful Fighting feature
|
||||
applies to a creature, your Sneak Attack damage against that creature
|
||||
increases by 3d6
|
||||
@@ -397,20 +397,20 @@ class MasterOfTactics(Feature):
|
||||
class InsightfulManipulator(Feature):
|
||||
"""Starting at 9th level, if you spend at least 1 minute observing or
|
||||
interacting with another creature outside combat, you can learn certain
|
||||
information about its ca— pabilities compared to your own. The DM tells you
|
||||
information about its ca- pabilities compared to your own. The DM tells you
|
||||
if the creature is your equal, superior, or inferior in regard to two of
|
||||
the following characteristics of your choice:
|
||||
|
||||
-- Intelligence score
|
||||
• Intelligence score
|
||||
|
||||
-- Wisdom score
|
||||
• Wisdom score
|
||||
|
||||
-- Charisma score
|
||||
• Charisma score
|
||||
|
||||
--Class levels (if any)
|
||||
|
||||
At the DM’s option, you might also realize you know a piece of the
|
||||
creature’s history or one of its personality traits, if it has any
|
||||
At the DM's option, you might also realize you know a piece of the
|
||||
creature's history or one of its personality traits, if it has any
|
||||
|
||||
"""
|
||||
name = "Insightful Manipulator"
|
||||
@@ -421,7 +421,7 @@ class Misdirection(Feature):
|
||||
"""Beginning at 13th level, you can sometimes cause another creature to
|
||||
suffer an attack meant for you. When you are targeted by an attack while a
|
||||
creature within 5 feet of you is granting you cover against that attack,
|
||||
you can use your reaction to have the attack target that crea— ture instead
|
||||
you can use your reaction to have the attack target that crea- ture instead
|
||||
of you
|
||||
|
||||
"""
|
||||
@@ -430,12 +430,12 @@ class Misdirection(Feature):
|
||||
|
||||
|
||||
class SoulOfDeceit(Feature):
|
||||
"""Starting at 17th level, your thoughts can’t be read by telepathy or other
|
||||
"""Starting at 17th level, your thoughts can't be read by telepathy or other
|
||||
means, unless you allow it. You can present false thoughts by succeeding on
|
||||
a Charisma (Deception) check contested by the mind reader’s Wis— dom
|
||||
a Charisma (Deception) check contested by the mind reader's Wis- dom
|
||||
(Insight) check. Additionally, no matter what you say, magic that would
|
||||
determine if you are telling the truth indicates you are being truthful if
|
||||
you so choose, and you can’t be compelled to tell the truth by magic
|
||||
you so choose, and you can't be compelled to tell the truth by magic
|
||||
|
||||
"""
|
||||
name = "Soul of Deceit"
|
||||
@@ -446,7 +446,7 @@ class SoulOfDeceit(Feature):
|
||||
class Skirmisher(Feature):
|
||||
"""Starting at 3rd level, you are difficult to pin down during a fight. You
|
||||
can move up to halfyour speed as a reaction when an enemy ends its turn
|
||||
within 5 feet of you. This movement doesn’t provoke opportunity attacks
|
||||
within 5 feet of you. This movement doesn't provoke opportunity attacks
|
||||
|
||||
"""
|
||||
name = "Skirmisher"
|
||||
@@ -455,9 +455,9 @@ class Skirmisher(Feature):
|
||||
|
||||
class Survivalist(Feature):
|
||||
"""When you choose this archetype at 3rd level, you gain proficiency in the
|
||||
Nature and Survival skills if you don’t already have it. Your proficiency
|
||||
Nature and Survival skills if you don't already have it. Your proficiency
|
||||
bonus is doubled for any ability check you make that uses either of those
|
||||
pro— ficiencies
|
||||
pro- ficiencies
|
||||
|
||||
"""
|
||||
|
||||
@@ -492,7 +492,7 @@ class SuddenStrike(Feature):
|
||||
"""Starting at 17th level, you can strike with deadly speed. If you take the
|
||||
Attack action on your turn, you can make one additional attack as a bonus
|
||||
action. This attack can benefit from your Sneak Attack even if you have
|
||||
already used it this turn, but you can’t use your Sneak Attack against the
|
||||
already used it this turn, but you can't use your Sneak Attack against the
|
||||
same target more than once in a turn
|
||||
|
||||
"""
|
||||
@@ -504,7 +504,7 @@ class SuddenStrike(Feature):
|
||||
class FancyFootwork(Feature):
|
||||
"""When you choose this archetype at 3rd level, you learn how to land a strike
|
||||
and then slip away without reprisal. During your turn, if you make a melee
|
||||
attack against a creature, that creature can’t make opportunity attacks
|
||||
attack against a creature, that creature can't make opportunity attacks
|
||||
against you for the rest ofyour turn
|
||||
|
||||
"""
|
||||
@@ -516,9 +516,9 @@ class RakishAudacity(Feature):
|
||||
"""Starting at 3rd level, your confidence propels you into battle. You can give
|
||||
yourself a bonus to your initiative rolls equal to your Charisma
|
||||
modifier. You also gain an additional way to use your Sneak Attack; you
|
||||
don’t need advantage on the attack roll to use your Sneak Attack against a
|
||||
don't need advantage on the attack roll to use your Sneak Attack against a
|
||||
creature if you are within 5 feet of it, no other creatures are within 5
|
||||
feet of you, and you don’t have disadvantage on the attack roll. All the
|
||||
feet of you, and you don't have disadvantage on the attack roll. All the
|
||||
other rules for Sneak Attack still apply to you.
|
||||
|
||||
"""
|
||||
@@ -527,17 +527,17 @@ class RakishAudacity(Feature):
|
||||
|
||||
|
||||
class Panache(Feature):
|
||||
"""At 9th level, your charm becomes extraordinarily be— guiling. As an action,
|
||||
you can make a Charisma (Persuasion) check contested by a creature’s
|
||||
"""At 9th level, your charm becomes extraordinarily be- guiling. As an action,
|
||||
you can make a Charisma (Persuasion) check contested by a creature's
|
||||
Wisdom (Insight) check. The creature must be able to hear you, and the
|
||||
two ofyou must share a language. If you succeed on the check and the
|
||||
creature is hostile to you, it has disadvantage on attack rolls against
|
||||
targets other than you and can’t make opportunity attacks against targets
|
||||
targets other than you and can't make opportunity attacks against targets
|
||||
other than you.
|
||||
|
||||
This effect lasts for 1 minute, until one of your companions attacks the
|
||||
target or affects it with a spell, or until you and the target are more
|
||||
than 60 feet apart. If you succeed on the check and the creature isn’t
|
||||
than 60 feet apart. If you succeed on the check and the creature isn't
|
||||
hostile to you, it is charmed by you for 1 minute. While charmed, it
|
||||
regards you as a friendly acquaintance. This effect ends immediately if you
|
||||
or your companions do anything harmful to it
|
||||
@@ -549,7 +549,7 @@ class Panache(Feature):
|
||||
|
||||
class ElegantManeuver(Feature):
|
||||
"""Starting at 13th level, you can use a bonus action on your turn to gain
|
||||
advantage on the next Dexterity (Ac— robatics) or Strength (Athletics)
|
||||
advantage on the next Dexterity (Ac- robatics) or Strength (Athletics)
|
||||
check you make during the same turn
|
||||
|
||||
"""
|
||||
@@ -560,7 +560,7 @@ class ElegantManeuver(Feature):
|
||||
class MasterDuelist(Feature):
|
||||
"""Beginning at 17th level, your mastery of the blade lets you turn failure
|
||||
into success in combat. Ifyou miss with an attack roll, you can roll it
|
||||
again with advantage. Once you do so, you can’t use this feature again
|
||||
again with advantage. Once you do so, you can't use this feature again
|
||||
until you finish a short or long rest
|
||||
|
||||
"""
|
||||
|
||||
@@ -20,7 +20,7 @@ class FontOfMagic(Feature):
|
||||
a bonus action on your turn. The Creating Spell Slots table shows the cost
|
||||
of creating a spell slot of a given level. You can create spell slots no
|
||||
higher in level than 5th. As a bonus action on your turn, you can expend
|
||||
one spell slot and gain a number of sorcery points equal to the slot’s
|
||||
one spell slot and gain a number of sorcery points equal to the slot's
|
||||
level.
|
||||
|
||||
1st Level Slot <--> 2 sorcery points
|
||||
@@ -61,7 +61,7 @@ class SorcerousRestoration(Feature):
|
||||
# Metamagic
|
||||
class CarefulSpell(Metamagic):
|
||||
"""When you cast a spell that forces other creatures to make a saving throw,
|
||||
you can protect some of those creatures from the spell’s full force. To do
|
||||
you can protect some of those creatures from the spell's full force. To do
|
||||
so, you spend 1 sorcery point and choose a number o f those creatures up to
|
||||
your Charisma modifier (minimum of one creature). A chosen creature
|
||||
automatically succeeds on its saving throw against the spell.
|
||||
@@ -127,9 +127,9 @@ class SubtleSpell(Metamagic):
|
||||
|
||||
|
||||
class TwinnedSpell(Metamagic):
|
||||
"""When you cast a spell that targets only one creature and doesn’t have a
|
||||
"""When you cast a spell that targets only one creature and doesn't have a
|
||||
range of self, you can spend a number of sorcery points equal to the
|
||||
spell’s level to target a second creature in range with the same spell (1
|
||||
spell's level to target a second creature in range with the same spell (1
|
||||
sorcery point if the spell is a cantrip)
|
||||
|
||||
"""
|
||||
@@ -167,7 +167,7 @@ class BendLuck(Feature):
|
||||
magic. When another creature you can see makes an attack roll, an ability
|
||||
check, or a saving throw, you can use your reaction and spend 2 sorcery
|
||||
points to roll 1d4 and apply the number rolled as a bonus or penalty (your
|
||||
choice) to the creature’s roll. You can do so after the creature rolls but
|
||||
choice) to the creature's roll. You can do so after the creature rolls but
|
||||
before any effects of the roll occur.
|
||||
|
||||
"""
|
||||
@@ -203,7 +203,7 @@ class DraconicResilience(Feature):
|
||||
and increases by 1 again whenever you gain a level in this class.
|
||||
|
||||
Additionally, parts of your skin are covered by a thin sheen of dragon-like
|
||||
scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity
|
||||
scales. When you aren't wearing armor, your AC equals 13 + your Dexterity
|
||||
modifier.
|
||||
|
||||
This bonus is computed in the AC given on the Character Sheet above.
|
||||
@@ -263,7 +263,7 @@ class DragonWings(Feature):
|
||||
"""At 14th level, you gain the ability to sprout a pair of dragon wings from
|
||||
your back, gaining a flying speed equal to your current speed. You can
|
||||
create these wings as a bonus action on your turn. They last until you
|
||||
dismiss them as a bonus action on your turn. You can’t manifest your wings
|
||||
dismiss them as a bonus action on your turn. You can't manifest your wings
|
||||
while wearing armor unless the armor is made to accommodate them, and
|
||||
clothing not made to accommodate your wings might be destroyed when you
|
||||
manifest them
|
||||
@@ -301,7 +301,7 @@ class DivineMagic(Feature):
|
||||
In addition, choose an affinity for the source of your divine power: good,
|
||||
evil, law, chaos, or neutrality. You learn an additional spell based on
|
||||
that affinity, as shown below. It is a sorcerer spell for you, but it
|
||||
doesn’t count against your number of sorcerer spells known. If you later
|
||||
doesn't count against your number of sorcerer spells known. If you later
|
||||
replace this spell, you must replace it with a Spell from the cleric spell
|
||||
list
|
||||
|
||||
@@ -360,7 +360,7 @@ class UnearthlyRecovery(Feature):
|
||||
"""At 18th level, you gain the ability to overcome grievous injuries. As a
|
||||
bonus action when you have fewer than half of your hit points remaining,
|
||||
you can regain a number of hit points equal to half your hit point
|
||||
maximum. Once you use this feature, you can’t use it again until you finish
|
||||
maximum. Once you use this feature, you can't use it again until you finish
|
||||
a long rest
|
||||
|
||||
"""
|
||||
@@ -371,7 +371,7 @@ class UnearthlyRecovery(Feature):
|
||||
class EyesOfTheDark(Feature):
|
||||
"""Starting at lst level, you have darkvision with a range of 120 feet. When
|
||||
you reach 3rd level in this class, you learn the darkness spell, which
|
||||
doesn’t count against your number of sorcerer spells known. In addition,
|
||||
doesn't count against your number of sorcerer spells known. In addition,
|
||||
you can cast it by spending 2 sorcery points or by expending a spell
|
||||
slot. If you cast it with sorcery points, you can see through the darkness
|
||||
created by the spell.
|
||||
@@ -387,9 +387,9 @@ class StrengthOfTheGrave(Feature):
|
||||
"""Starting at lst level, your existence in a twilight state between life
|
||||
and death makes you difficult to defeat. When damage reduces you to 0 hit
|
||||
points, you can make a Charisma saving throw (DC 5 + the damage taken). On
|
||||
a success, you instead drop to 1 hit point. You can’t use this feature if
|
||||
a success, you instead drop to 1 hit point. You can't use this feature if
|
||||
you are reduced to 0 hit points by radiant damage or by a critical
|
||||
hit. After the saving throw succeeds, you can’t use this feature again
|
||||
hit. After the saving throw succeeds, you can't use this feature again
|
||||
until you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -401,21 +401,21 @@ class HoundOfIllOmen(Feature):
|
||||
"""At 6th level, you gain the ability to call forth a howling creature of
|
||||
darkness to harass your foes. As a bonus action, you can spend 3 sorcery
|
||||
points to magically summon a hound of ill omen to target one creature you
|
||||
can see within 120 feet of you. The hound uses the dire wolf’s statistics
|
||||
(see the Monster Manual or appendix C in the Player’s Handbook), with the
|
||||
can see within 120 feet of you. The hound uses the dire wolf's statistics
|
||||
(see the Monster Manual or appendix C in the Player's Handbook), with the
|
||||
following changes:
|
||||
|
||||
-- The hound is size Medium, not Large, and it counts as a monstrosity, not
|
||||
• The hound is size Medium, not Large, and it counts as a monstrosity, not
|
||||
a beast.
|
||||
|
||||
-- It appears with a number of temporary hit points equal to half your
|
||||
• It appears with a number of temporary hit points equal to half your
|
||||
sorcerer level.
|
||||
|
||||
-- It can move through other creatures and objects as if they were
|
||||
• It can move through other creatures and objects as if they were
|
||||
difficult terrain. The bound takes 5 force damage if it ends its turn
|
||||
inside an object.
|
||||
|
||||
-- At the start of its turn, the hound automatically knows its target's
|
||||
• At the start of its turn, the hound automatically knows its target's
|
||||
location. If the target was hidden, it is no longer hidden from the hound.
|
||||
|
||||
The hound appears in an unoccupied space of your choice within 30 feet of
|
||||
@@ -485,7 +485,7 @@ class HeartOfTheStorm(Feature):
|
||||
class StormGuide(Feature):
|
||||
"""At 6th level, you gain the ability to subtly control the weather around
|
||||
you. Ifit is raining, you can use an action to cause the rain to stop
|
||||
falling in a 20-foot—radius sphere centered on you. You can end this effect
|
||||
falling in a 20-foot-radius sphere centered on you. You can end this effect
|
||||
as a bonus action. If it is windy, you can use a bonus action each round to
|
||||
choose the direction that the wind blows in a IOO-foot-radius sphere
|
||||
centered on you. The wind blows in that direction until the end ofyour next
|
||||
@@ -514,7 +514,7 @@ class WindSoul(Feature):
|
||||
flying speed to 30 feet for 1 hour and choose a number of creatures within
|
||||
30 feet ofyou equal to 3 + your Charisma modifier. The chosen creatures
|
||||
gain a magical flying speed of 30 feet for 1 hour. Once you reduce your
|
||||
flying speed in this way, you can’t do so again until you finish a short or
|
||||
flying speed in this way, you can't do so again until you finish a short or
|
||||
long rest
|
||||
|
||||
"""
|
||||
|
||||
@@ -24,7 +24,7 @@ class EldritchInvocation(Feature):
|
||||
|
||||
class PactOfTheChain(Feature):
|
||||
"""You learn the find familiar spell and can cast it as a ritual. The spell
|
||||
doesn’t count against your number of spells known.
|
||||
doesn't count against your number of spells known.
|
||||
|
||||
When you cast the spell, you can choose one of the normal forms for your
|
||||
familiar or one of the following special forms: imp, pseudodragon, quasit,
|
||||
@@ -52,7 +52,7 @@ class PactOfTheBlade(Feature):
|
||||
special ritual while you hold the weapon. You perform the ritual over the
|
||||
course of 1 hour, which can be done during a short rest. You can then
|
||||
dismiss the weapon, shunting it into an extradimensional space, and it
|
||||
appears whenever you create your pact weapon thereafter. You can’t affect
|
||||
appears whenever you create your pact weapon thereafter. You can't affect
|
||||
an artifact or a sentient weapon in this way. The weapon ceases being your
|
||||
pact weapon if you die, if you perform the 1-hour ritual on a different
|
||||
weapon, or if you use a 1-hour ritual to break your bond to it. The weapon
|
||||
@@ -66,8 +66,8 @@ class PactOfTheBlade(Feature):
|
||||
|
||||
class PactOfTheTome(Feature):
|
||||
"""Your patron gives you a grimoire called a Book of Shadows. When you gain
|
||||
this feature, choose three cantrips from any class’s spell list. While the
|
||||
book is on your person, you can cast those cantrips at will. They don’t
|
||||
this feature, choose three cantrips from any class's spell list. While the
|
||||
book is on your person, you can cast those cantrips at will. They don't
|
||||
count against your number of cantrips known.
|
||||
|
||||
If you lose your Book of Shadows, you can perform a 1-hour ceremony to
|
||||
@@ -139,7 +139,7 @@ class FeyPresence(Feature):
|
||||
|
||||
The creatures that fail their saving throws are all charmed or frightened
|
||||
by you (your choice) until the end of your next turn. Once you use this
|
||||
feature, you can’t use it again until you finish a short or long rest.
|
||||
feature, you can't use it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Fey Presence"
|
||||
@@ -212,9 +212,9 @@ class DarkOnesOwnLuck(Feature):
|
||||
"""Starting at 6th level, you can call on your patron to alter fate in your
|
||||
favor. When you make an ability check or a saving throw, you can use this
|
||||
feature to add a d10 to your roll. You can do so after seeing the initial
|
||||
roll but before any o f the roll’s effects occur.
|
||||
roll but before any o f the roll's effects occur.
|
||||
|
||||
Once you use this feature, you can’t use it again until you finish a short
|
||||
Once you use this feature, you can't use it again until you finish a short
|
||||
or long rest.
|
||||
|
||||
"""
|
||||
@@ -242,7 +242,7 @@ class HurlThroughHell(Feature):
|
||||
occupied, or the nearest unoccupied space. If the target is not a fiend, it
|
||||
takes 10d10 psychic damage as it reels from its horrific experience.
|
||||
|
||||
Once you use this feature, you can’t use it again until you finish a long
|
||||
Once you use this feature, you can't use it again until you finish a long
|
||||
rest.
|
||||
|
||||
"""
|
||||
@@ -254,7 +254,7 @@ class HurlThroughHell(Feature):
|
||||
class AwakenedMind(Feature):
|
||||
"""Starting at 1st level, your alien knowledge gives you the ability to touch
|
||||
the minds of other creatures. You can communicate telepathically with any
|
||||
creature you can see within 30 feet of you. You don’t need to share a
|
||||
creature you can see within 30 feet of you. You don't need to share a
|
||||
language with the creature for it to understand your telepathic utterances,
|
||||
but the creature must be able to understand at least one language
|
||||
|
||||
@@ -265,11 +265,11 @@ class AwakenedMind(Feature):
|
||||
|
||||
class EntropicWard(Feature):
|
||||
"""At 6th level, you learn to magically ward yourself against attack and to
|
||||
turn an enemy’s failed strike into good luck for yourself. When a creature
|
||||
turn an enemy's failed strike into good luck for yourself. When a creature
|
||||
makes an attack roll against you, you can use your reaction to impose
|
||||
disadvantage on that roll. If the attack misses you, your next attack roll
|
||||
against the creature has advantage if you make it before the end of your
|
||||
next turn. Once you use this feature, you can’t use it again until you
|
||||
next turn. Once you use this feature, you can't use it again until you
|
||||
finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -278,7 +278,7 @@ class EntropicWard(Feature):
|
||||
|
||||
|
||||
class ThoughtShield(Feature):
|
||||
"""Starting at 10th level, your thoughts can’t be read by telepathy or other
|
||||
"""Starting at 10th level, your thoughts can't be read by telepathy or other
|
||||
means unless you allow it. You also have resistance to psychic damage, and
|
||||
whenever a creature deals psychic damage to you, that creature takes the
|
||||
same amount of damage that you do
|
||||
@@ -289,7 +289,7 @@ class ThoughtShield(Feature):
|
||||
|
||||
|
||||
class CreateThrall(Feature):
|
||||
"""At 14th level, you gain the ability to infect a humanoid’s mind with the
|
||||
"""At 14th level, you gain the ability to infect a humanoid's mind with the
|
||||
alien magic of your patron. You can use your action to touch an
|
||||
incapacitated humanoid. That creature is then charmed by you until a remove
|
||||
curse spell is cast on it, the charmed condition is removed from it, or you
|
||||
@@ -395,7 +395,7 @@ class RadiantSoul(Feature):
|
||||
|
||||
class CelestialResilience(Feature):
|
||||
"""Starting at 10th level, you gain temporary hit points whenever you finish a
|
||||
short or long rest. These tempo— rary hit points equal your warlock level +
|
||||
short or long rest. These tempo- rary hit points equal your warlock level +
|
||||
your Charisma modifier. Additionally, choose up to five creatures you can
|
||||
see at the end of the rest. Those creatures each gain temporary hit points
|
||||
equal to half your warlock level + your Charisma modifier
|
||||
@@ -413,7 +413,7 @@ class SearingVengeance(Feature):
|
||||
then you stand up if you so choose. Each creature of your choice that is
|
||||
within 30 feet of you takes radiant damage equal to 2d8 + your Charisma
|
||||
modifier, and it is blinded until the end of the current turn. Once you use
|
||||
this feature, you can’t use it again until you finish a long rest.
|
||||
this feature, you can't use it again until you finish a long rest.
|
||||
|
||||
"""
|
||||
name = "Searing Vengeance"
|
||||
@@ -422,22 +422,22 @@ class SearingVengeance(Feature):
|
||||
|
||||
# Hexblade
|
||||
class HexbladesCurse(Feature):
|
||||
"""Starting at lst level, you gain the ability to place a bale— ful curse on
|
||||
"""Starting at lst level, you gain the ability to place a bale- ful curse on
|
||||
someone. As a bonus action, choose one creature you can see within 30 feet
|
||||
of you. The target is cursed for 1 minute. The curse ends early if the
|
||||
target dies, you die, or you are incapacitated. Until the curse ends, you
|
||||
gain the following benefits:
|
||||
|
||||
-- You gain a bonus to damage rolls against the
|
||||
• You gain a bonus to damage rolls against the
|
||||
cursed target. The bonus equals your proficiency bonus.
|
||||
|
||||
-- Any attack roll you make against the cursed target is a critical hit on
|
||||
• Any attack roll you make against the cursed target is a critical hit on
|
||||
a roll of 19 or 20 on the d20.
|
||||
|
||||
--If the cursed target dies, you regain hit points equal to your warlock
|
||||
level + your Charisma modifier (minimum of 1 hit point).
|
||||
|
||||
You can’t use this feature again until you finish a short or long rest.
|
||||
You can't use this feature again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Hexblades Curse"
|
||||
@@ -456,7 +456,7 @@ class HexWarrior(Feature):
|
||||
modifier, instead of Strength or Dexterity, for the attack and damage
|
||||
rolls. This benefit lasts until you finish a long rest. If you later gain
|
||||
the Pact of the Blade feature, this benefit extends to every pact weapon
|
||||
you conjure with that feature, no matter the weapon’s type
|
||||
you conjure with that feature, no matter the weapon's type
|
||||
|
||||
"""
|
||||
name = 'Hex Warrior'
|
||||
@@ -490,7 +490,7 @@ class AccursedSpecter(Feature):
|
||||
The specter remains in your service until the end of your next long rest,
|
||||
at which point it vanishes to the afterlife.
|
||||
|
||||
Once you bind a specter with this feature, you can’t use the feature again
|
||||
Once you bind a specter with this feature, you can't use the feature again
|
||||
until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -500,7 +500,7 @@ class AccursedSpecter(Feature):
|
||||
|
||||
class ArmorOfHexes(Feature):
|
||||
"""At 10th level, your hex grows more powerful. If the target cursed by your
|
||||
Hexblade’s Curse hits you with an attack roll, you can use your reaction to
|
||||
Hexblade's Curse hits you with an attack roll, you can use your reaction to
|
||||
roll a d6. On a 4 or higher, the attack instead misses you, regardless of
|
||||
its roll.
|
||||
|
||||
@@ -510,11 +510,11 @@ class ArmorOfHexes(Feature):
|
||||
|
||||
|
||||
class MasterOfHexes(Feature):
|
||||
"""Starting at 14th level, you can spread your Hexblade’s Curse from a slain
|
||||
creature to another creature. When the creature cursed by your Hexblade’s
|
||||
"""Starting at 14th level, you can spread your Hexblade's Curse from a slain
|
||||
creature to another creature. When the creature cursed by your Hexblade's
|
||||
Curse dies, you can apply the curse to a different creature you can see
|
||||
within 30 feet of you, provided you aren’t incapacitated. When you apply
|
||||
the curse in this way, you don’t regain hit points from the death of the
|
||||
within 30 feet of you, provided you aren't incapacitated. When you apply
|
||||
the curse in this way, you don't regain hit points from the death of the
|
||||
previously cursed creature.
|
||||
|
||||
"""
|
||||
@@ -593,7 +593,7 @@ class BeguilingInfluence(Invocation):
|
||||
|
||||
|
||||
class BewitchingWhispers(Invocation):
|
||||
"""You can cast compulsion once using a warlock spell slot. You can’t do so
|
||||
"""You can cast compulsion once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest
|
||||
|
||||
**Prerequisite**: 7th Level
|
||||
@@ -603,16 +603,16 @@ class BewitchingWhispers(Invocation):
|
||||
|
||||
class BookOfAncientSecrets(Invocation):
|
||||
"""You can now inscribe magical rituals in your Book of Shadows. Choose two
|
||||
1st-level spells that have the ritual tag from any class’s spell list. The
|
||||
spells appear in the book and don’t count against the number of spells you
|
||||
1st-level spells that have the ritual tag from any class's spell list. The
|
||||
spells appear in the book and don't count against the number of spells you
|
||||
know. With your Book of Shadows in hand, you can cast the chosen spells as
|
||||
rituals. You can’t cast the spells except as rituals, unless you’ve learned
|
||||
rituals. You can't cast the spells except as rituals, unless you've learned
|
||||
them by some other means. You can also cast a warlock spell you know as a
|
||||
ritual if it has the ritual tag.
|
||||
|
||||
On your adventures, you can add other ritual spells to your Book o f
|
||||
Shadows. When you find such a spell, you can add it to the book if the
|
||||
spell’s level is equal to or less than half your warlock level (rounded up)
|
||||
spell's level is equal to or less than half your warlock level (rounded up)
|
||||
and if you can spare the time to transcribe the spell. For each level of
|
||||
the spell, the transcription process takes 2 hours and costs 50 gp for the
|
||||
rare inks needed to inscribe it
|
||||
@@ -622,8 +622,8 @@ class BookOfAncientSecrets(Invocation):
|
||||
|
||||
|
||||
class ChainsOfCarceri(Invocation):
|
||||
"""You can cast hold monster at will—targeting a celestial, fiend, or
|
||||
elemental—without expending a spell slot or material components. You must
|
||||
"""You can cast hold monster at will-targeting a celestial, fiend, or
|
||||
elemental-without expending a spell slot or material components. You must
|
||||
finish a long rest before you can use this invocation on the same creature
|
||||
again.
|
||||
|
||||
@@ -641,7 +641,7 @@ class DevilsSight(Invocation):
|
||||
|
||||
|
||||
class DreadfulWord(Invocation):
|
||||
"""You can cast confusion once using a warlock spell slot. You can’t do so
|
||||
"""You can cast confusion once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -685,7 +685,7 @@ class GazeOfTwoMinds(Invocation):
|
||||
its senses until the end of your next turn. As long as the creature is on
|
||||
the same plane of existence as you, you can use your action on subsequent
|
||||
turns to maintain this connection, extending the duration until the end of
|
||||
your next turn. While perceiving through the other creature’s senses, you
|
||||
your next turn. While perceiving through the other creature's senses, you
|
||||
benefit from any special senses possessed by that creature, and you are
|
||||
blinded and deafened to your own surroundings.
|
||||
|
||||
@@ -722,7 +722,7 @@ class MasterOfMyriadForms(Invocation):
|
||||
|
||||
|
||||
class MinionsOfChaos(Invocation):
|
||||
"""You can cast conjure elemental once using a warlock spell slot. You can’t
|
||||
"""You can cast conjure elemental once using a warlock spell slot. You can't
|
||||
do so again until you finish a long rest.
|
||||
|
||||
**Prerequisite**: 9th Level
|
||||
@@ -731,7 +731,7 @@ class MinionsOfChaos(Invocation):
|
||||
|
||||
|
||||
class MireTheMind(Invocation):
|
||||
"""You can cast slow once using a warlock spell slot. You can’t do so again
|
||||
"""You can cast slow once using a warlock spell slot. You can't do so again
|
||||
until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -776,7 +776,7 @@ to 10 feet away from you in a straight line.
|
||||
|
||||
|
||||
class SculptorOfFlesh(Invocation):
|
||||
"""You can cast polymorph once using a warlock spell slot. You can’t do so
|
||||
"""You can cast polymorph once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest.
|
||||
|
||||
**Prerequisite**: 7th Level
|
||||
@@ -785,7 +785,7 @@ class SculptorOfFlesh(Invocation):
|
||||
|
||||
|
||||
class SignOfIllOmen(Invocation):
|
||||
"""You can cast bestow curse once using a warlock spell slot. You can’t do so
|
||||
"""You can cast bestow curse once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest.
|
||||
|
||||
**Prerequisite**: 5th Level
|
||||
@@ -795,7 +795,7 @@ class SignOfIllOmen(Invocation):
|
||||
|
||||
|
||||
class ThiefOfFiveFates(Invocation):
|
||||
"""You can cast bane once using a warlock spell slot. You can’t do so again
|
||||
"""You can cast bane once using a warlock spell slot. You can't do so again
|
||||
until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -823,8 +823,8 @@ class VisionsOfDistantRealms(Invocation):
|
||||
|
||||
class VoiceOfTheChainMaster(Invocation):
|
||||
"""You can communicate telepathically with your familiar and perceive through
|
||||
your familiar’s senses as long as you are on the same plane of
|
||||
existence. Additionally, while perceiving through your familiar’s senses,
|
||||
your familiar's senses as long as you are on the same plane of
|
||||
existence. Additionally, while perceiving through your familiar's senses,
|
||||
you can also speak through your familiar in your own voice, even if your
|
||||
familiar is normally incapable of speech.
|
||||
|
||||
@@ -855,7 +855,7 @@ class WitchSight(Invocation):
|
||||
|
||||
# XGTE
|
||||
class AspectOfTheMoon(Invocation):
|
||||
"""You no longer need to sleep and can’t be forced to sleep by any means. To
|
||||
"""You no longer need to sleep and can't be forced to sleep by any means. To
|
||||
gain the benefits of a long rest, you can spend all 8 hours doing light
|
||||
activity, such as reading your Book of Shadows and keeping watch.
|
||||
|
||||
@@ -867,7 +867,7 @@ class AspectOfTheMoon(Invocation):
|
||||
class CloakOfFlies(Invocation):
|
||||
"""As a bonus action, you can surround yourselfwith a magical aura that looks
|
||||
like buzzing flies. The aura extends 5 feet from you in every direction,
|
||||
but not through total cover. It lasts until you’re incapacitated or you
|
||||
but not through total cover. It lasts until you're incapacitated or you
|
||||
dismiss it as a bonus action.
|
||||
|
||||
The aura grants you advantage on Charisma
|
||||
@@ -875,7 +875,7 @@ class CloakOfFlies(Invocation):
|
||||
other creature that starts its turn in the aura takes poison damage equal
|
||||
to your Charisma modifier (minimum of O damage).
|
||||
|
||||
Once you use this invocation, you can’t use it again until you finish a
|
||||
Once you use this invocation, you can't use it again until you finish a
|
||||
short or long rest.
|
||||
|
||||
**Prerequisite**: 5th level
|
||||
@@ -897,12 +897,12 @@ class EldritchSmite(Invocation):
|
||||
|
||||
class GhostlyGaze(Invocation):
|
||||
"""As an action, you gain the ability to see through solid objects to a range
|
||||
of 30 feet. Within that range, you have darkvision if you don’t already
|
||||
of 30 feet. Within that range, you have darkvision if you don't already
|
||||
have it. This special sight lasts for 1 minute or until your concentration
|
||||
ends (as if you were concentrating on a spell). During that time, you
|
||||
perceive objects as ghostly, transparent images.
|
||||
|
||||
Once you use this invocation, you can’t use it again until you finish a
|
||||
Once you use this invocation, you can't use it again until you finish a
|
||||
short or long rest.
|
||||
|
||||
**Prerequisite**: 7th level
|
||||
@@ -963,7 +963,7 @@ class ImprovedPactWeapon(Invocation):
|
||||
|
||||
class LanceOfLethargy(Invocation):
|
||||
"""Once on each of your turns when you hit a creature with your eldritch
|
||||
blast, you can reduce that creature’s speed by 10 feet until the end ofyour
|
||||
blast, you can reduce that creature's speed by 10 feet until the end ofyour
|
||||
next turn.
|
||||
|
||||
"""
|
||||
@@ -972,7 +972,7 @@ class LanceOfLethargy(Invocation):
|
||||
|
||||
class MaddeningHex(Invocation):
|
||||
"""As a bonus action, you cause a psychic disturbance around the target cursed
|
||||
by your hex spell or by a warlock feature of yours, such as Hexblade’s
|
||||
by your hex spell or by a warlock feature of yours, such as Hexblade's
|
||||
Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the
|
||||
cursed target and each creature of your choice that you can see within 5
|
||||
feet of it. The psychic damage equals your Charisma modifier (minimum of 1
|
||||
@@ -988,7 +988,7 @@ class RelentlessHex(Invocation):
|
||||
"""Your curse creates a temporary bond between you and your target. As a bonus
|
||||
action, you can magically telerport up to 30 feet to an unoccupied space
|
||||
you can see within 5 feet of the target cursed by your hex spell or by a
|
||||
warlock feature ofyours, such as Hexblade’s Curse or Sign of 111 Omen. To
|
||||
warlock feature ofyours, such as Hexblade's Curse or Sign of 111 Omen. To
|
||||
teleport in this way, you must be able to see the cursed target.
|
||||
|
||||
"""
|
||||
@@ -1014,7 +1014,7 @@ class TombOfLevistus(Invocation):
|
||||
effects, including any remaining temporary hit points, all end when the ice
|
||||
melts.
|
||||
|
||||
Once you use this invocation, you can’t use it again until you finish a
|
||||
Once you use this invocation, you can't use it again until you finish a
|
||||
short or long rest.
|
||||
|
||||
**Prerequisite**: 5th Level
|
||||
|
||||
@@ -8,7 +8,7 @@ class ArcaneRecovery(Feature):
|
||||
spellbook. Once per day when you finish a short rest, you can choose
|
||||
expended spell slots to recover. The spell slots can have a combined level
|
||||
that is equal to or less than half your wizard level (rounded up), and none
|
||||
of the slots can be 6th level or higher. For example, if you’re a 4th-level
|
||||
of the slots can be 6th level or higher. For example, if you're a 4th-level
|
||||
wizard, you can recover up to two levels worth o f spell slots. You can
|
||||
recover either a 2nd-level spell slot or two 1st-level spell slots
|
||||
|
||||
@@ -35,9 +35,9 @@ class SignatureSpells(Feature):
|
||||
"""When you reach 20th level, you gain mastery over two powerful spells and
|
||||
can cast them with little effort. Choose two 3rd-level wizard spells in
|
||||
your spellbook as your signature spells. You always have these spells
|
||||
prepared, they don’t count against the number of spells you have prepared,
|
||||
prepared, they don't count against the number of spells you have prepared,
|
||||
and you can cast each of them once at 3rd level without expending a spell
|
||||
slot. When you do so, you can’t do so again until you finish a short or
|
||||
slot. When you do so, you can't do so again until you finish a short or
|
||||
long rest. If you want to cast either spell at a higher level, you must
|
||||
expend a spell slot as normal.
|
||||
|
||||
@@ -59,12 +59,12 @@ class AbjurationSavant(Feature):
|
||||
class ArcaneWard(Feature):
|
||||
"""Starting at 2nd level, you can weave magic around yourself for
|
||||
protection. When you cast an abjuration spell of 1st level or higher, you
|
||||
can simultaneously use a strand of the spell’s magic to create a magical
|
||||
can simultaneously use a strand of the spell's magic to create a magical
|
||||
ward on yourself that lasts until you finish a long rest. The ward has hit
|
||||
points equal to twice your wizard level + your Intelligence
|
||||
modifier. Whenever you take damage, the ward takes the damage instead. If
|
||||
this damage reduces the ward to 0 hit points, you take any remaining
|
||||
damage. While the ward has 0 hit points, it can’t absorb damage, but its
|
||||
damage. While the ward has 0 hit points, it can't absorb damage, but its
|
||||
magic remains. Whenever you cast an abjuration spell of 1st level or
|
||||
higher, the ward regains a number of hit points equal to twice the level of
|
||||
the spell. Once you create the ward, you can't create it again until you
|
||||
@@ -135,7 +135,7 @@ class BenignTransposition(Feature):
|
||||
an unoccupied space that you can see. Alternatively, you can choose a space
|
||||
within range that is occupied by a Small or Medium creature. If that
|
||||
creature is willing, you both teleport, swapping places. Once you use this
|
||||
feature, you can’t use it again until you finish a long rest or you cast a
|
||||
feature, you can't use it again until you finish a long rest or you cast a
|
||||
conjuration spell of 1st level or higher.
|
||||
|
||||
"""
|
||||
@@ -145,7 +145,7 @@ class BenignTransposition(Feature):
|
||||
|
||||
class FocusedConjuration(Feature):
|
||||
"""Beginning at 10th level, while you are concentrating on a conjuration
|
||||
spell, your concentration can’t be broken as a result of taking damage
|
||||
spell, your concentration can't be broken as a result of taking damage
|
||||
|
||||
"""
|
||||
name = "Focused Conjuration"
|
||||
@@ -191,7 +191,7 @@ class ExpertDivination(Feature):
|
||||
that it expends only a fraction of your spellcasting efforts. When you cast
|
||||
a divination spell of 2nd level or higher using a spell slot, you regain
|
||||
one expended spell slot. The slot you regain must be of a level lower than
|
||||
the spell you cast and can’t be higher than 5th level.
|
||||
the spell you cast and can't be higher than 5th level.
|
||||
|
||||
"""
|
||||
name = "Expert Divination"
|
||||
@@ -202,7 +202,7 @@ class TheThirdEye(Feature):
|
||||
"""Starting at 10th level, you can use your action to increase your powers o f
|
||||
perception. When you do so, choose one of the following benefits, which
|
||||
lasts until you are incapacitated or you take a short or long rest. You
|
||||
can’t use the feature again until you finish a rest.
|
||||
can't use the feature again until you finish a rest.
|
||||
|
||||
**Darkvision**: You gain darkvision out to a range of 60 feet, as described
|
||||
in chapter 8.
|
||||
@@ -246,7 +246,7 @@ class HypnoticGaze(Feature):
|
||||
choose one creature that you can see within 5 feet of you. If the target
|
||||
can see or hear you, it must succeed on a Wisdom saving throw against your
|
||||
wizard spell save DC or be charmed by you until the end of your next
|
||||
turn. The charmed creature’s speed drops to 0, and the creature is
|
||||
turn. The charmed creature's speed drops to 0, and the creature is
|
||||
incapacitated and visibly dazed.
|
||||
|
||||
On subsequent turns, you can use your action to maintain this effect,
|
||||
@@ -254,7 +254,7 @@ class HypnoticGaze(Feature):
|
||||
ends if you move more than 5 feet away from the creature, if the creature
|
||||
can neither see nor hear you, or if the creature takes damage. Once the
|
||||
effect ends, or if the creature succeeds on its initial saving throw
|
||||
against this effect, you can’t use this feature on that creature again
|
||||
against this effect, you can't use this feature on that creature again
|
||||
until you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -265,14 +265,14 @@ class HypnoticGaze(Feature):
|
||||
class InstinctiveGaze(Feature):
|
||||
"""Beginning at 6th level, when a creature you can see within 30 feet of you
|
||||
makes an attack roll against you, you can use your reaction to divert the
|
||||
attack, provided that another creature is within the attack’s range. The
|
||||
attack, provided that another creature is within the attack's range. The
|
||||
attacker must make a W isdom saving throw against your wizard spell save
|
||||
DC. On a failed save, the attacker must target the creature that is closest
|
||||
to it, not including you or itself. If multiple creatures are closest, the
|
||||
attacker chooses which one to target. On a successful save, you can’t use
|
||||
attacker chooses which one to target. On a successful save, you can't use
|
||||
this feature on the attacker again until you finish a long rest. You must
|
||||
choose to use this feature before knowing whether the attack hits or
|
||||
misses. Creatures that can’t be charmed are immune to this effect.
|
||||
misses. Creatures that can't be charmed are immune to this effect.
|
||||
|
||||
"""
|
||||
name = "Instinctive Gaze"
|
||||
@@ -292,14 +292,14 @@ class SplitEnchantment(Feature):
|
||||
class AlterMemories(Feature):
|
||||
"""At 14th level, you gain the ability to make a creature unaware of your
|
||||
magical influence on it. When you cast an enchantment spell to charm one or
|
||||
more creatures, you can alter one creature’s understanding so that it
|
||||
more creatures, you can alter one creature's understanding so that it
|
||||
remains unaware of being charmed. Additionally, once before the spell
|
||||
expires, you can use your action to try to make the chosen creature forget
|
||||
some of the time it spent charmed. The creature must succeed on an
|
||||
Intelligence saving throw against your wizard spell save DC or lose a
|
||||
number of hours of its memories equal to 1 + your Charisma modifier
|
||||
(minimum 1). You can make the creature forget less time, and the amount of
|
||||
time can’t exceed the duration of your enchantment spell.
|
||||
time can't exceed the duration of your enchantment spell.
|
||||
|
||||
"""
|
||||
_name = "Alter Memories"
|
||||
@@ -325,7 +325,7 @@ class SculptSpells(Feature):
|
||||
"""Beginning at 2nd level, you can create pockets of relative safety within the
|
||||
effects of your evocation spells. When you cast an evocation spell that
|
||||
affects other creatures that you can see, you can choose a number of them
|
||||
equal to 1 + the spell’s level. The chosen creatures automatically succeed
|
||||
equal to 1 + the spell's level. The chosen creatures automatically succeed
|
||||
on their saving throws against the spell, and they take no damage if they
|
||||
would normally take half damage on a successful save
|
||||
|
||||
@@ -337,7 +337,7 @@ class SculptSpells(Feature):
|
||||
class PotentCantrip(Feature):
|
||||
"""Starting at 6th level, your damaging cantrips affect even creatures that
|
||||
avoid the brunt of the effect. When a creature succeeds on a saving throw
|
||||
against your cantrip, the creature takes half the cantrip’s damage (if any)
|
||||
against your cantrip, the creature takes half the cantrip's damage (if any)
|
||||
but suffers no additional effect from the cantrip
|
||||
|
||||
"""
|
||||
@@ -382,7 +382,7 @@ class IllusionSavant(Feature):
|
||||
class ImprovedMinorIllusion(Feature):
|
||||
"""When you choose this school at 2nd level, you learn the minor illusion
|
||||
cantrip. If you already know this cantrip, you learn a different wizard
|
||||
cantrip of your choice. The cantrip doesn’t count against your number of
|
||||
cantrip of your choice. The cantrip doesn't count against your number of
|
||||
cantrips known. When you cast minor illusion, you can create both a sound
|
||||
and an image with a single casting o f the spell.
|
||||
|
||||
@@ -394,7 +394,7 @@ class ImprovedMinorIllusion(Feature):
|
||||
class MalleableIllusions(Feature):
|
||||
"""Starting at 6th level, when you cast an illusion spell that has a duration
|
||||
of 1 minute or longer, you can use your action to change the nature of that
|
||||
illusion (using the spell’s normal parameters for the illusion), provided
|
||||
illusion (using the spell's normal parameters for the illusion), provided
|
||||
that you can see the illusion
|
||||
|
||||
"""
|
||||
@@ -408,7 +408,7 @@ class IllusorySelf(Feature):
|
||||
an attack roll against you, you can use your reaction to interpose the
|
||||
illusory duplicate between the attacker and yourself. The attack
|
||||
automatically m isses you, then the illusion dissipates. Once you use this
|
||||
feature, you can’t use it again until you finish a short or long rest.
|
||||
feature, you can't use it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Illusory Self"
|
||||
@@ -423,7 +423,7 @@ class IllusoryReality(Feature):
|
||||
this on your turn as a bonus action while the spell is ongoing. The object
|
||||
remains real for 1 minute. For example, you can create an illusion of a
|
||||
bridge over a chasm and then make it real long enough for your allies to
|
||||
cross. The object can’t deal damage or otherwise directly harm anyone
|
||||
cross. The object can't deal damage or otherwise directly harm anyone
|
||||
|
||||
"""
|
||||
name = "Illusory Reality"
|
||||
@@ -444,8 +444,8 @@ class GrimHarvest(Feature):
|
||||
"""At 2nd level, you gain the ability to reap life energy from creatures you
|
||||
kill with your spells. Once per turn when you kill one or more creatures
|
||||
with a spell of 1st level or higher, you regain hit points equal to twice
|
||||
the spell’s level, or three times its level if the spell belongs to the
|
||||
School of Necromancy. You don’t gain this benefit for killing constructs or
|
||||
the spell's level, or three times its level if the spell belongs to the
|
||||
School of Necromancy. You don't gain this benefit for killing constructs or
|
||||
undead """
|
||||
name = "Grim Harvest"
|
||||
source = "Wizard (School of Necromancy)"
|
||||
@@ -458,10 +458,10 @@ class UndeadThralls(Feature):
|
||||
appropriate. Whenever you create an undead using a necromancy spell, it has
|
||||
additional benefits:
|
||||
|
||||
-- The creature’s hit point maximum is increased by an amount equal to your
|
||||
• The creature's hit point maximum is increased by an amount equal to your
|
||||
wizard level.
|
||||
|
||||
-- The creature adds your proficiency bonus to its weapon damage rolls
|
||||
• The creature adds your proficiency bonus to its weapon damage rolls
|
||||
|
||||
"""
|
||||
name = "Undead Thralls"
|
||||
@@ -485,7 +485,7 @@ class CommandUndead(Feature):
|
||||
control, even those created by other wizards. As an action, you can choose
|
||||
one undead that you can see within 60 feet of you. That creature must make
|
||||
a Charisma saving throw against your wizard spell save DC. If it succeeds,
|
||||
you can’t use this feature on it again. If it fails, it becomes friendly to
|
||||
you can't use this feature on it again. If it fails, it becomes friendly to
|
||||
you and obeys your commands until you use this feature again. Intelligent
|
||||
undead are harder to control in this way. If the target has an
|
||||
Intelligence of 8 or higher, it has advantage on the saving throw. If it
|
||||
@@ -525,23 +525,24 @@ class MinorAlchemy(Feature):
|
||||
|
||||
|
||||
class TransmutersStone(Feature):
|
||||
"""Starting at 6th level, you can spend 8 hours creating a transmuter’s stone
|
||||
"""Starting at 6th level, you can spend 8 hours creating a transmuter's stone
|
||||
that stores transmutation magic. You can benefit from the stone yourself or
|
||||
give it to another creature. A creature gains a benefit of your choice as
|
||||
long as the stone is in the creature’s possession. When you create the
|
||||
long as the stone is in the creature's possession. When you create the
|
||||
stone, choose the benefit from the following options:
|
||||
|
||||
-- Darkvision out to a range of 60 feet, as described in chapter 8
|
||||
• Darkvision out to a range of 60 feet, as described in chapter 8
|
||||
|
||||
-- An increase to speed of 10 feet while the creature is unencumbered •
|
||||
Proficiency in Constitution saving throws
|
||||
• An increase to speed of 10 feet while the creature is unencumbered
|
||||
|
||||
• Proficiency in Constitution saving throws
|
||||
|
||||
-- Resistance to acid, cold, fire, lightning, or thunder damage (your
|
||||
• Resistance to acid, cold, fire, lightning, or thunder damage (your
|
||||
choice whenever you choose this benefit)
|
||||
|
||||
Each time you cast a transmutation spell of 1st level or higher, you can
|
||||
change the effect of your stone if the stone is on your person. If you
|
||||
create a new transmuter’s stone, the previous one ceases to function
|
||||
create a new transmuter's stone, the previous one ceases to function
|
||||
|
||||
"""
|
||||
name = "Transmuter's Stone"
|
||||
@@ -553,7 +554,7 @@ class Shapechanger(Feature):
|
||||
there already. You can cast polymorph without expending a spell slot. When
|
||||
you do so, you can target only yourself and transform into a beast whose
|
||||
challenge rating is 1 or lower. Once you cast polymorph in this way, you
|
||||
can’t do so again until you finish a short or long rest, though you can
|
||||
can't do so again until you finish a short or long rest, though you can
|
||||
still cast it normally using an available spell slot
|
||||
|
||||
"""
|
||||
@@ -564,27 +565,27 @@ class Shapechanger(Feature):
|
||||
|
||||
class MasterTransmuter(Feature):
|
||||
"""Starting at 14th level, you can use your action to consume the reserve of
|
||||
transmutation magic stored within your transmuter’s stone in a single
|
||||
transmutation magic stored within your transmuter's stone in a single
|
||||
burst. When you do so, choose one of the following effects. Your
|
||||
transmuter’s stone is destroyed and can’t be remade until you finish a long
|
||||
transmuter's stone is destroyed and can't be remade until you finish a long
|
||||
rest.
|
||||
|
||||
**Major Transformation**: You can transmute one nonmagical object—no
|
||||
larger than a 5-foot cube—into another nonmagical object of similar size
|
||||
**Major Transformation**: You can transmute one nonmagical object-no
|
||||
larger than a 5-foot cube-into another nonmagical object of similar size
|
||||
and mass and of equal or lesser value. You must spend 10 minutes handling
|
||||
the object to transform it.
|
||||
|
||||
**Panacea**: You remove all curses, diseases, and poisons affecting a creature
|
||||
that you touch with the transmuter’s stone. The creature also regains all
|
||||
that you touch with the transmuter's stone. The creature also regains all
|
||||
its hit points.
|
||||
|
||||
**Restore Life**: You cast the raise dead spell on a creature you touch
|
||||
with the transmuter’s stone, without expending a spell slot or needing to
|
||||
with the transmuter's stone, without expending a spell slot or needing to
|
||||
have the spell in your spellbook.
|
||||
|
||||
**Restore Youth**: You touch the transmuter’s stone to a willing creature,
|
||||
and that creature’s apparent age is reduced by 3d10 years, to a minimum of
|
||||
13 years. This effect doesn’t extend the creature’s lifespan
|
||||
**Restore Youth**: You touch the transmuter's stone to a willing creature,
|
||||
and that creature's apparent age is reduced by 3d10 years, to a minimum of
|
||||
13 years. This effect doesn't extend the creature's lifespan
|
||||
|
||||
"""
|
||||
name = "Master Transmuter"
|
||||
@@ -603,14 +604,14 @@ class Bladesong(Feature):
|
||||
|
||||
While your Bladesong is active, you gain the follow- ing benefits:
|
||||
|
||||
-- You gain a bonus to your AC equal to your Intelligence modifier (minimum
|
||||
• You gain a bonus to your AC equal to your Intelligence modifier (minimum
|
||||
of +1).
|
||||
|
||||
-- Your walking speed increases by 10 feet.
|
||||
• Your walking speed increases by 10 feet.
|
||||
|
||||
-- You have advantage on Dexterity (Acrobatics) checks.
|
||||
• You have advantage on Dexterity (Acrobatics) checks.
|
||||
|
||||
-- You gain a bonus to any Constitution saving throw you make to maintain
|
||||
• You gain a bonus to any Constitution saving throw you make to maintain
|
||||
your concentration on a spell. The bonus equals your Intelligence modifier
|
||||
(minimum of +l).
|
||||
|
||||
|
||||
@@ -106,7 +106,7 @@ class EyesOfCharming(MagicItem):
|
||||
|
||||
|
||||
class CharlattansDie(MagicItem):
|
||||
"""Whenever you roll this six—sided die, you can control which number it
|
||||
"""Whenever you roll this six-sided die, you can control which number it
|
||||
rolls.
|
||||
|
||||
"""
|
||||
@@ -116,7 +116,7 @@ class CharlattansDie(MagicItem):
|
||||
|
||||
class PipeOfSmokeMonsters(MagicItem):
|
||||
"""While smoking this pipe, you can use an action to ex- hale a puff of smoke
|
||||
that takes the form of a single crea— ture, such as a dragon, a flumph, or
|
||||
that takes the form of a single crea- ture, such as a dragon, a flumph, or
|
||||
a froghemoth. The form must be small enough to fit in a 1-foot cube and
|
||||
loses its shape after a few seconds, becoming an ordi- nary puff of smoke.
|
||||
|
||||
|
||||
@@ -89,8 +89,15 @@ def create_latex_pdf(character, basename, template):
|
||||
tex = template.render(character=character)
|
||||
# Create tex document
|
||||
tex_file = f'{basename}.tex'
|
||||
with open(tex_file, mode='w') as f:
|
||||
with open(tex_file, mode='w', encoding="utf-8") as f:
|
||||
f.write(tex)
|
||||
'''for i in tex:
|
||||
try:
|
||||
f.write(i)
|
||||
except Exception as e:
|
||||
print(f'Our exception in {e}', end='\n\n')
|
||||
print(i)
|
||||
'''
|
||||
|
||||
# Convenience function for removing temporary files
|
||||
def remove_temp_files(basename_):
|
||||
|
||||
@@ -7,7 +7,7 @@ INFILE = '/home/mwolf/Documents/dungeons_and_dragons/spells.json'
|
||||
data = json.load(open(INFILE, mode='r'))
|
||||
|
||||
components_re = re.compile('([VSM])?[, ]*([VSM])?[, ]*([VSM])?[, ]*'
|
||||
'(?:\(([-a-zA-Z ,.0-9;’—()]+)\))?')
|
||||
'(?:\(([-a-zA-Z ,.0-9;'-()]+)\))?')
|
||||
|
||||
def parse_components(string):
|
||||
result = components_re.match(string)
|
||||
|
||||
@@ -4,11 +4,11 @@ from .spells import Spell
|
||||
class AbiDalzimsHorridWilting(Spell):
|
||||
"""You draw the moisture from every creature in a 30-foot cube centered on a point
|
||||
you choose within range. Each creature in that area must make a Constitution
|
||||
saving throw. Constructs and undead aren’t affected, and plants and water
|
||||
saving throw. Constructs and undead aren't affected, and plants and water
|
||||
elementals make this saving throw with disadvantage. A creature takes 12d8
|
||||
necrotic damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs,
|
||||
Nonmagical plants in the area that aren't creatures, such as trees and shrubs,
|
||||
wither and die instantly.
|
||||
"""
|
||||
name = "Abi-Dalzims Horrid Wilting"
|
||||
@@ -56,7 +56,7 @@ class AcidSplash(Spell):
|
||||
succeed on a Dexterity saving throw or take 1d6 acid damage.
|
||||
|
||||
At Higher Levels:
|
||||
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level
|
||||
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level
|
||||
(3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Acid Splash"
|
||||
@@ -87,7 +87,7 @@ class AganazzarsScorcher(Spell):
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A red dragon’s scale"""
|
||||
materials = """A red dragon's scale"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
@@ -97,11 +97,11 @@ class AganazzarsScorcher(Spell):
|
||||
class Aid(Spell):
|
||||
"""Your spell bolsters your allies with toughness and resolve.
|
||||
Choose up to three
|
||||
creatures within range. Each target’s hit point maximum and current hit points
|
||||
creatures within range. Each target's hit point maximum and current hit points
|
||||
increase by 5 for the duration.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
using a spell slot of 3rd level or higher, a target’s hit points increase by an
|
||||
using a spell slot of 3rd level or higher, a target's hit points increase by an
|
||||
additional 5 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Aid"
|
||||
@@ -121,7 +121,7 @@ class Alarm(Spell):
|
||||
Choose a door, a window, or an
|
||||
area within range that is no larger than a 20-foot cube. Until the spell ends,
|
||||
an alarm alerts you whenever a tiny or larger creature touches or enters the
|
||||
warded area. When you cast the spell, you can designate creatures that won’t set
|
||||
warded area. When you cast the spell, you can designate creatures that won't set
|
||||
off the alarm. You also choose whether the alarm is mental or audible.
|
||||
|
||||
A
|
||||
@@ -157,8 +157,8 @@ class AlterSelf(Spell):
|
||||
including your height, weight, facial features, sound of your voice, hair
|
||||
length, coloration, and distinguishing characteristics, if any. You can make
|
||||
yourself appear as a member of another race, though none of your statistics
|
||||
change. You also don’t appear as a creature of a different size than you, and
|
||||
your basic shape stays the same; if you're bipedal, you can’t use this spell to
|
||||
change. You also don't appear as a creature of a different size than you, and
|
||||
your basic shape stays the same; if you're bipedal, you can't use this spell to
|
||||
become quadrupedal, for instance. At any time for the duration of the spell, you
|
||||
can use your action to change your appearance in this way again.
|
||||
Natural
|
||||
@@ -183,9 +183,9 @@ class AlterSelf(Spell):
|
||||
class AnimalFriendship(Spell):
|
||||
"""This spell lets you convince a beast that you mean it no harm.
|
||||
Choose a beast
|
||||
that you can see within range. It must see and hear you. If the beast’s
|
||||
that you can see within range. It must see and hear you. If the beast's
|
||||
Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
|
||||
on a Wisdom saving throw or be charmed by you for the spell’s duration. If you
|
||||
on a Wisdom saving throw or be charmed by you for the spell's duration. If you
|
||||
or one of your companions harms the target, the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
@@ -218,7 +218,7 @@ class AnimalMessenger(Spell):
|
||||
When the messenger arrives, it
|
||||
delivers your message to the creature that you described, replicating the sound
|
||||
of your voice. The messenger speaks only to a creature matching the description
|
||||
you gave. If the messenger doesn’t reach its destination before the spell ends,
|
||||
you gave. If the messenger doesn't reach its destination before the spell ends,
|
||||
the message is lost, and the beast makes it way back to where you cast this
|
||||
spell.
|
||||
|
||||
@@ -248,18 +248,18 @@ class AnimalShapes(Spell):
|
||||
|
||||
The transformation lasts for the duration for each target, or until the target
|
||||
drops to 0 hit points or dies. You can choose a different form for each target.
|
||||
A target’s game statistics are replaced by the statistics of the chosen beast,
|
||||
A target's game statistics are replaced by the statistics of the chosen beast,
|
||||
though the target retains its alignment and Intelligence, Wisdom, and Charisma
|
||||
scores. The target assumes the hit points of its new form, and when it reverts
|
||||
to its normal form, it returns to the number of hit point it had before it
|
||||
transformed. If it reverts as a result of dropping to 0 hit points, any excess
|
||||
damage carries over to its normal form. As long as the excess damage doesn’t
|
||||
reduce the creature’s normal form to 0 hit points, it isn’t knocked unconcious.
|
||||
damage carries over to its normal form. As long as the excess damage doesn't
|
||||
reduce the creature's normal form to 0 hit points, it isn't knocked unconcious.
|
||||
The creature is limited in the actions it can perform by the nature of its new
|
||||
form, and it can’t speak or cast spells.
|
||||
form, and it can't speak or cast spells.
|
||||
|
||||
The target’s gear melds into the new
|
||||
form. The target can’t activate, wield, or otherwise benefit from any of its
|
||||
The target's gear melds into the new
|
||||
form. The target can't activate, wield, or otherwise benefit from any of its
|
||||
equipment.
|
||||
"""
|
||||
name = "Animal Shapes"
|
||||
@@ -279,7 +279,7 @@ class AnimateDead(Spell):
|
||||
Choose a pile of bones or a corpse of a
|
||||
Medium or Small humanoid within range. Your spell imbues the target with a foul
|
||||
mimicry of life, raising it as an undead creature. The target becomes a skeleton
|
||||
if you chose bones or a zombie if you chose a corpse (the DM has the creature’s
|
||||
if you chose bones or a zombie if you chose a corpse (the DM has the creature's
|
||||
game statistics).
|
||||
|
||||
On each of your turns, you can use a bonus action to
|
||||
@@ -293,7 +293,7 @@ class AnimateDead(Spell):
|
||||
until its task is complete.
|
||||
|
||||
The creature is under your control for 24 hours,
|
||||
after which it stops obeying any command you’ve given it. To maintain the
|
||||
after which it stops obeying any command you've given it. To maintain the
|
||||
control of the creature for another 24 hours, you must cast this spell on the
|
||||
creature again before the current 24-hour period ends. This use of the spell
|
||||
reasserts your control over up to four creatures you have animated with this
|
||||
@@ -321,7 +321,7 @@ class AnimateObjects(Spell):
|
||||
Choose up to ten nonmagical objects
|
||||
within range that are not being worn or carried. Medium targets count as two
|
||||
objects, Large targets count as four objects, Huge targets count as eight
|
||||
objects. You can’t animate any object larger than Huge. Each target animates and
|
||||
objects. You can't animate any object larger than Huge. Each target animates and
|
||||
becomes a creature under your control until the spell ends or until reduced to
|
||||
0 hit points.
|
||||
|
||||
@@ -406,13 +406,13 @@ class AntimagicField(Spell):
|
||||
"""A 10-foot-radius invisible sphere of antimagic surrounds you.
|
||||
This area is
|
||||
divorced from the magical energy that suffeses the multiverse. Within the
|
||||
sphere, spells can’t be cast, summoned creatures disappear, and even magic items
|
||||
sphere, spells can't be cast, summoned creatures disappear, and even magic items
|
||||
become mundane. Until the spell ends, the spere moves with you, centered on
|
||||
you.
|
||||
Spells and other magical effects, except those created by an artifact or a
|
||||
deity, are suppressed in the sphere and can’t protrude into it. A slot expended
|
||||
deity, are suppressed in the sphere and can't protrude into it. A slot expended
|
||||
to cast a suppressed spell is consumed. While an effect is suppressed, it
|
||||
doesn’t function, but the time it spends suppressed counts against its duration.
|
||||
doesn't function, but the time it spends suppressed counts against its duration.
|
||||
|
||||
|
||||
Targeted Effects.
|
||||
@@ -422,7 +422,7 @@ class AntimagicField(Spell):
|
||||
|
||||
Areas of Magic.
|
||||
The area of another spell or magical effect,
|
||||
such as fireball, can’t extend into the sphere. If the sphere overlaps an area
|
||||
such as fireball, can't extend into the sphere. If the sphere overlaps an area
|
||||
of magic, the part of the area that is covered by the sphere is suppressed. For
|
||||
example, the flames created by a wall of fire are suppressed within the sphere,
|
||||
creating a gap in the wall if the overlap is large enough.
|
||||
@@ -436,7 +436,7 @@ class AntimagicField(Spell):
|
||||
The
|
||||
properties and powers of magic items are suppressed in the sphere. Forexample, a
|
||||
+1 longsword in the sphere functions as a nonmagical longsword. A magic
|
||||
weapon’s properties and powers are suppressed if it is used against a target in
|
||||
weapon's properties and powers are suppressed if it is used against a target in
|
||||
the sphere or wielded by an attacker in the sphere. If a magic weapon or piece
|
||||
of magic ammunition fully leaves the sphere (For example, if you fire a magic
|
||||
arrow or throw a magic spear at a target outside the sphere), the magic of the
|
||||
@@ -459,7 +459,7 @@ class AntimagicField(Spell):
|
||||
Dispel Magic.
|
||||
Spells and magical effects such
|
||||
as dispel magic have no effect on the sphere. Likewise, the spheres created by
|
||||
different antimagic field spells don’t nullify each other.
|
||||
different antimagic field spells don't nullify each other.
|
||||
"""
|
||||
name = "Antimagic Field"
|
||||
level = 8
|
||||
@@ -480,7 +480,7 @@ class Antipathysympathy(Spell):
|
||||
larger than a 200-foot cube. Then specify a kind of intelligent creature, such
|
||||
as red dragons, goblins, or vampires. You invest the target with an aura that
|
||||
either attracts or repels the specified creatures for the duration. Choose
|
||||
antipathy or sympathy as the aura’s effect.
|
||||
antipathy or sympathy as the aura's effect.
|
||||
|
||||
Antipathy.
|
||||
The enchantment causes
|
||||
@@ -489,8 +489,8 @@ class Antipathysympathy(Spell):
|
||||
feet of it, the creature must succeed on a Wisdom saving throw or
|
||||
become frightened. The creature remains frightened while it can see the target
|
||||
or is within 60 feet of it. While frightened by the target, the creature must
|
||||
use its movement to move to the nearest safe spot from which it can’t see the
|
||||
target. If the creature moves more than 60 feet from the target and can’t see
|
||||
use its movement to move to the nearest safe spot from which it can't see the
|
||||
target. If the creature moves more than 60 feet from the target and can't see
|
||||
it, the creature is no longer frightened, but the creature becomes frightened
|
||||
again if it regains sight of the target or moves within 60 feet of it.
|
||||
|
||||
@@ -501,7 +501,7 @@ class Antipathysympathy(Spell):
|
||||
such a creature can see the target or comes within 60 feet o fit, the creature
|
||||
must succeed on a Wisdom saving throw or use its movement on each of its turns
|
||||
to enter the area or move within reach of the target. When the creature has done
|
||||
so, it can’t willingly move away from the target. If the target damages or
|
||||
so, it can't willingly move away from the target. If the target damages or
|
||||
otherwise harms an affected creature, the affected creature can make a
|
||||
Wisdom saving throw to end the effect, as described below.
|
||||
|
||||
@@ -535,8 +535,8 @@ class ArcaneEye(Spell):
|
||||
normal vision and darkvision out to 30 feet. The eye can look in every
|
||||
direction.
|
||||
As an action, you can move the eye up to 30 feet in any direction.
|
||||
There is no limit to how far away from you the eye can move, but it can’t enter
|
||||
another plane of existence. A solid barrier blocks the eye’s movement, but the
|
||||
There is no limit to how far away from you the eye can move, but it can't enter
|
||||
another plane of existence. A solid barrier blocks the eye's movement, but the
|
||||
eye can pass through an opening as small as 1 inch in diameter.
|
||||
"""
|
||||
name = "Arcane Eye"
|
||||
@@ -636,7 +636,7 @@ class ArmsOfHadar(Spell):
|
||||
Tendrils of dark energy erupt
|
||||
from you and batter all creatures within 10 feet of you. Each creature in that
|
||||
area must make a Strength saving throw. On a failed save, a target takes 2d6
|
||||
necrotic damage and can’t take reactions until its next turn. On a successful
|
||||
necrotic damage and can't take reactions until its next turn. On a successful
|
||||
save, the creature takes half damage, but suffers no other effect.
|
||||
|
||||
At Higher
|
||||
@@ -660,7 +660,7 @@ class AstralProjection(Spell):
|
||||
into the Astral Plane (the spell fails and the casting is wasted if you are
|
||||
already on that plane).
|
||||
The material body you leave behind is unconscious and
|
||||
in a state of suspended animation; it doesn’t need food or air and doesn’t age.
|
||||
in a state of suspended animation; it doesn't need food or air and doesn't age.
|
||||
|
||||
|
||||
Your astral body resembles your mortal form in almost every way, replicating
|
||||
@@ -685,9 +685,9 @@ class AstralProjection(Spell):
|
||||
|
||||
The spell might also end early for you or one of your companions. A successful
|
||||
dispel magic spell used against an astral or physical body ends the spell for
|
||||
that creature. If a creature’s original body or its astral form drops to 0 hit
|
||||
that creature. If a creature's original body or its astral form drops to 0 hit
|
||||
points, the spell ends for that creature. If the spell ends and the silver cord
|
||||
is intact, the cord pulls the creature’s astral form back to its body, ending
|
||||
is intact, the cord pulls the creature's astral form back to its body, ending
|
||||
its state of suspended animation. If you are returned to your body prematurely,
|
||||
your companions remain in their astral forms and must find their own way back to
|
||||
their bodies, usually by dropping to 0 hit points.
|
||||
@@ -711,14 +711,14 @@ class Augury(Spell):
|
||||
within the next 30 minutes. The DM chooses from the following possible omens:
|
||||
|
||||
|
||||
• Weal, for good results
|
||||
• Woe, for bad results
|
||||
• Weal and woe, for both good
|
||||
- Weal, for good results
|
||||
- Woe, for bad results
|
||||
- Weal and woe, for both good
|
||||
and bad results
|
||||
• Nothing, for results that aren’t especially good or bad
|
||||
- Nothing, for results that aren't especially good or bad
|
||||
|
||||
The
|
||||
spell doesn’t take into account any possible circumstances that might change
|
||||
spell doesn't take into account any possible circumstances that might change
|
||||
the outcome, such as the casting of additional spells or the loss or gain of a
|
||||
companion. If you cast the spell two or more times before completing your
|
||||
next long rest, there is a cumulative 25 percent chance for each casting after
|
||||
@@ -741,7 +741,7 @@ class AuraOfLife(Spell):
|
||||
|
||||
Until the spll ends, the aura moves with you, centered on you. Each nonhostile
|
||||
creature in the aura (including you) has resistance to necrotic damage, and its
|
||||
hit point maximum can’t be reduced. In addition, a nonhostile, living creature
|
||||
hit point maximum can't be reduced. In addition, a nonhostile, living creature
|
||||
regains 1 hit point when it starts its turn in the arua with 0 hit points.
|
||||
"""
|
||||
name = "Aura Of Life"
|
||||
@@ -760,7 +760,7 @@ class AuraOfPurity(Spell):
|
||||
"""Purifying energy radiates from you in an aura with a 30-foot radius.
|
||||
Until the
|
||||
spell ends, the aura moves with you, centered on you. Each nonhostile creature
|
||||
in the aura (including you) can’t become diseased, has resistance to poison
|
||||
in the aura (including you) can't become diseased, has resistance to poison
|
||||
damage, and has advantage on saving throws against effects that cause any of the
|
||||
following conditions: blnded, charmed, deafended, frightened, paralyzed,
|
||||
poisoned, and stunned.
|
||||
@@ -802,7 +802,7 @@ class Awaken(Spell):
|
||||
either no Intelligence score or an Intelligence of 3 or less. The target gains
|
||||
an Intelligence of 10. The target also gains the ability to speak one language
|
||||
you know. If the target is a plant, it gains the ability to move its limbs,
|
||||
roots, vinces, creepers, and so forth, and it gains senses similar to a huamn’s.
|
||||
roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's.
|
||||
Your DM chooses statistics appropriate for the awakened plant, such as the
|
||||
statistics for the awakened shrub or the awakened tree.
|
||||
|
||||
|
||||
@@ -28,8 +28,8 @@ class BanishingSmite(Spell):
|
||||
your weapon crackles with force, and the attack deals an extra 5d10 force damage
|
||||
to the target. Additionally, if this attack reduces the target to 50 hit points
|
||||
of fewer, you banish it. If the target is native to a different plane of
|
||||
existence than the on you’re on, the target disappears, returning to its home
|
||||
plane. If the target is native to the plane you’re on, the creature vanishes
|
||||
existence than the on you're on, the target disappears, returning to its home
|
||||
plane. If the target is native to the plane you're on, the creature vanishes
|
||||
into a harmless demiplane. While there, the target is incapacitated. It remains
|
||||
there until the spell ends, at which point the target reappears in the space it
|
||||
left or in the nearest unoccupied space if that space is occupied.
|
||||
@@ -51,18 +51,18 @@ class Banishment(Spell):
|
||||
of existence. The target must succeed on a Charisma saving throw or be banished.
|
||||
|
||||
|
||||
If the target is native to the plane of existence you’re on, you banish the
|
||||
If the target is native to the plane of existence you're on, you banish the
|
||||
target to a harmless demiplane. While there, the target is incapacitated. The
|
||||
target remains there until the spell ends, at which point the target reappears
|
||||
in the space it left or in the nearest unoccupied space if that space is
|
||||
occupied.
|
||||
|
||||
If the target is native to a different plane of existence that the
|
||||
one you’re on, the target is banished with a faint popping noise, returning to
|
||||
one you're on, the target is banished with a faint popping noise, returning to
|
||||
its home plane.
|
||||
If the spell ends before 1 minute has passed, the target
|
||||
reappears in the space it left or in the nearest unoccupied space if that space
|
||||
is occupied. Otherwise, the target doesn’t return.
|
||||
is occupied. Otherwise, the target doesn't return.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
@@ -81,8 +81,8 @@ class Banishment(Spell):
|
||||
|
||||
|
||||
class Barkskin(Spell):
|
||||
"""You touch a willing creature. Until the spellends, the target’s skin has a
|
||||
rough, bark-like appearance, and the target’s AC can’t be less than 16,
|
||||
"""You touch a willing creature. Until the spellends, the target's skin has a
|
||||
rough, bark-like appearance, and the target's AC can't be less than 16,
|
||||
regardless of what kind of armor it is wearing.
|
||||
"""
|
||||
name = "Barkskin"
|
||||
@@ -117,7 +117,7 @@ class BeaconOfHope(Spell):
|
||||
|
||||
class BeastBond(Spell):
|
||||
"""You establish a telepathic link with one beast you touch that is friendly to you
|
||||
or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher.
|
||||
or charmed by you. The spell fails if the beast's Intelligence is 4 or higher.
|
||||
Until the spell ends, the link is active while you and the beast are within line
|
||||
of sight of each other. Through the link, the beast can understand your
|
||||
telepathic messages to it, and it can telepathically communicate simple emotions
|
||||
@@ -138,7 +138,7 @@ class BeastBond(Spell):
|
||||
|
||||
class BeastSense(Spell):
|
||||
"""You touch a willing beast. For the duration of the spell, you can use your
|
||||
action to see through the beast’s eyes and hear what it hears, and continue to
|
||||
action to see through the beast's eyes and hear what it hears, and continue to
|
||||
do so until you use your action to return to your normal senses.
|
||||
"""
|
||||
name = "Beast Sense"
|
||||
@@ -165,21 +165,21 @@ class BestowCurse(Spell):
|
||||
extra 1d8 necrotic damage to the target.
|
||||
|
||||
A remove curse spell ends this
|
||||
effect. At the DM’s option, you may choose an alternative curse effect, but it
|
||||
effect. At the DM's option, you may choose an alternative curse effect, but it
|
||||
should be no more powerful than those described above.
|
||||
The DM has final say on
|
||||
such a curse’s effect.
|
||||
such a curse's effect.
|
||||
|
||||
At Higher Levels: If you cast this spell using a spell
|
||||
slot of 4th level or higher, the duration is concentration, up to 10 minutes.
|
||||
slot of 4th level or higher, the duration is concentration, up to 10 minutes.
|
||||
|
||||
If you use a spell slot of 5th level or higher, the duration is 8 hours.
|
||||
If you use a spell slot of 5th level or higher, the duration is 8 hours.
|
||||
If
|
||||
you use a spell slot of 7th level or higher, the duration is 24 hours.
|
||||
you use a spell slot of 7th level or higher, the duration is 24 hours.
|
||||
If you
|
||||
use a 9th level spell slot, the spell lasts until it is dispelled.
|
||||
use a 9th level spell slot, the spell lasts until it is dispelled.
|
||||
Using a
|
||||
spell slot of 5th level or higher grants a duration that doesn’t require
|
||||
spell slot of 5th level or higher grants a duration that doesn't require
|
||||
concentration.
|
||||
"""
|
||||
name = "Bestow Curse"
|
||||
@@ -196,13 +196,13 @@ class BestowCurse(Spell):
|
||||
|
||||
class BigbysHand(Spell):
|
||||
"""You create a Large hand of shimmering, translucent force in an unoccupied space
|
||||
that you can see within range. The hand lasts for the spell’s duration, and it
|
||||
that you can see within range. The hand lasts for the spell's duration, and it
|
||||
moves at your command, mimicking the movements of your own hand.
|
||||
|
||||
The hand is
|
||||
an object that has AC 20 and hit points equal to your hit point maximum. If it
|
||||
drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a
|
||||
Dexterity of 10 (+0). The hand doesn’t fill its space.
|
||||
Dexterity of 10 (+0). The hand doesn't fill its space.
|
||||
|
||||
When you cast the spell
|
||||
and as a bonus action on your subsequent turns, you can move the hand up to 60
|
||||
@@ -216,7 +216,7 @@ class BigbysHand(Spell):
|
||||
|
||||
Forceful Hand
|
||||
The hand attempts to push a creature within 5 feet
|
||||
of it in a direction you choose. Make a check with the hand’s Strength
|
||||
of it in a direction you choose. Make a check with the hand's Strength
|
||||
contested by the Strength (Athletics) check of the target. If the target is
|
||||
Medium or smaller, you have advantage on the check. If you succeed, the hand
|
||||
pushes the target up to 5 feet plus a number of feet equal to five times your
|
||||
@@ -225,7 +225,7 @@ class BigbysHand(Spell):
|
||||
|
||||
Grasping Hand
|
||||
The hand attempts to grapple a Huge or smaller
|
||||
creature within 5 feet of it. You use the hand’s Strength score to resolve the
|
||||
creature within 5 feet of it. You use the hand's Strength score to resolve the
|
||||
grapple. If the target is Medium or smaller, you have advantage on the check.
|
||||
While the hand is grappling the target, you can use a bonus action to have the
|
||||
hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6
|
||||
@@ -235,10 +235,10 @@ class BigbysHand(Spell):
|
||||
The hand interposes
|
||||
itself between you and a creature you choose until you give the hand a different
|
||||
command. The hand moves to stay between you and the target, providing you with
|
||||
half cover against the target. The target can’t move through the hand’s space if
|
||||
its Strength score is less than or equal to the hand’s Strength score. If its
|
||||
Strength score is higher than the hand’s Strength score, the target can move
|
||||
toward you through the hand’s space, but that space is difficult terrain for the
|
||||
half cover against the target. The target can't move through the hand's space if
|
||||
its Strength score is less than or equal to the hand's Strength score. If its
|
||||
Strength score is higher than the hand's Strength score, the target can move
|
||||
toward you through the hand's space, but that space is difficult terrain for the
|
||||
target.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th
|
||||
@@ -266,7 +266,7 @@ class BladeBarrier(Spell):
|
||||
provides three-quarters cover to creatures behind it, and its space is difficult
|
||||
terrain.
|
||||
|
||||
When a creature enters the wall’s area for the first time on a turn
|
||||
When a creature enters the wall's area for the first time on a turn
|
||||
or starts its turn there, the creature must make a Dexterity saving throw. On a
|
||||
failed save, the creature takes 6 d10 slashing damage. On a successful save,
|
||||
the creature takes half as much damage.
|
||||
@@ -332,8 +332,8 @@ class Blight(Spell):
|
||||
makes the saving throw with disadvantage, and the spell deals maximum damage to
|
||||
it.
|
||||
|
||||
If you target a nonmagical plant that isn’t a creature, such as a tree or
|
||||
shrub, it doesn’t make a saving throw; it simply withers and dies.
|
||||
If you target a nonmagical plant that isn't a creature, such as a tree or
|
||||
shrub, it doesn't make a saving throw; it simply withers and dies.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 5th level or higher, the
|
||||
@@ -352,7 +352,7 @@ class Blight(Spell):
|
||||
|
||||
|
||||
class BlindingSmite(Spell):
|
||||
"""The next time you hit a creature with a melee weapon attack during this spell’s
|
||||
"""The next time you hit a creature with a melee weapon attack during this spell's
|
||||
duration, you weapon flares with a bright light, and the attack deals an extra
|
||||
3d8 radiant damage to the target. Additionally, the target must succeed on a
|
||||
Constitution saving throw or be blinded until the spell ends.
|
||||
@@ -410,8 +410,8 @@ class Blink(Spell):
|
||||
|
||||
While on the Ethereal Plane, you can see
|
||||
and hear the plane you originated from, which is cast in shades of gray, and you
|
||||
can’t see anything more than 60 feet away.You can only affect and be affected
|
||||
by other reatures on the Ethereal Plane. Creature that aren’t there can’t
|
||||
can't see anything more than 60 feet away.You can only affect and be affected
|
||||
by other reatures on the Ethereal Plane. Creature that aren't there can't
|
||||
perceive you or interact with you, unless they have the ability to do so.
|
||||
"""
|
||||
name = "Blink"
|
||||
@@ -459,8 +459,8 @@ class BonesOfTheEarth(Spell):
|
||||
If a pillar is prevented from reaching its full height because of a ceiling or
|
||||
other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is
|
||||
restrained, pinched between the pillar and the obstacle. The restrained creature
|
||||
can use an action to make a Strength or Dexterity check (the creature’s choice)
|
||||
against the spell’s saving throw DC. On a success, the creature is no longer
|
||||
can use an action to make a Strength or Dexterity check (the creature's choice)
|
||||
against the spell's saving throw DC. On a success, the creature is no longer
|
||||
restrained and must either move off the pillar or fall off it.
|
||||
At Higher Levels.
|
||||
When you cast this spell using a spell slot of 7th level or higher, you can
|
||||
@@ -509,7 +509,7 @@ class BrandingSmite(Spell):
|
||||
"""The next time you hit a creature with a weapon attack before this spell ends,
|
||||
the weapon glemas with astral radiance as you strike. The attack deals an extra
|
||||
2d6 radiant damage to the target, which becomes visible if it is invisible, and
|
||||
the target sheds dim light in a 5-foot radius and can’t become invisible until
|
||||
the target sheds dim light in a 5-foot radius and can't become invisible until
|
||||
the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
@@ -535,7 +535,7 @@ class BurningHands(Spell):
|
||||
damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
The fire
|
||||
ignites any flammable objects in the area that aren’t being worn or carried.
|
||||
ignites any flammable objects in the area that aren't being worn or carried.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
|
||||
+120
-120
@@ -4,8 +4,8 @@ from .spells import Spell
|
||||
class CallLightning(Spell):
|
||||
"""A storm cloud appears in the shape of a cylinder that is 10 feet tall with a
|
||||
60-foot radius, centered on a point you can see 100 feet directly above you. The
|
||||
spell fails if you can’t see a point in the air where the storm cloud could
|
||||
appear (for example, if you are in a room that can’t accommodate the cloud).
|
||||
spell fails if you can't see a point in the air where the storm cloud could
|
||||
appear (for example, if you are in a room that can't accommodate the cloud).
|
||||
|
||||
|
||||
When you cast the spell, choose a point you can see within range. A bolt of
|
||||
@@ -18,7 +18,7 @@ class CallLightning(Spell):
|
||||
If
|
||||
you are outdoors in stormy conditions when you cast this spell, the spell gives
|
||||
you control over the existing storm instead of creating a new one. Under such
|
||||
conditions, the spell’s damage increases by 1d10.
|
||||
conditions, the spell's damage increases by 1d10.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 4th or higher level, the damage increases
|
||||
@@ -65,7 +65,7 @@ class CalmEmotions(Spell):
|
||||
|
||||
|
||||
class Catapult(Spell):
|
||||
"""Choose one object weighing 1 to 5 pounds within range that isn’t being worn or
|
||||
"""Choose one object weighing 1 to 5 pounds within range that isn't being worn or
|
||||
carried. The object flies in a straight line up to 90 feet in a direction you
|
||||
choose before falling to the ground, stopping early if it impacts against a
|
||||
solid surface. If the object would strike a creature, that creature must make a
|
||||
@@ -91,10 +91,10 @@ class Catapult(Spell):
|
||||
|
||||
class Catnap(Spell):
|
||||
"""You make a calming gesture, and up to three willing creatures of your choice
|
||||
that you can see within range fall unconscious for the spell’s duration. The
|
||||
that you can see within range fall unconscious for the spell's duration. The
|
||||
spell ends on a target early if it takes damage or someone uses an action to
|
||||
shake or slap it awake. If a target remains unconscious for the full duration,
|
||||
that target gains the benefit of a short rest, and it can’t be affected by this
|
||||
that target gains the benefit of a short rest, and it can't be affected by this
|
||||
spell again until it finishes a long rest.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
@@ -152,11 +152,11 @@ class Ceremony(Spell):
|
||||
number rolled to the ability check. A creature can benefit from this rite only
|
||||
once.
|
||||
Dedication. You touch one humanoid who wishes to be dedicated to your
|
||||
god’s service. For the next 24 hours, whenever the target makes a saving throw,
|
||||
god's service. For the next 24 hours, whenever the target makes a saving throw,
|
||||
it can roll a d4 and add the number rolled to the save. A creature can benefit
|
||||
from this rite only once.
|
||||
Funeral Rite. You touch one corpse, and for the next 7
|
||||
days, the target can’t become undead by any means short of a wish spell.
|
||||
days, the target can't become undead by any means short of a wish spell.
|
||||
|
||||
Wedding. You touch adult humanoids willing to be bonded together in marriage.
|
||||
For the next 7 days, each target gains a +2 bonus to AC while they are within 30
|
||||
@@ -295,12 +295,12 @@ class ChillTouch(Spell):
|
||||
"""You create a ghostly, skeletal hand in the space of a creature within range.
|
||||
|
||||
Make a ranged spell attack against the creature to assail it with the chill of
|
||||
the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain
|
||||
the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain
|
||||
hit points until the start of your next turn. Until then, the hand clings to the
|
||||
target. If you hit an undead target, it also has disadvantage on attack rolls
|
||||
against you until the end of your next turn.
|
||||
|
||||
At Higher Levels: This spell’s
|
||||
At Higher Levels: This spell's
|
||||
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
|
||||
17th level (4d8).
|
||||
"""
|
||||
@@ -388,7 +388,7 @@ class Clairvoyance(Spell):
|
||||
"""You create an invisible sensor within range in a location familiar to you (a
|
||||
place you have visited or seen before) or in an obvious location that is
|
||||
unfamiliar to you (such as behind a door, around a corner, or in a grove of
|
||||
trees). The sensor remains in place for the duration, and it can’t be attacked
|
||||
trees). The sensor remains in place for the duration, and it can't be attacked
|
||||
or otherwise interacted with.
|
||||
|
||||
When you cast the spell, you choose seeing or
|
||||
@@ -422,9 +422,9 @@ class Clone(Spell):
|
||||
the original creature dies, its soul transfers to the clone, provided that the
|
||||
soul is free and willing to return. The clone is physically identical to the
|
||||
original and has the same personality, memories, and abilities, but none of the
|
||||
original’s equipment. The original creature’s physical remains, if they still
|
||||
exist, becom e inert and can’t thereafter be restored to life, since the
|
||||
creature’s soul is elsewhere.
|
||||
original's equipment. The original creature's physical remains, if they still
|
||||
exist, becom e inert and can't thereafter be restored to life, since the
|
||||
creature's soul is elsewhere.
|
||||
"""
|
||||
name = "Clone"
|
||||
level = 8
|
||||
@@ -441,7 +441,7 @@ class Clone(Spell):
|
||||
class CloudOfDaggers(Spell):
|
||||
"""You fill the air with spinning daggers in a cube 5 feet on each side, centered
|
||||
on a point you choose within range. A creature takes 4d4 slashing damage when it
|
||||
enters the spell’s area for the first time on a turn or starts its turn there.
|
||||
enters the spell's area for the first time on a turn or starts its turn there.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd level or
|
||||
@@ -465,11 +465,11 @@ class Cloudkill(Spell):
|
||||
duration or until strong wind dispereses the fog, ending the spell. Its area is
|
||||
heavily obscured.
|
||||
|
||||
When a creature enters the spell’s area for the first time
|
||||
When a creature enters the spell's area for the first time
|
||||
on a turn or starts its turn there, that creature must make a Constitution
|
||||
saving throw. The creature takes 5d8 poison damageon a failed save, or half as
|
||||
much damage on a successful one. Creatures are affected even if they hold their
|
||||
breath or don’t need to breathe.
|
||||
breath or don't need to breathe.
|
||||
|
||||
The fog moves 10 feet away from you at the
|
||||
start of each of your turns, rolling along the surface of the ground. The
|
||||
@@ -497,13 +497,13 @@ class ColorSpray(Spell):
|
||||
Roll 6d10,
|
||||
the total is how many hit points of creatures this spell can effect. Creatures
|
||||
in a 15-foot cone originating from you are affected in ascending order of their
|
||||
current hit points (ignoring unconscious creatures and creatures that can’t
|
||||
current hit points (ignoring unconscious creatures and creatures that can't
|
||||
see).
|
||||
|
||||
Starting with the creature that has the lowest current hit points, each
|
||||
creature affected by this spell is blinded until the spell ends. Subtract each
|
||||
creature’s hit points from the total before moving on to the creature with the
|
||||
next lowest hit points. A creature’s hit points must be equal to or less than
|
||||
creature's hit points from the total before moving on to the creature with the
|
||||
next lowest hit points. A creature's hit points must be equal to or less than
|
||||
the remaining total for the creature to be affected.
|
||||
|
||||
At Higher Levels: When you
|
||||
@@ -526,11 +526,11 @@ class Command(Spell):
|
||||
"""You speak a one-word command to a creature you can see within range.
|
||||
The target
|
||||
must succeed on a Wisdom saving throw or follow the command on its next turn.
|
||||
The spell has no effect if the target is undead, if it doesn’t understand your
|
||||
The spell has no effect if the target is undead, if it doesn't understand your
|
||||
language, or if your command is directly harmful to it. Some typical commands
|
||||
and their effects follow. You might issue a command other than one described
|
||||
here. If you do so, the DM determines how the target behaves. If the target
|
||||
can’t follow your command, the spell ends.
|
||||
can't follow your command, the spell ends.
|
||||
Approach The target moves toward you
|
||||
by the shortest and most direct route, ending its turn if it moves within 5 feet
|
||||
of you.
|
||||
@@ -540,7 +540,7 @@ class Command(Spell):
|
||||
means.
|
||||
Grovel The target falls prone and then ends its turn.
|
||||
Halt The target
|
||||
doesn’t move and takes no actions. A flying creature stays aloft, provided that
|
||||
doesn't move and takes no actions. A flying creature stays aloft, provided that
|
||||
it is able to do so. If it must move to stay aloft, it flies the minimum
|
||||
distance needed to remain in the air.
|
||||
|
||||
@@ -566,10 +566,10 @@ class Commune(Spell):
|
||||
be answered with a yes or no. You must ask your questions before the spell ends.
|
||||
You receive a correct answer for each question.
|
||||
|
||||
Divine beings aren’t
|
||||
necessarily omniscient, so you might receive “unclear” as an answer if a
|
||||
question pertains to information that lies beyond the deity’s knowledge. In a
|
||||
case where a one-word answer could be misleading or contrary to the deity’s
|
||||
Divine beings aren't
|
||||
necessarily omniscient, so you might receive "unclear" as an answer if a
|
||||
question pertains to information that lies beyond the deity's knowledge. In a
|
||||
case where a one-word answer could be misleading or contrary to the deity's
|
||||
interests, the DM might offer a short phrase as an answer instead.
|
||||
|
||||
If you cast
|
||||
@@ -594,20 +594,20 @@ class CommuneWithNature(Spell):
|
||||
territory.
|
||||
In the outdoors, the spell gives you knowledge of the land within 3
|
||||
miles of you. In caves and other natural underground settings, the radius is
|
||||
limited to 300 feet. The spell doesn’t function where nature has been replaced
|
||||
limited to 300 feet. The spell doesn't function where nature has been replaced
|
||||
by construction, such as in dungeons and towns.
|
||||
|
||||
You instantly gain knowledge
|
||||
of up to three facts of your choice about any of the following subjects as they
|
||||
relate to the area:
|
||||
|
||||
• terrain and bodies of water
|
||||
• prevalent plants,
|
||||
- terrain and bodies of water
|
||||
- prevalent plants,
|
||||
minerals, animals, or peoples
|
||||
• powerful celestials, fey, fiends, elementals,
|
||||
- powerful celestials, fey, fiends, elementals,
|
||||
or undead
|
||||
• influence from other planes of existence
|
||||
• buildings
|
||||
- influence from other planes of existence
|
||||
- buildings
|
||||
|
||||
For
|
||||
example, you could determine the location of powerful undead in the area, the
|
||||
@@ -633,8 +633,8 @@ class CompelledDuel(Spell):
|
||||
drawn to you, compelled by your divine demand. For the duration, it has
|
||||
disadvantage on attack rolls against creatures other than you, and must make a
|
||||
Wisdom saving throw each time it attempts to move to a space that is more than
|
||||
30 feet away from you; if it succeeds on this saving throw, this spell doesn’t
|
||||
restrict the target’s movement for that turn.
|
||||
30 feet away from you; if it succeeds on this saving throw, this spell doesn't
|
||||
restrict the target's movement for that turn.
|
||||
|
||||
The spell ends if you attack any
|
||||
other creature, if you cast a spell that targets a hostile creature other than
|
||||
@@ -661,8 +661,8 @@ class ComprehendLanguages(Spell):
|
||||
surface of which the words are written. It takes about 1 minute to read one page
|
||||
of text.
|
||||
|
||||
This spell doesn’t decode secret messages in a text or glyph, such
|
||||
as an arcane sigil, that isn’t part of a written language.
|
||||
This spell doesn't decode secret messages in a text or glyph, such
|
||||
as an arcane sigil, that isn't part of a written language.
|
||||
"""
|
||||
name = "Comprehend Languages"
|
||||
level = 1
|
||||
@@ -680,14 +680,14 @@ class Compulsion(Spell):
|
||||
"""Creatures of your choice that you can see within range and that can hear you
|
||||
must make a Wisdom saving throw.
|
||||
A target automatically succeeds on this saving
|
||||
throw if it can’t be charmed. On a failed save, a target is affected by this
|
||||
throw if it can't be charmed. On a failed save, a target is affected by this
|
||||
spell. Until the spell ends, you can use a bonus action on each of your turns to
|
||||
designate a direction that is horizontal to you. Each affected target must use
|
||||
as much of its movement as possible to move in that direction on its next turn.
|
||||
It can take its action before it moves. After moving in this way, it can make
|
||||
another Wisdom saving throw to try to end the effect.
|
||||
|
||||
A target isn’t compelled
|
||||
A target isn't compelled
|
||||
to move into an obviously deadly hazard, such as a fire pit, but it will
|
||||
provoke opportunity attacks to move in the designated direction.
|
||||
"""
|
||||
@@ -729,12 +729,12 @@ class ConeOfCold(Spell):
|
||||
|
||||
|
||||
class Confusion(Spell):
|
||||
"""This spell assaults and twists creatures’ minds, spawning delusions and
|
||||
"""This spell assaults and twists creatures' minds, spawning delusions and
|
||||
provoking uncontrolled actions. Each creature in a 10-foot-radius sphere
|
||||
centered on a point you choose within range must succeed on a Wisdom saving
|
||||
throw when you cast this spell or be affected by it.
|
||||
|
||||
An affected target can’t
|
||||
An affected target can't
|
||||
take reactions and must roll a d10 at the start of each of its turns to
|
||||
determine its behavior for that turn.
|
||||
|
||||
@@ -742,10 +742,10 @@ class Confusion(Spell):
|
||||
|
||||
1. The creature uses
|
||||
all its movement to move in a random direction. To determine the direction, roll
|
||||
a d8 and assign a direction to each die face. The creature doesn’t take an
|
||||
a d8 and assign a direction to each die face. The creature doesn't take an
|
||||
action this turn.
|
||||
|
||||
2-6. The creature doesn’t move or take actions this turn.
|
||||
2-6. The creature doesn't move or take actions this turn.
|
||||
|
||||
|
||||
7-8. The creature uses its action to make a melee attack against a randomly
|
||||
@@ -781,11 +781,11 @@ class ConjureAnimals(Spell):
|
||||
Choose one of the following options for
|
||||
what appears:
|
||||
|
||||
• One beast of challenge rating 2 or lower
|
||||
• Two beasts of
|
||||
- One beast of challenge rating 2 or lower
|
||||
- Two beasts of
|
||||
challenge rating 1 or lower
|
||||
• Four beasts of challenge rating 1/2 or lower
|
||||
•
|
||||
- Four beasts of challenge rating 1/2 or lower
|
||||
-
|
||||
Eight beasts of challenge rating 1/4 or lower
|
||||
|
||||
Each beast is also considered
|
||||
@@ -794,18 +794,18 @@ class ConjureAnimals(Spell):
|
||||
|
||||
The summoned creatures are friendly to you and your companions. Roll initiative
|
||||
for the summoned creatures as a group, which has its own turns. They obey any
|
||||
verbal commands that you issue to them (no action required by you). If you don’t
|
||||
verbal commands that you issue to them (no action required by you). If you don't
|
||||
issue any commands to them, they defend themselves from hostile creatures, but
|
||||
otherwise take no actions.
|
||||
The DM has the creatures’ statistics.
|
||||
The DM has the creatures' statistics.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using certain higher-level spell slots, you
|
||||
choose one of the summoning options above, and more creatures appear:
|
||||
|
||||
|
||||
twice
|
||||
as many with a 5th-level slot
|
||||
three times as many with a 7th-level slot
|
||||
as many with a 5th-level slot
|
||||
three times as many with a 7th-level slot
|
||||
four
|
||||
times as many with a 9th-level slot.
|
||||
"""
|
||||
@@ -849,10 +849,10 @@ class ConjureCelestial(Spell):
|
||||
The celestial is friendly to
|
||||
you and your companions for the duration. Roll initiative for the celestial,
|
||||
which has its own turns. It obeys any verbal commands that you issue to it (no
|
||||
action required by you), as long as they don’t violate its alignment. If you
|
||||
don’t issue any commands to the celestial, it defends itself from hostile
|
||||
action required by you), as long as they don't violate its alignment. If you
|
||||
don't issue any commands to the celestial, it defends itself from hostile
|
||||
creatures but otherwise takes no actions
|
||||
The DM has the celestial’s statistics.
|
||||
The DM has the celestial's statistics.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a 9th-level spell slot, you
|
||||
@@ -882,14 +882,14 @@ class ConjureElemental(Spell):
|
||||
The elemental is friendly to you
|
||||
and your companions for the duration. Roll initiative for the elemental, which
|
||||
has its own turns. It obeys any verbal commands that you issue to it (no action
|
||||
required by you). If you don’t issue any commands to the elemental, it defends
|
||||
required by you). If you don't issue any commands to the elemental, it defends
|
||||
itself from hostile creatures but otherwise takes no actions.
|
||||
|
||||
If your
|
||||
concentration is broken, the elemental doesn’t disappear. Instead, you lose
|
||||
concentration is broken, the elemental doesn't disappear. Instead, you lose
|
||||
control of the elemental, it becom es hostile toward you and your companions,
|
||||
and it might attack. An uncontrolled elemental can’t be dismissed by you, and it
|
||||
disappears 1 hour after you summoned it. The DM has the elemental’s statistics.
|
||||
and it might attack. An uncontrolled elemental can't be dismissed by you, and it
|
||||
disappears 1 hour after you summoned it. The DM has the elemental's statistics.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th level or
|
||||
@@ -917,16 +917,16 @@ class ConjureFey(Spell):
|
||||
The fey creature is friendly
|
||||
to you and your companions for the duration. Roll initiative for the creature,
|
||||
which has its own turns. It obeys any verbal commands that you issue to it (no
|
||||
action required by you), as long as they don’t violate its alignment. If you
|
||||
don’t issue any commands to the fey creature, it defends itself from hostile
|
||||
action required by you), as long as they don't violate its alignment. If you
|
||||
don't issue any commands to the fey creature, it defends itself from hostile
|
||||
creatures but otherwise takes no actions.
|
||||
|
||||
If your concentration is broken, the
|
||||
fey creature doesn’t disappear. Instead, you lose control of the fey creature,
|
||||
fey creature doesn't disappear. Instead, you lose control of the fey creature,
|
||||
it becomes hostile toward you and your companions, and it might attack. An
|
||||
uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour
|
||||
uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour
|
||||
after you summoned it.
|
||||
The DM has the fey creature’s statistics.
|
||||
The DM has the fey creature's statistics.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 7th level or higher, the
|
||||
@@ -962,10 +962,10 @@ class ConjureMinorElementals(Spell):
|
||||
The summoned creatures
|
||||
are friendly to you and your companions. Roll initiative for the summoned
|
||||
creatures as a group, which has its own turns. They obey any verbal commands
|
||||
that you issue to them (no action required by you). If you don’t issue any
|
||||
that you issue to them (no action required by you). If you don't issue any
|
||||
commands to them, they defend themselves from hostile creatures, but otherwise
|
||||
take no actions.
|
||||
The DM has the creatures’ statistics.
|
||||
The DM has the creatures' statistics.
|
||||
|
||||
At Higher Levels: When
|
||||
you cast this spell using certain higher-level spell slots, you choose one of
|
||||
@@ -1011,12 +1011,12 @@ class ConjureWoodlandBeings(Spell):
|
||||
within range.
|
||||
|
||||
Choose one of the following options for what appears:
|
||||
• One
|
||||
- One
|
||||
fey creature of challenge rating 2 or lower
|
||||
• Two fey creatures of challenge
|
||||
- Two fey creatures of challenge
|
||||
rating 1 or lower
|
||||
• Four fey creatures of challenge rating 1/2 or lower
|
||||
•
|
||||
- Four fey creatures of challenge rating 1/2 or lower
|
||||
-
|
||||
Eight fey creatures of challenge rating 1/4 or lower
|
||||
|
||||
A summoned creature
|
||||
@@ -1025,16 +1025,16 @@ class ConjureWoodlandBeings(Spell):
|
||||
The summoned
|
||||
creatures are friendly to you and your companions. Roll initiative for the
|
||||
summoned creatures as a group, which have their own turns. They obey any verbal
|
||||
commands that you issue to them (no action required by you). If you don’t issue
|
||||
commands that you issue to them (no action required by you). If you don't issue
|
||||
any commands to them, they defend themselves from hostile creatures, but
|
||||
otherwise take no actions.
|
||||
The DM has the creatures’ statistics.
|
||||
The DM has the creatures' statistics.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using certain higher-level spell slots, you
|
||||
choose one of the summoning options above, and more creatures appear:
|
||||
choose one of the summoning options above, and more creatures appear:
|
||||
twice as
|
||||
many with a 6th-level slot
|
||||
many with a 6th-level slot
|
||||
three times as many with an 8th-level slot.
|
||||
"""
|
||||
name = "Conjure Woodland Beings"
|
||||
@@ -1055,14 +1055,14 @@ class ContactOtherPlane(Spell):
|
||||
Contacting this extraplanar intelligence
|
||||
can strain or even break your mind. When you cast this spell, make a DC 15
|
||||
Intelligence saving throw. On a failure, you take 6d6 psychic damage and are
|
||||
insane until you finish a long rest. While insane, you can’t take actions, can’t
|
||||
understand what other creatures say, can’t read, and speak only in gibberish. A
|
||||
insane until you finish a long rest. While insane, you can't take actions, can't
|
||||
understand what other creatures say, can't read, and speak only in gibberish. A
|
||||
greater restoration spell cast on you ends this effect.
|
||||
|
||||
On a successful save,
|
||||
you can ask the entity up to five questions. You must ask your questions before
|
||||
the spell ends. The DM answers each question with one word, such as yes,
|
||||
no, maybe, never, irrelevant, or unclear (if the entity doesn’t know
|
||||
the spell ends. The DM answers each question with one word, such as yes,
|
||||
no, maybe, never, irrelevant, or unclear (if the entity doesn't know
|
||||
the answer to the question). If a one-word answer would be misleading, the DM
|
||||
might instead offer a short phrase as an answer.
|
||||
"""
|
||||
@@ -1085,33 +1085,33 @@ class Contagion(Spell):
|
||||
choice from any of the ones described below.
|
||||
|
||||
At the end of each of the
|
||||
target’s turns, it must make a Constitution saving throw. After failing three of
|
||||
these saving throws, the disease’s effects last for the duration, and the
|
||||
target's turns, it must make a Constitution saving throw. After failing three of
|
||||
these saving throws, the disease's effects last for the duration, and the
|
||||
creature stops making these saves. After succeeding on three of these saving
|
||||
throws, the creature recovers from the disease, and the spell ends.
|
||||
|
||||
Since this
|
||||
spell induces a natural disease in its target, any effect that removes a
|
||||
disease or otherwise ameliorates a disease’s effects apply to it.
|
||||
disease or otherwise ameliorates a disease's effects apply to it.
|
||||
|
||||
Blinding
|
||||
Sickness
|
||||
Pain grips the creature’s mind, and its eyes turn milky white. The
|
||||
Pain grips the creature's mind, and its eyes turn milky white. The
|
||||
creature has disadvantage on Wisdom checks and Wisdom saving throws and is
|
||||
blinded.
|
||||
|
||||
Filth Fever
|
||||
A raging fever sweeps through the creature’s body. The
|
||||
A raging fever sweeps through the creature's body. The
|
||||
creature has disadvantage on Strength checks, Strength saving throws, and attack
|
||||
rolls that use Strength.
|
||||
|
||||
Flesh Rot
|
||||
The creature’s flesh decays. The creature
|
||||
The creature's flesh decays. The creature
|
||||
has disadvantage on Charisma checks and vulnerability to all damage.
|
||||
|
||||
Mindfire
|
||||
|
||||
The creature’s mind becomes feverish. The creature has disadvantage on
|
||||
The creature's mind becomes feverish. The creature has disadvantage on
|
||||
Intelligence checks and Intelligence saving throws, and the creature behaves as
|
||||
if under the effects of the confusion spell during combat.
|
||||
|
||||
@@ -1143,7 +1143,7 @@ class Contingency(Spell):
|
||||
of 1 action, and that can target you.
|
||||
You cast that spell called the
|
||||
contingent spell as part of casting contingency, expending spell slots for
|
||||
both, but the contingent spell doesn’t come into effect. Instead, it takes
|
||||
both, but the contingent spell doesn't come into effect. Instead, it takes
|
||||
effect when a certain circumstance occurs. You describe that circumstance when
|
||||
you cast the two spells. For example, a contingency cast with water breathing
|
||||
might stipulate that water breathing comes into effect when you are engulfed in
|
||||
@@ -1175,7 +1175,7 @@ class ContinualFlame(Spell):
|
||||
"""A flame, equivalent in brightness to a torch, springs forth from an object that
|
||||
you touch.
|
||||
The effect looks like a regular flame, but it creates no heat and
|
||||
doesn’t use oxygen. A continual flame can be covered or hidden but not smothered
|
||||
doesn't use oxygen. A continual flame can be covered or hidden but not smothered
|
||||
or quenched.
|
||||
"""
|
||||
name = "Continual Flame"
|
||||
@@ -1201,8 +1201,8 @@ class ControlFlames(Spell):
|
||||
- You double or halve the area of bright light and dim
|
||||
light cast by the flame, change its color, or both. The change lasts for 1 hour.
|
||||
|
||||
- You cause simple shapes — such as the vague form of a creature, an inanimate
|
||||
object, or a location — to appear within the flames and animate as you like. The
|
||||
- You cause simple shapes - such as the vague form of a creature, an inanimate
|
||||
object, or a location - to appear within the flames and animate as you like. The
|
||||
shapes last for 1 hour.
|
||||
If you cast this spell multiple times, you can have up
|
||||
to three non-instantaneous
|
||||
@@ -1232,7 +1232,7 @@ class ControlWater(Spell):
|
||||
area includes a shore, the flooding water spills over onto dry land. If you
|
||||
choose an area in a large body of water, you instead create a 20-foot tall wave
|
||||
that travels from one side of the area to the other and then crashes down. Any
|
||||
Huge or smaller vehicles in the wave’s path are carried with it to the other
|
||||
Huge or smaller vehicles in the wave's path are carried with it to the other
|
||||
side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance
|
||||
of capsizing. The water level remains elevated until the spell ends or you
|
||||
choose a different effect. If this effect produced a wave, the wave repeats on
|
||||
@@ -1241,7 +1241,7 @@ class ControlWater(Spell):
|
||||
Part Water
|
||||
You
|
||||
cause water in the area to move apart and create a trench. The trench extends
|
||||
across the spell’s area, and the separated water forms a wall to either side.
|
||||
across the spell's area, and the separated water forms a wall to either side.
|
||||
The trench remains until the spell ends or you choose a different effect. The
|
||||
water then slowly fills in the trench over the course of the next round until
|
||||
the normal water level is restored.
|
||||
@@ -1250,7 +1250,7 @@ class ControlWater(Spell):
|
||||
You cause flowing water in
|
||||
the area to move in a direction you choose, even if the water has to flow over
|
||||
obstacles, up walls, or in other unlikely directions. The water in the area
|
||||
moves as you direct it, but once it moves beyond the spell’s area, it resumes
|
||||
moves as you direct it, but once it moves beyond the spell's area, it resumes
|
||||
its flow based on the terrain conditions. The water continues to move in the
|
||||
direction you chose until the spell ends or you choose a different effect.
|
||||
|
||||
@@ -1266,7 +1266,7 @@ class ControlWater(Spell):
|
||||
When a creature enters the vortex for the first time on a turn or starts its
|
||||
turn there, it must make a Strength saving throw. On a failed save, the creature
|
||||
takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
|
||||
On a successful save, the creature takes half damage, and isn’t caught in the
|
||||
On a successful save, the creature takes half damage, and isn't caught in the
|
||||
vortex. A creature caught in the vortex can use its action to try to swim away
|
||||
from the vortex as described above, but has disadvantage on the Strength
|
||||
(Athletics) check to do so.
|
||||
@@ -1289,7 +1289,7 @@ class ControlWater(Spell):
|
||||
class ControlWeather(Spell):
|
||||
"""You take control of the weather within 5 miles of you for the duration.
|
||||
You
|
||||
must be outdoors to cast this spell. Moving to a place where you don’t have a
|
||||
must be outdoors to cast this spell. Moving to a place where you don't have a
|
||||
clear path to the sky ends the spell early.
|
||||
|
||||
When you cast the spell, you
|
||||
@@ -1345,9 +1345,9 @@ class ControlWeather(Spell):
|
||||
class ControlWinds(Spell):
|
||||
"""You take control of the air in a 100-foot cube that you can see within range.
|
||||
Choose one of the following effects when you cast the spell. The effect lasts
|
||||
for the spell’s duration, unless you use your action on a later turn to switch
|
||||
for the spell's duration, unless you use your action on a later turn to switch
|
||||
to a different effect. You can also use your action to temporarily halt the
|
||||
effect or to restart one you’ve halted.
|
||||
effect or to restart one you've halted.
|
||||
Gusts. A wind picks up within the cube,
|
||||
continually blowing in a horizontal direction that you choose. You choose the
|
||||
intensity of the wind: calm, moderate, or strong. If the wind is moderate or
|
||||
@@ -1365,7 +1365,7 @@ class ControlWinds(Spell):
|
||||
save, the creature is knocked prone.
|
||||
|
||||
Updraft. You cause a sustained updraft
|
||||
within the cube, rising upward from the cube’s bottom edge. Creatures that end a
|
||||
within the cube, rising upward from the cube's bottom edge. Creatures that end a
|
||||
fall within the cube take only half damage from the fall. When a creature in
|
||||
the cube makes a vertical jump, the creature can jump up to 10 feet higher than
|
||||
normal.
|
||||
@@ -1419,8 +1419,8 @@ class Counterspell(Spell):
|
||||
You attempt to interrupt a creature in the process of casting a spell.
|
||||
If the creature is casting a spell of 3rd level or lower, its spell fails and
|
||||
has no effect. If it is casting a spell of 4th level or higher, make an ability
|
||||
check using your spellcasting ability. The DC equals 10+ the spell’s level. On
|
||||
a success, the creature’s spell fails and has no effect.
|
||||
check using your spellcasting ability. The DC equals 10+ the spell's level. On
|
||||
a success, the creature's spell fails and has no effect.
|
||||
|
||||
At Higher Levels: When
|
||||
you cast this spell using a spell slot of 4th level or higher, the interrupted
|
||||
@@ -1441,14 +1441,14 @@ class Counterspell(Spell):
|
||||
|
||||
class CreateBonfire(Spell):
|
||||
"""You create a bonfire on ground that you can see within range. Until the spell
|
||||
ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space
|
||||
ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space
|
||||
when you cast the spell must succeed on a Dexterity saving throw or take 1d8
|
||||
fire damage. A creature must also make the saving throw when it moves into the
|
||||
bonfire’s space for the first time on a turn or ends its turn there.
|
||||
bonfire's space for the first time on a turn or ends its turn there.
|
||||
The bonfire
|
||||
ignites flammable objects in its area that aren’t being worn or carried.
|
||||
ignites flammable objects in its area that aren't being worn or carried.
|
||||
The
|
||||
spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Create Bonfire"
|
||||
@@ -1467,7 +1467,7 @@ class CreateFoodAndWater(Spell):
|
||||
"""You create 45 pounds of food and 30 gallons of water on the ground or in
|
||||
containers within range, enough to sustain up to fifteen humanoids or five
|
||||
steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten
|
||||
after 24 hours. The water is clean and doesn’t go bad.
|
||||
after 24 hours. The water is clean and doesn't go bad.
|
||||
"""
|
||||
name = "Create Food And Water"
|
||||
level = 3
|
||||
@@ -1483,18 +1483,18 @@ class CreateFoodAndWater(Spell):
|
||||
|
||||
class CreateHomunculus(Spell):
|
||||
"""While speaking an intricate incantation, you cut yourself with a jewel-encrusted
|
||||
dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then
|
||||
drip your blood on the spell’s other components and touch them, transforming
|
||||
dagger, taking 2d4 piercing damage that can't be reduced in any way. You then
|
||||
drip your blood on the spell's other components and touch them, transforming
|
||||
them into a special construct called a homunculus. The statistics of the
|
||||
homunculus are in the Monster Manual. It is your faithful companion, and it dies
|
||||
if you die. Whenever you finish a long rest, you can spend up to half your Hit
|
||||
Dice if the homunculus is on the same plane of existence as you. When you do so,
|
||||
roll each die and add your Constitution modifier to it. Your hit point maximum
|
||||
is reduced by the total, and the homunculus’s hit point maximum and current hit
|
||||
is reduced by the total, and the homunculus's hit point maximum and current hit
|
||||
points are
|
||||
both increased by it. This process can reduce you to no lower than 1
|
||||
hit point. and the change to your and the homunculus’s hit points ends when you
|
||||
finish your next long rest. The reduction to your hit point maximum can’t be
|
||||
hit point. and the change to your and the homunculus's hit points ends when you
|
||||
finish your next long rest. The reduction to your hit point maximum can't be
|
||||
removed by any means before then, except by the homunculus‘s death. You can have
|
||||
only one homunculus at a time. If you cast this spell while your homunculus
|
||||
lives, the spell fails.
|
||||
@@ -1565,9 +1565,9 @@ class CreateUndead(Spell):
|
||||
|
||||
At Higher Levels: When you cast
|
||||
this spell using a 7th-level spell slot, you can animate or reassert control
|
||||
over four ghouls.
|
||||
over four ghouls.
|
||||
When you cast this spell using an 8th-level spell slot, you
|
||||
can animate or reassert control over five ghouls or two ghasts or wights.
|
||||
can animate or reassert control over five ghouls or two ghasts or wights.
|
||||
When
|
||||
you cast this spell using a 9th-level spell slot, you can animate or reassert
|
||||
control over six ghouls, three ghasts or wights, or two mummies.
|
||||
@@ -1592,20 +1592,20 @@ class Creation(Spell):
|
||||
the object must be of a form and material that you have seen before.
|
||||
|
||||
The
|
||||
duration depends on the object’s material. If the object is composed of multiple
|
||||
duration depends on the object's material. If the object is composed of multiple
|
||||
materials, use the shortest duration.
|
||||
|
||||
Material — Duration
|
||||
Vegetable matter —
|
||||
Material - Duration
|
||||
Vegetable matter -
|
||||
1 day
|
||||
Stone/crystal — 12 hours
|
||||
Precious metals — 1 hour
|
||||
Gems — 10 minutes
|
||||
Stone/crystal - 12 hours
|
||||
Precious metals - 1 hour
|
||||
Gems - 10 minutes
|
||||
|
||||
Adamantine/Mithral — 1 minute
|
||||
Adamantine/Mithral - 1 minute
|
||||
|
||||
Using any material created by this spell as
|
||||
another spell’s material component causes that spell to fail.
|
||||
another spell's material component causes that spell to fail.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, the cube
|
||||
@@ -1660,7 +1660,7 @@ class CrownOfStars(Spell):
|
||||
the mote is expended. The spell ends early if you expend the last mote. If you
|
||||
have four or more motes remaining, they shed bright light in a 30-foot radius
|
||||
and dim light for an additional 30 feet. Ifyou have one to three motes
|
||||
remaining, they shed dim light in a 30—foot radius.
|
||||
remaining, they shed dim light in a 30-foot radius.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 8th level or higher, the number of motes
|
||||
|
||||
@@ -11,7 +11,7 @@ class DancingLights(Spell):
|
||||
|
||||
As a bonus action on your turn, you can move the lights up to 60 feet
|
||||
to a new spot within range. A light must be within 20 feet of another light
|
||||
created by this spell, and a light winks out if it exceeds the spell’s range.
|
||||
created by this spell, and a light winks out if it exceeds the spell's range.
|
||||
"""
|
||||
name = "Dancing Lights"
|
||||
level = 0
|
||||
@@ -62,15 +62,15 @@ class Darkness(Spell):
|
||||
"""Magical darkness spreads from a point you choose within range to fill a 15-foot
|
||||
radius sphere for the duration.
|
||||
The darkness spreads around corners. A creature
|
||||
with darkvision can’t see through this darkness, and nonmagical light can’t
|
||||
with darkvision can't see through this darkness, and nonmagical light can't
|
||||
illuminate it.
|
||||
|
||||
If the point you choose is on an object you are holding or one
|
||||
that isn’t being worn or carried, the darkness emanates from the object and
|
||||
that isn't being worn or carried, the darkness emanates from the object and
|
||||
moves with it. Completely covering the source of the darkness with an opaque
|
||||
object, such as a bowl or a helm, blocks the darkness.
|
||||
|
||||
If any of this spell’s
|
||||
If any of this spell's
|
||||
area overlaps with an area of light created by a spell of 2nd level or lower,
|
||||
the spell that created the light is dispelled.
|
||||
"""
|
||||
@@ -109,7 +109,7 @@ class Dawn(Spell):
|
||||
there. This light is sunlight. When the cylinder appears, each creature in it
|
||||
must make a Constitution saving throw, taking 4d10 radiant damage on a failed
|
||||
save, or half as much damage on a successful one. A creature must also make this
|
||||
saving throw whenever it ends its turn in the cylinder. If you’re within 60
|
||||
saving throw whenever it ends its turn in the cylinder. If you're within 60
|
||||
feet of the cylinder, you can move it up to 60 feet as a bonus action on your
|
||||
turn.
|
||||
"""
|
||||
@@ -131,12 +131,12 @@ class Daylight(Spell):
|
||||
The sphere is bright light and sheds dim light for an additional 60
|
||||
feet.
|
||||
|
||||
If you chose a point on an object you are holding or one that isn’t
|
||||
If you chose a point on an object you are holding or one that isn't
|
||||
being worn or carried, the light shines from the object with and moves with it.
|
||||
Completely covering the affected object with an opaque object, such as a bowl or
|
||||
a helm, blocks the light.
|
||||
|
||||
If any of this spell’s area overlaps with an area
|
||||
If any of this spell's area overlaps with an area
|
||||
of darkness created by a spell of 3rd level or lower, the spell that created the
|
||||
darkness is dispelled.
|
||||
"""
|
||||
@@ -184,7 +184,7 @@ class DelayedBlastFireball(Spell):
|
||||
equal to the total accumulated damage on a failed save, or half as much damage
|
||||
on a successful one.
|
||||
|
||||
The spell’s base damage is 12d6. If at the end of your
|
||||
The spell's base damage is 12d6. If at the end of your
|
||||
turn the bead has not yet detonated, the damage increases by 1d6.
|
||||
|
||||
If the
|
||||
@@ -194,7 +194,7 @@ class DelayedBlastFireball(Spell):
|
||||
creature can throw the bead up to 40 feet. When it strikes a creature or a solid
|
||||
object, the spell ends, and the bead explodes.
|
||||
The fire damages objects in the
|
||||
area and ignites flammable objects that aren’t being worn or carried.
|
||||
area and ignites flammable objects that aren't being worn or carried.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 8th level or
|
||||
@@ -245,7 +245,7 @@ class DestructiveWave(Spell):
|
||||
from you. Each creature you choose within 30 feet of you must succeed on a
|
||||
Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
|
||||
necrotic damage (your choice), and be knocked prone. A creature that succeeds on
|
||||
its saving throw takes half as much damage and isn’t knocked prone.
|
||||
its saving throw takes half as much damage and isn't knocked prone.
|
||||
"""
|
||||
name = "Destructive Wave"
|
||||
level = 5
|
||||
@@ -329,18 +329,18 @@ class DetectThoughts(Spell):
|
||||
When you cast
|
||||
the spell and as your action on each turn until the spell ends, you can focus
|
||||
your mind on any one creature that you can see within 30 feet of you. If the
|
||||
creature you choose has an Intelligence of 3 or lower or doesn’t speak any
|
||||
creature you choose has an Intelligence of 3 or lower or doesn't speak any
|
||||
language, the creature is unaffected.
|
||||
|
||||
You initially learn the surface thoughts
|
||||
of the creature—what is most on its mind in that moment. As an action, you can
|
||||
either shift your attention to another creature’s thoughts or attempt to probe
|
||||
deeper into the same creature’s mind. If you probe deeper, the target must make
|
||||
of the creature-what is most on its mind in that moment. As an action, you can
|
||||
either shift your attention to another creature's thoughts or attempt to probe
|
||||
deeper into the same creature's mind. If you probe deeper, the target must make
|
||||
a W isdom saving throw. If it fails, you gain insight into its reasoning (if
|
||||
any), its emotional state, and something that loom s large in its mind (such as
|
||||
something it worries over, loves, or hates). If it succeeds, the spell ends.
|
||||
Either way, the target knows that you are probing into its mind, and unless you
|
||||
shift your attention to another creature’s thoughts, the creature can use its
|
||||
shift your attention to another creature's thoughts, the creature can use its
|
||||
action on its turn to make an Intelligence check contested by your Intelligence
|
||||
check; if it succeeds, the spell ends.
|
||||
|
||||
@@ -349,16 +349,16 @@ class DetectThoughts(Spell):
|
||||
particularly effective as part of an interrogation.
|
||||
|
||||
You can also use this
|
||||
spell to detect the presence of thinking creatures you can’t see. When you cast
|
||||
spell to detect the presence of thinking creatures you can't see. When you cast
|
||||
the spell or as your action during the duration, you can search for thoughts
|
||||
within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
|
||||
inches of any metal other than lead, or a thin sheet of lead blocks you. You
|
||||
can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t
|
||||
can't detect a creature with an Intelligence of 3 or lower or one that doesn't
|
||||
speak any language.
|
||||
|
||||
Once you detect the presence of a creature in this way,
|
||||
you can read its thoughts for the rest of the duration as described above, even
|
||||
if you can’t see it, but it must still be within range.
|
||||
if you can't see it, but it must still be within range.
|
||||
"""
|
||||
name = "Detect Thoughts"
|
||||
level = 2
|
||||
@@ -376,10 +376,10 @@ class DimensionDoor(Spell):
|
||||
"""You teleport yourself from your current location to any other spot within range.
|
||||
You arrive at exactly the spot desired. It can be a place you can see, one you
|
||||
can visualize, or one you can describe by stating distance and direction, such
|
||||
as "200 feet straight downward" or "upward to the northwest at a 45-degree
|
||||
angle, 300 feet".
|
||||
as "200 feet straight downward" or "upward to the northwest at a 45-degree
|
||||
angle, 300 feet".
|
||||
|
||||
You can bring along objects as long as their weight doesn’t
|
||||
You can bring along objects as long as their weight doesn't
|
||||
exceed what you can carry. You can also bring one willing creature of your size
|
||||
or smaller who is carrying gear up to its carrying capacity. The creature must
|
||||
be within 5 feet of you when you cast this spell.
|
||||
@@ -402,11 +402,11 @@ class DimensionDoor(Spell):
|
||||
|
||||
|
||||
class DisguiseSelf(Spell):
|
||||
"""You make yourself – including your clothing, armor, weapons, and other
|
||||
belongings on your person – look different until the spell ends or until you
|
||||
"""You make yourself, including your clothing, armor, weapons, and other
|
||||
belongings on your person, look different until the spell ends or until you
|
||||
use your action to dismiss it.
|
||||
You can seem 1 foot shorter or taller and can
|
||||
appear thin, fat, or in between. You can’t change your body type, so you must
|
||||
You can seem 1 foot shorter or taller and can
|
||||
appear thin, fat, or in between. You can't change your body type, so you must
|
||||
adopt a form that has the same basic arrangement of limbs. Otherwise, the extent
|
||||
of the illusion is up to you.
|
||||
|
||||
@@ -488,7 +488,7 @@ class DispelEvilAndGood(Spell):
|
||||
melee spell attack against a celestial, an elemental, a fey, a fiend, or an
|
||||
undead you can reach. On a hit, you attempt to drive the creature back to its
|
||||
home plane. The creature must succeed on a Charisma saving throw or be sent back
|
||||
to its home plane (if it isn’t there already). If they aren’t on their home
|
||||
to its home plane (if it isn't there already). If they aren't on their home
|
||||
plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
|
||||
"""
|
||||
name = "Dispel Evil And Good"
|
||||
@@ -507,11 +507,11 @@ class DispelMagic(Spell):
|
||||
"""Choose any creature, object, or magical effect within range. Any spell of 3rd
|
||||
level or lower on the target ends. For each spell of 4th level or higher on the
|
||||
target, make an ability check using your spellcasting ability. The DC equals 10
|
||||
+ the spell’s level. On a successful check, the spell ends.
|
||||
+ the spell's level. On a successful check, the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you
|
||||
automatically end the effects of a spell on the target if the spell’s level is
|
||||
automatically end the effects of a spell on the target if the spell's level is
|
||||
equal to or less than the level of the spell slot you used.
|
||||
"""
|
||||
name = "Dispel Magic"
|
||||
@@ -532,8 +532,8 @@ class DissonantWhispers(Spell):
|
||||
The target must make a Wisdom
|
||||
saving throw. On a failed save, it takes 3d6 psychic damage and must immediately
|
||||
use its reaction , if available, to move as far as its speed allows away from
|
||||
you. The creature doesn’t move into obviously dangerous ground, such as a fire
|
||||
or a pit. On a successful save, the target takes half as much damage and doesn’t
|
||||
you. The creature doesn't move into obviously dangerous ground, such as a fire
|
||||
or a pit. On a successful save, the target takes half as much damage and doesn't
|
||||
have to move away. A deafened creature automatically succeeds on the save.
|
||||
|
||||
At
|
||||
@@ -553,12 +553,12 @@ class DissonantWhispers(Spell):
|
||||
|
||||
|
||||
class Divination(Spell):
|
||||
"""Your magic and an offering put you in contact with a god or a god’s servants.
|
||||
"""Your magic and an offering put you in contact with a god or a god's servants.
|
||||
You ask a single question concerning a specific goal, event, or activity to
|
||||
occur within 7 days. The DM offers a truthful reply. The reply might be a short
|
||||
phrase, a cryptic rhyme, or an omen.
|
||||
|
||||
The spell doesn’t take into account any
|
||||
The spell doesn't take into account any
|
||||
possible circumstances that might change the outcome, such as the casting of
|
||||
additional spells or the loss or gain of a companion.
|
||||
|
||||
@@ -602,18 +602,18 @@ class DivineWord(Spell):
|
||||
creature that can hear you must make a Charisma saving throw. On a failed save,
|
||||
a creature suffers an effect based on its current hit points:
|
||||
|
||||
• 50 hit
|
||||
- 50 hit
|
||||
points or fewer: deafened for 1 minute
|
||||
• 40 hit points or fewer: deafened and
|
||||
- 40 hit points or fewer: deafened and
|
||||
blinded for 10 minutes
|
||||
• 30 hit points or fewer: blinded, deafened, and
|
||||
- 30 hit points or fewer: blinded, deafened, and
|
||||
stunned for 1 hour
|
||||
• 20 hit points or fewer: killed instantly
|
||||
- 20 hit points or fewer: killed instantly
|
||||
|
||||
Regardless of
|
||||
its current hit points, a celestial, an elemental, a fey, or a fiend that fails
|
||||
its save is forced back to its plane of origin (if it isn’t there already) and
|
||||
can’t return to your current plane for 24 hours by any means short of a wish
|
||||
its save is forced back to its plane of origin (if it isn't there already) and
|
||||
can't return to your current plane for 24 hours by any means short of a wish
|
||||
spell.
|
||||
"""
|
||||
name = "Divine Word"
|
||||
@@ -639,14 +639,14 @@ class DominateBeast(Spell):
|
||||
as long as the two of you are on the same plane of existence. You can use this
|
||||
telepathic link to issue commands to the creature while you are conscious (no
|
||||
action required), which it does its best to obey. You can specify a simple and
|
||||
general course of action, such as “Attack that creature,” “Run over there,” or
|
||||
“Fetch that object.” If the creature completes the order and doesn’t receive
|
||||
general course of action, such as "Attack that creature," "Run over there," or
|
||||
"Fetch that object." If the creature completes the order and doesn't receive
|
||||
further direction from you, it defends and preserves itself to the best of its
|
||||
ability.
|
||||
|
||||
You can use your action to take total and precise control of the
|
||||
target. Until the end of your next turn, the creature takes only the actions you
|
||||
choose, and doesn’t do anything that you don’t allow it to do. During this
|
||||
choose, and doesn't do anything that you don't allow it to do. During this
|
||||
time, you can also cause the creature to use a reaction, but this requires you
|
||||
to use your own reaction as well.
|
||||
|
||||
@@ -655,9 +655,9 @@ class DominateBeast(Spell):
|
||||
spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell with a 5th-level spell
|
||||
slot, the duration is concentration, up to 10 minutes.
|
||||
slot, the duration is concentration, up to 10 minutes.
|
||||
When you use a 6th-
|
||||
level spell slot, the duration is concentration, up to 1 hour.
|
||||
level spell slot, the duration is concentration, up to 1 hour.
|
||||
When you use a
|
||||
spell slot of 7th level or higher, the duration is concentration, up to 8 hours
|
||||
"""
|
||||
@@ -684,14 +684,14 @@ class DominateMonster(Spell):
|
||||
it as long as the two of you are on the same plane of existence. You can use
|
||||
this telepathic link to issue commands to the creature while you are conscious
|
||||
(no action required), which it does its best to obey. You can specify a simple
|
||||
and general course of action, such as "Attack that creature", "Run over
|
||||
there", or "Fetch that object". If the creature completes the order and
|
||||
doesn’t receive further direction from you, it defends and preserves itself to
|
||||
and general course of action, such as "Attack that creature", "Run over
|
||||
there", or "Fetch that object". If the creature completes the order and
|
||||
doesn't receive further direction from you, it defends and preserves itself to
|
||||
the best of its ability.
|
||||
|
||||
You can use your action to take total and precise
|
||||
control of the target. Until the end of your next turn, the creature takes only
|
||||
the actions you choose, and doesn’t do anything that you don’t allow it to do.
|
||||
the actions you choose, and doesn't do anything that you don't allow it to do.
|
||||
During this time, you can also cause the creature to use a reaction, but this
|
||||
requires you to use your own reaction as well.
|
||||
|
||||
@@ -725,14 +725,14 @@ class DominatePerson(Spell):
|
||||
as long as the two of you are on the same plane of existence. You can use this
|
||||
telepathic link to issue commands to the creature while you are conscious (no
|
||||
action required), which it does its best to obey. You can specify a simple and
|
||||
general course of action, such as "Attack that creature", "Run over there",
|
||||
or "Fetch that object". If the creature completes the order and doesn’t
|
||||
general course of action, such as "Attack that creature", "Run over there",
|
||||
or "Fetch that object". If the creature completes the order and doesn't
|
||||
receive further direction from you, it defends and preserves itself to the best
|
||||
of its ability.
|
||||
|
||||
You can use your action to take total and precise control of
|
||||
the target. Until the end of your next turn, the creature takes only the actions
|
||||
you choose, and doesn’t do anything that you don’t allow it to do. During this
|
||||
you choose, and doesn't do anything that you don't allow it to do. During this
|
||||
time you can also cause the creature to use a reaction, but this requires you to
|
||||
use your own reaction as well.
|
||||
|
||||
@@ -741,9 +741,9 @@ class DominatePerson(Spell):
|
||||
spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a 6th-level spell
|
||||
slot, the duration is concentration, up to 10 minutes.
|
||||
slot, the duration is concentration, up to 10 minutes.
|
||||
When you use a 7th-
|
||||
level spell slot, the duration is concentration, up to 1 hour.
|
||||
level spell slot, the duration is concentration, up to 1 hour.
|
||||
When you use a
|
||||
spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
|
||||
"""
|
||||
@@ -791,15 +791,15 @@ class DrawmijsInstantSummons(Spell):
|
||||
component. Each time you cast this spell, you must use a different sapphire.
|
||||
|
||||
|
||||
At any time thereafter, you can use your action to speak the item’s name and
|
||||
At any time thereafter, you can use your action to speak the item's name and
|
||||
crush the sapphire. The item instantly appears in your hand regardless of
|
||||
physical or planar distances, and the spell ends. If another creature is holding
|
||||
or carrying the item, crushing the sapphire doesn’t transport the item to you,
|
||||
or carrying the item, crushing the sapphire doesn't transport the item to you,
|
||||
but instead you learn who the creature possessing the object is and roughly
|
||||
where that creature is located at that moment.
|
||||
|
||||
Dispel magic or a similar
|
||||
effect successfully applied to the sapphire ends this spell’s effect.
|
||||
effect successfully applied to the sapphire ends this spell's effect.
|
||||
"""
|
||||
name = "Drawmijs Instant Summons"
|
||||
level = 6
|
||||
@@ -861,7 +861,7 @@ sleeping bird"""
|
||||
|
||||
class DruidGrove(Spell):
|
||||
"""You invoke the spirits of nature to protect an area outdoors or underground. The
|
||||
area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings
|
||||
area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
|
||||
and other structures are excluded from the affected area. If you cast this
|
||||
spell in the same area every day for a year, the spell lasts until dispelled.
|
||||
The spell creates the following effects within the area. When you cast this
|
||||
@@ -869,7 +869,7 @@ class DruidGrove(Spell):
|
||||
can also specify a password that, when spoken aloud, makes the speaker immune to
|
||||
these effects. The entire warded area radiates magic. A dispel magic cast on
|
||||
the area, if successful, removes only one of the following effects, not the
|
||||
entire area. That spell’s caster chooses which effect to end. Only when all its
|
||||
entire area. That spell's caster chooses which effect to end. Only when all its
|
||||
effects are gone is this spell dispelled.
|
||||
Solid Fog. You can fill any number of
|
||||
5-foot squares on the ground with thick fog, making them heavily obscured. The
|
||||
@@ -878,13 +878,13 @@ class DruidGrove(Spell):
|
||||
nothing and looks like soft mist, with motes of green light floating in the air.
|
||||
|
||||
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground
|
||||
that aren’t filled with fog with grasping weeds and vines, as if they were
|
||||
that aren't filled with fog with grasping weeds and vines, as if they were
|
||||
affected by an entangle spell. To a creature immune to this effect, the weeds
|
||||
and vines feel soft and reshape themselves to serve as temporary seats or beds.
|
||||
|
||||
Grove Guardians. You can animate up to four trees in the area, causing them to
|
||||
uproot themselves from the ground. These trees have the same statistics as an
|
||||
awakened tree, which appears in the Monster Manual, except they can’t speak, and
|
||||
awakened tree, which appears in the Monster Manual, except they can't speak, and
|
||||
their bark is covered with druidic symbols. If any creature not immune to this
|
||||
effect enters the warded area, the grove guardians fight until they have driven
|
||||
off or slain the intruders. The grove guardians also obey your spoken commands
|
||||
@@ -919,17 +919,17 @@ class Druidcraft(Spell):
|
||||
"""Whispering to the spirits of nature, you create one of the following effects
|
||||
within range:
|
||||
|
||||
• You create a tiny, harmless sensory effect that predicts what
|
||||
- You create a tiny, harmless sensory effect that predicts what
|
||||
the weather will be at your location for the next 24 hours. The effect might
|
||||
manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes
|
||||
for snow, and so on. This effect persists for 1 round.
|
||||
• You instantly make a
|
||||
- You instantly make a
|
||||
flower blossom, a seed pod open, or a leaf bud bloom.
|
||||
• You create an
|
||||
- You create an
|
||||
instantaneous, harmless sensory effect, such as falling leaves, a puff of wind,
|
||||
the sound of a small animal, or the faint odor of skunk. The effect must fit in
|
||||
a 5-foot cube.
|
||||
• You instantly light or snuff out a candle, a torch, or a
|
||||
- You instantly light or snuff out a candle, a torch, or a
|
||||
small campfire.
|
||||
"""
|
||||
name = "Druidcraft"
|
||||
@@ -948,11 +948,11 @@ class DustDevil(Spell):
|
||||
"""(a pinch of dust)
|
||||
Choose an unoccupied 5-foot cube of air that you can see
|
||||
within range. An elemental force that resembles a dust devil appears in the cube
|
||||
and lasts for the spell’s duration.
|
||||
and lasts for the spell's duration.
|
||||
Any creature that ends its turn within 5
|
||||
feet of the dust devil must make a Strength saving throw. On a failed save, the
|
||||
creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a
|
||||
successful save, the creature takes half as much damage and isn’t pushed.
|
||||
successful save, the creature takes half as much damage and isn't pushed.
|
||||
As a
|
||||
bonus action, you can move the dust devil up to 30 feet in any direction. If the
|
||||
dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the
|
||||
|
||||
@@ -24,7 +24,7 @@ class EarthTremor(Spell):
|
||||
class Earthbind(Spell):
|
||||
"""Choose one creature you can see within range. Yellow strips of magical energy
|
||||
loop around the creature. The target must succeed on a Strength saving throw or
|
||||
its flying speed (if any) is reduced to 0 feet for the spell’s duration. An
|
||||
its flying speed (if any) is reduced to 0 feet for the spell's duration. An
|
||||
airborne creature affected by this spell descends at 60 feet per round until it
|
||||
reaches the ground or the spell ends.
|
||||
"""
|
||||
@@ -49,7 +49,7 @@ class Earthquake(Spell):
|
||||
|
||||
The ground in the area
|
||||
becomes difficult terrain. Each creature on the ground that is concentrating
|
||||
must make a Constitution saving throw. On a failed save, the creature’s
|
||||
must make a Constitution saving throw. On a failed save, the creature's
|
||||
concentration is broken.
|
||||
|
||||
When you cast this spell and at the end of each turn
|
||||
@@ -60,13 +60,13 @@ class Earthquake(Spell):
|
||||
This spell can have additional effects depending on the terrain in the area, as
|
||||
determined by the DM.
|
||||
Fissures.
|
||||
Fissures open throughout the spell’s area at
|
||||
Fissures open throughout the spell's area at
|
||||
the start of your next turn after you cast the spell. A total of 1d6 such
|
||||
fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10
|
||||
feet wide, and extends from one edge of the spell’s area to the opposite side. A
|
||||
feet wide, and extends from one edge of the spell's area to the opposite side. A
|
||||
creature standing on a spot where a fissure opens must succeed on a Dexterity
|
||||
saving throw or fall in. A creature that successfully saves moves with the
|
||||
fissure’s edge as it opens.
|
||||
fissure's edge as it opens.
|
||||
A fissure that opens beneath a structure causes it
|
||||
to automatically collapse (see below).
|
||||
|
||||
@@ -75,12 +75,12 @@ class Earthquake(Spell):
|
||||
bludgeoning damage to any structure in contact with the ground in the area when
|
||||
you cast the spell and at the start of each of your turns until the spell ends.
|
||||
If a structure drops to 0 hit points, it collapses and potentially damages
|
||||
nearby creatures. A creature within half the distance of a structure’s height
|
||||
nearby creatures. A creature within half the distance of a structure's height
|
||||
must make a Dexterity saving throw. On a failed save, the creature takes 5d6
|
||||
bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a
|
||||
DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the
|
||||
DC higher or lower, depending on the nature of the rubble. On a successful save,
|
||||
the creature takes half as much damage and doesn’t fall prone or become buried.
|
||||
the creature takes half as much damage and doesn't fall prone or become buried.
|
||||
"""
|
||||
name = "Earthquake"
|
||||
level = 8
|
||||
@@ -100,11 +100,11 @@ class EldritchBlast(Spell):
|
||||
|
||||
|
||||
At Higher Levels: The spell creates more than one beam when you reach higher
|
||||
levels:
|
||||
Two beams at 5th level
|
||||
Three beams at 11th level
|
||||
levels:
|
||||
Two beams at 5th level
|
||||
Three beams at 11th level
|
||||
Four beams at 17th
|
||||
level.
|
||||
level.
|
||||
You can direct the beams at the same target or at different ones. Make
|
||||
a separate attack roll for each beam.
|
||||
"""
|
||||
@@ -155,7 +155,7 @@ class ElementalWeapon(Spell):
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 5th or 6th level, the bonus to attack rolls
|
||||
increases to +2 and the extra damage increases to 2d4.
|
||||
increases to +2 and the extra damage increases to 2d4.
|
||||
When you use a spell
|
||||
slot of 7th level or higher, the bonus increases to +3 and the extra damage
|
||||
increases to 3d4.
|
||||
@@ -180,7 +180,7 @@ class EnemiesAbound(Spell):
|
||||
ends. Each time the target takes damage, it can repeat the saving throw, ending
|
||||
the effect on itself on a success. Whenever the affected creature chooses
|
||||
another creature as a target, it must choose the target at random from among the
|
||||
creatures it can see within range of the attack, spell, or other ability it’s
|
||||
creatures it can see within range of the attack, spell, or other ability it's
|
||||
using. If an enemy provokes an opportunity attack from the affected creature,
|
||||
the creature must make that attack if it is able to.
|
||||
"""
|
||||
@@ -203,7 +203,7 @@ class Enervation(Spell):
|
||||
ends. On a failed save, the target takes 4d8 necrotic damage, and until the
|
||||
spell ends, you can use your action on each of your turns to automatically deal
|
||||
4d8 necrotic damage to the target. The spell ends ifyou use your action to do
|
||||
anything else, if the target is ever outside the spell’s range, or if the target
|
||||
anything else, if the target is ever outside the spell's range, or if the target
|
||||
has total cover from you. Whenever the spell deals damage to a target, you
|
||||
regain hit points equal to half the amount of necrotic damage the target takes.
|
||||
|
||||
@@ -226,19 +226,19 @@ class Enervation(Spell):
|
||||
class EnhanceAbility(Spell):
|
||||
"""You touch a creature and bestow upon it a magical enhancement. Choose one of the
|
||||
following effects: the target gains the effect until the spell ends.
|
||||
- Bear’s
|
||||
- Bear's
|
||||
Endurance. The target has advantage on Constitution checks. It also gains 2d6
|
||||
temporary hit points, which are lost when the spell ends.
|
||||
- Bull’s Strength. The
|
||||
- Bull's Strength. The
|
||||
target has advantage on Strength checks, and his or her carrying capacity
|
||||
doubles.
|
||||
- Cat’s Grace. The target has advantage on Dexterity checks. It also
|
||||
doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
|
||||
- Cat's Grace. The target has advantage on Dexterity checks. It also
|
||||
doesn't take damage from falling 20 feet or less if it isn't incapacitated.
|
||||
-
|
||||
Eagle’s Splendor. The target has advantage on Charisma checks.
|
||||
- Fox’s Cunning.
|
||||
Eagle's Splendor. The target has advantage on Charisma checks.
|
||||
- Fox's Cunning.
|
||||
The target thas advantage on Intelligence checks.
|
||||
- Owl’s Wisdom. The target has
|
||||
- Owl's Wisdom. The target has
|
||||
advantage on Wisdom checks.
|
||||
|
||||
At Higher Levels: When you cast this spell using a
|
||||
@@ -268,23 +268,23 @@ class Enlargereduce(Spell):
|
||||
an affected creature returns to normal size at once.
|
||||
|
||||
Enlarge
|
||||
The target’s
|
||||
The target's
|
||||
size doubles in all dimensions, and its weight is multiplied by eight. This
|
||||
growth increases its size by one category – from Medium to Large, for example.
|
||||
If there isn’t enough room for the target to double its size, the creature or
|
||||
If there isn't enough room for the target to double its size, the creature or
|
||||
object attains the maximum possible size in the space available. Until the spell
|
||||
ends, the target also has advantage on Strength checks and Strength saving
|
||||
throws. The target’s weapons also grow to match its new size. While these
|
||||
weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
|
||||
throws. The target's weapons also grow to match its new size. While these
|
||||
weapons are enlarged, the target's attack with them deal 1d4 extra damage.
|
||||
|
||||
|
||||
Reduce
|
||||
The target’s size is halved in all dimensions, and its weight is reduced
|
||||
The target's size is halved in all dimensions, and its weight is reduced
|
||||
to one-eighth of normal. This reduction decreases its size by one category –
|
||||
from Medium to Small, for example. Until the spell ends, the target also has
|
||||
disadvantage on Strength checks and Strength saving throws. The target’s weapons
|
||||
disadvantage on Strength checks and Strength saving throws. The target's weapons
|
||||
also shrink to match its new size. While these weapons are reduced, the
|
||||
target’s attacks with them deal 1d4 less damage (this can’t reduce the damage
|
||||
target's attacks with them deal 1d4 less damage (this can't reduce the damage
|
||||
below 1).
|
||||
"""
|
||||
name = "Enlargereduce"
|
||||
@@ -356,7 +356,7 @@ class Entangle(Spell):
|
||||
class Enthrall(Spell):
|
||||
"""You weave a distracting string of words, causing creatures of your choice that
|
||||
you can see within range and that can hear you to make a Wisdom saving throw.
|
||||
Any creature that can’t be charmed succeeds on this saving throw automatically,
|
||||
Any creature that can't be charmed succeeds on this saving throw automatically,
|
||||
and if you or your companions are fighting a creature, it has advantage on the
|
||||
save. On a failed save, the target has disadvantage on Wisdom (Perception)
|
||||
checks made to perceive any creature other than you until the spell ends or
|
||||
@@ -405,16 +405,16 @@ class Etherealness(Spell):
|
||||
duration or until you use your action to dismiss the spell. During this time,
|
||||
you can move in any direction. If you move up or down, every foot of movement
|
||||
costs an extra foot. You can see and hear the plan you originated from, but
|
||||
everything there looks gray, and you can’t see anything more than 60 feet away.
|
||||
everything there looks gray, and you can't see anything more than 60 feet away.
|
||||
|
||||
|
||||
While on the Ethereal Plane, you can only affect and be affected by other
|
||||
creatures on that plane. Creatures that aren’t on the Ethereal Plance can’t
|
||||
perceive you and can’t interact with you, unless a special ability or magic has
|
||||
creatures on that plane. Creatures that aren't on the Ethereal Plance can't
|
||||
perceive you and can't interact with you, unless a special ability or magic has
|
||||
given them the ability to do so.
|
||||
|
||||
You ignore all objects and effects that
|
||||
aren’t on the Ethereal Plane, allowing you to move through objects you perceive
|
||||
aren't on the Ethereal Plane, allowing you to move through objects you perceive
|
||||
on the plan you originated from. When the spell ends, you immediately return to
|
||||
the plane you originiated from in teh spot you currently occupy. If you occupy
|
||||
the same spot as a solid object or creature when this happens, you are
|
||||
@@ -423,7 +423,7 @@ class Etherealness(Spell):
|
||||
|
||||
This spell has
|
||||
no effect if you cast it while you are on the Ethereal Plane or a plane that
|
||||
doesn’t border it, such as one of the Outer Planes.
|
||||
doesn't border it, such as one of the Outer Planes.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 8th level or higher, you can target up to
|
||||
@@ -488,11 +488,11 @@ class ExpeditiousRetreat(Spell):
|
||||
|
||||
|
||||
class Eyebite(Spell):
|
||||
"""For the spell’s duration, your eyes become an inky void imbued with dread power.
|
||||
"""For the spell's duration, your eyes become an inky void imbued with dread power.
|
||||
One creature of your choice within 60 feet of you that you can see must succeed
|
||||
on a Wisdom saving throw or be affected by one of the following effects of your
|
||||
choice for the duration. On each of your turns until the spell ends, you can
|
||||
use your action to target another creature but can’t target a creature again if
|
||||
use your action to target another creature but can't target a creature again if
|
||||
it has succeeded on a saving throw against this casting of eyebite.
|
||||
|
||||
Asleep
|
||||
|
||||
@@ -16,10 +16,10 @@ class Fabricate(Spell):
|
||||
spell is commensurate with the quality of the raw materials.
|
||||
|
||||
Creatures or
|
||||
magic items can’t be created or transmuted by this spell. You also can’t use it
|
||||
magic items can't be created or transmuted by this spell. You also can't use it
|
||||
to create items that ordinarily require a high degree of craftsmanship, such as
|
||||
jewelry, weapons, glass, or armor, unless you have proficiency with the type of
|
||||
artisan’s tools used to craft such objects.
|
||||
artisan's tools used to craft such objects.
|
||||
"""
|
||||
name = "Fabricate"
|
||||
level = 4
|
||||
@@ -42,7 +42,7 @@ class FaerieFire(Spell):
|
||||
|
||||
Any attack
|
||||
roll against an affected creature or object has advantage if the attacker can
|
||||
see it, and the affected creature or object can’t benefit from being invisible.
|
||||
see it, and the affected creature or object can't benefit from being invisible.
|
||||
"""
|
||||
name = "Faerie Fire"
|
||||
level = 1
|
||||
@@ -94,14 +94,14 @@ class FarStep(Spell):
|
||||
|
||||
|
||||
class Fear(Spell):
|
||||
"""You project a phantasmal image of a creature’s worst fears. Each creature in a
|
||||
"""You project a phantasmal image of a creature's worst fears. Each creature in a
|
||||
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
|
||||
holding and become frightened for the duration.
|
||||
|
||||
While frightened by this
|
||||
spell, a creature must take the Dash action and move away from you by the safest
|
||||
available route on each of its turns, unless there is nowhere to move. If the
|
||||
creature ends its turn in a location where it doesn’t have line of sight to you,
|
||||
creature ends its turn in a location where it doesn't have line of sight to you,
|
||||
the creature can make a Wisdom saving throw. On a successful save, the spell
|
||||
ends for that creature.
|
||||
"""
|
||||
@@ -121,7 +121,7 @@ class FeatherFall(Spell):
|
||||
"""Reaction: When you or a creature within 60 feet of you falls
|
||||
|
||||
Choose up to five
|
||||
falling creatures within range. A falling creature’s rate of descent slows to
|
||||
falling creatures within range. A falling creature's rate of descent slows to
|
||||
60 feet per round until the spell ends. If the creature lands before the spell
|
||||
ends, it takes no falling damage and can land on its feet, and the spell ends
|
||||
for that creature.
|
||||
@@ -143,8 +143,8 @@ class Feeblemind(Spell):
|
||||
shatter its intellect and personality. The target takes 4d6 psychic damage and
|
||||
must make an Intelligence saving throw.
|
||||
|
||||
On a failed save, the creature’s
|
||||
Intelligence and Charisma scores become 1. The creature can’t cast spells,
|
||||
On a failed save, the creature's
|
||||
Intelligence and Charisma scores become 1. The creature can't cast spells,
|
||||
activate magic items, understand language, or communicate in any intelligible
|
||||
way. The creature can, however, identify its friends, follow them, and even
|
||||
protect them.
|
||||
@@ -170,14 +170,14 @@ class FeignDeath(Spell):
|
||||
"""You touch a willing creature and put it into a cataleptic state that is
|
||||
indistinguishable from death.
|
||||
|
||||
For the spell’s duration, or until you use an
|
||||
For the spell's duration, or until you use an
|
||||
action to touch the target and dismiss the spell, the target appears dead to all
|
||||
outward inspection and to spells used to determine the target’s status. The
|
||||
outward inspection and to spells used to determine the target's status. The
|
||||
target is blinded and incapacitated, and its speed drops to 0.
|
||||
The target has
|
||||
resistance to all damage except psychic damage. If the target is diseased or
|
||||
poisoned when you cast the spell, or becomes diseased or poisoned while under
|
||||
the spell’s effect, the disease and poison have no effect until the spell ends.
|
||||
the spell's effect, the disease and poison have no effect until the spell ends.
|
||||
"""
|
||||
name = "Feign Death"
|
||||
level = 3
|
||||
@@ -201,7 +201,7 @@ class FindFamiliar(Spell):
|
||||
|
||||
Your familiar acts independently of you, but it always obeys your commands.
|
||||
In combat, it rolls its own initiative and acts on its own turn. A familiar
|
||||
can’t attack, but it can take other actions as normal.
|
||||
can't attack, but it can take other actions as normal.
|
||||
|
||||
When the familiar drops
|
||||
to 0 hit points, it disappears, leaving behind no physical form. It reappears
|
||||
@@ -209,7 +209,7 @@ class FindFamiliar(Spell):
|
||||
|
||||
While your familiar is within 100 feet of
|
||||
you, you can communicate with it telepathically. Additionally, as an action, you
|
||||
can see through your familiar’s eyes and hear what it hears until the start of
|
||||
can see through your familiar's eyes and hear what it hears until the start of
|
||||
your next turn, gaining the benefits of any special senses that the familiar
|
||||
has. During this time, you are deaf and blind with regard to your own senses.
|
||||
|
||||
@@ -219,7 +219,7 @@ class FindFamiliar(Spell):
|
||||
forever. As an action while it is temporarily dismissed, you can cause it to
|
||||
reappear in any unoccupied space within 30 feet of you.
|
||||
|
||||
You can’t have more
|
||||
You can't have more
|
||||
than one familiar at a time. If you cast this spell while you already have a
|
||||
familiar, you instead cause it to adopt a new form. Choose one of the forms from
|
||||
the above list. Your familiar transforms into the chosen creature.
|
||||
@@ -245,7 +245,7 @@ class FindFamiliar(Spell):
|
||||
class FindGreaterSteed(Spell):
|
||||
"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
|
||||
in an unoccupied space within range, the spirit takes on a form you choose: a
|
||||
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed
|
||||
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed
|
||||
tiger. The creature has the statistics provided in the Monster Manual for the
|
||||
chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
|
||||
of its normal creature type. Additionally, if it has an Intelligence score of 5
|
||||
@@ -254,9 +254,9 @@ class FindGreaterSteed(Spell):
|
||||
the mount is within 1 mile of you, you can communicate with it te1epathically.
|
||||
While mounted on it, you can make any spell you cast that targets only you also
|
||||
target the mount. The mount disappears temporarily when it drops to 0 hit points
|
||||
or when you dismiss it as an action. Casting this spell again re—summons the
|
||||
or when you dismiss it as an action. Casting this spell again re-summons the
|
||||
bonded mount, with all its hit points restored and any conditions removed. You
|
||||
can’t have more than one mount bonded by this spell or find steed at the same
|
||||
can't have more than one mount bonded by this spell or find steed at the same
|
||||
time. As an action, you can release a mount from its bond, causing it to
|
||||
disappear permanently. Whenever the mount disappears, it leaves behind any
|
||||
objects it was wearing or carrying.
|
||||
@@ -296,7 +296,7 @@ class FindSteed(Spell):
|
||||
|
||||
While
|
||||
your steed is within 1 mile of you, you can communicate with it telepathically.
|
||||
You can’t have more than one steed bonded by this spell at a time. As an action,
|
||||
You can't have more than one steed bonded by this spell at a time. As an action,
|
||||
you can release the steed from its bond at any time, causing it to disappear.
|
||||
"""
|
||||
name = "Find Steed"
|
||||
@@ -315,15 +315,15 @@ class FindThePath(Spell):
|
||||
"""This spell allows you to find the shortest, most direct physical route to a
|
||||
specific fixed location that you are familiar with on the same plane of
|
||||
existence. If you name a destination on another plan of existence, a destination
|
||||
that moves (such as a mobile fortress), or a destination that isn’t specific
|
||||
(such as "a green dragon’s lair”), the spell fails.
|
||||
that moves (such as a mobile fortress), or a destination that isn't specific
|
||||
(such as "a green dragon's lair"), the spell fails.
|
||||
|
||||
For the duration, as long
|
||||
as you are on the same plane of existence as the destination, you know how far
|
||||
it is and in what direction it lies. While you are traveling there, whenever you
|
||||
are presented with a choice of paths along the way, you atomatically determine
|
||||
which path is the shortest and most direct route (but not necessarily the safest
|
||||
route) to the destination.”
|
||||
route) to the destination."
|
||||
"""
|
||||
name = "Find The Path"
|
||||
level = 6
|
||||
@@ -347,7 +347,7 @@ class FindTraps(Spell):
|
||||
but it would not reveal a natural weakness in the floor, an unstable ceiling, or
|
||||
a hidden sinkhole.
|
||||
|
||||
This spell merely reveals that a trap is present. You don’t
|
||||
This spell merely reveals that a trap is present. You don't
|
||||
learn the location of each trap, but you do learn the general nature of the
|
||||
danger posed by a trap you sense.
|
||||
"""
|
||||
@@ -389,10 +389,10 @@ class FingerOfDeath(Spell):
|
||||
class FireBolt(Spell):
|
||||
"""You hurl a mote of fire at a creature or object within range. Make a ranged
|
||||
spell attack against the target. On a hit, the target takes 1d10 fire damage. A
|
||||
flammable object hit by this spell ignites if it isn’t being worn or carried.
|
||||
flammable object hit by this spell ignites if it isn't being worn or carried.
|
||||
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d10 when you reach 5th level
|
||||
At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level
|
||||
(2d10), 11th level (3d10), and 17th level (4d10).
|
||||
"""
|
||||
name = "Fire Bolt"
|
||||
@@ -443,7 +443,7 @@ class FireStorm(Spell):
|
||||
successful one.
|
||||
|
||||
The fire damages objects in the area and ignites flammable
|
||||
objects that aren’t being worn or carried. If you choose, plant life in the area
|
||||
objects that aren't being worn or carried. If you choose, plant life in the area
|
||||
is unaffected by this spell.
|
||||
"""
|
||||
name = "Fire Storm"
|
||||
@@ -464,7 +464,7 @@ class Fireball(Spell):
|
||||
Each creature in
|
||||
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
|
||||
damage on a failed save, or half as much damage on a successful one. The fire
|
||||
spreads around corners. It ignites flammable objects in the area that aren’t
|
||||
spreads around corners. It ignites flammable objects in the area that aren't
|
||||
being worn or carried.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
@@ -486,7 +486,7 @@ class Fireball(Spell):
|
||||
class FlameArrows(Spell):
|
||||
"""You touch a quiver containing arrows or bolts. When a target is hit by a ranged
|
||||
weapon attack using a piece of ammunition drawn from the quiver, the target
|
||||
takes an extra 1d6 fire damage. The spell’s magic ends on the piece of
|
||||
takes an extra 1d6 fire damage. The spell's magic ends on the piece of
|
||||
ammunition when it hits or misses, and the spell ends when twelve pieces of
|
||||
ammunition have been drawn from the quiver.
|
||||
|
||||
@@ -567,7 +567,7 @@ class FlamingSphere(Spell):
|
||||
|
||||
As a
|
||||
bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
|
||||
a creature, that creature must make the saving throw against the sphere’s
|
||||
a creature, that creature must make the saving throw against the sphere's
|
||||
damage, and the sphere stops moving this turn.
|
||||
|
||||
When you move the sphere, you
|
||||
@@ -596,13 +596,13 @@ class FleshToStone(Spell):
|
||||
If
|
||||
the targets body is made of flesh, the creature must make a Constitution saving
|
||||
throw. On a failed save, it is restrained as its flesh begins to harden. On a
|
||||
successful save, the creature isn’t affected.
|
||||
successful save, the creature isn't affected.
|
||||
|
||||
A creature restrained by this
|
||||
spell must make another Consititution saving throw at the end of each of its
|
||||
turns. If it successfully saves against this spell three times, the spell ends.
|
||||
If it fails saves three times, it is turned to stone and subjected to the
|
||||
petrified condition for the duration. The successes and failures don’t need to
|
||||
petrified condition for the duration. The successes and failures don't need to
|
||||
be consecutive; keep track of both until the target collects three of a kind.
|
||||
|
||||
|
||||
@@ -669,7 +669,7 @@ class FogCloud(Spell):
|
||||
class Forbiddance(Spell):
|
||||
"""You create a ward against magical travel that protects up to 40,000 square feet
|
||||
of floor space to a height of 30 feet above the floor. For the duration,
|
||||
creatures can’t teleport into the area or use portals, such as those created by
|
||||
creatures can't teleport into the area or use portals, such as those created by
|
||||
the gate spell, to enter the area. The spell proofs the area against planar
|
||||
travel, and therefore prevents creatures from accessing the area by way of the
|
||||
Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
|
||||
@@ -677,7 +677,7 @@ class Forbiddance(Spell):
|
||||
In
|
||||
addition, the spell damages types of creatures that you choose when you cast
|
||||
it. Choose one or more of the following: celestials, elementals, fey, fiends,
|
||||
and undead. When a chosen creature enters the spell’s area for the first time on
|
||||
and undead. When a chosen creature enters the spell's area for the first time on
|
||||
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
|
||||
damage (your choice when you cast this spell).
|
||||
|
||||
@@ -685,7 +685,7 @@ class Forbiddance(Spell):
|
||||
can designate a password. A creature that speaks the password as it enters the
|
||||
area takes no damage from the spell.
|
||||
|
||||
This spell’s area can’t overlap with the
|
||||
This spell's area can't overlap with the
|
||||
area of another forbiddance spell. If you cast forbiddance every day for 30 days
|
||||
in the same location, the spell lasts until it is dispelled, and the material
|
||||
components are consumed on the last casting.
|
||||
@@ -716,18 +716,18 @@ class Forcecage(Spell):
|
||||
cast into or out of the area.
|
||||
|
||||
When you cast the spell, any creature that is
|
||||
completely inside the cage’s area is trapped. Creatures only partially within
|
||||
completely inside the cage's area is trapped. Creatures only partially within
|
||||
the area, or those too large to fit inside the area, are pushed away from the
|
||||
center of the area until they are completely outside the area.
|
||||
|
||||
A creature
|
||||
inside the cage can’t leave it by nonmagical means. If the creature tries to use
|
||||
inside the cage can't leave it by nonmagical means. If the creature tries to use
|
||||
teleportation or interplanar travel to leave the cage, it must first make a
|
||||
Charisma saving throw. On a success, the creature can use that magic to exit the
|
||||
cage. On a failure, the creature can’t exit the cage and wastes the use of the
|
||||
cage. On a failure, the creature can't exit the cage and wastes the use of the
|
||||
spell or effect. The cage also extends into the Ethereal Plane, blocking
|
||||
ethereal travel.
|
||||
This spell can’t be dispelled by dispel magic.
|
||||
This spell can't be dispelled by dispel magic.
|
||||
"""
|
||||
name = "Forcecage"
|
||||
level = 7
|
||||
@@ -743,7 +743,7 @@ class Forcecage(Spell):
|
||||
|
||||
class Foresight(Spell):
|
||||
"""You touch a willing creature and bestow a limited ability to see into the
|
||||
immediate future. For the duration, the target can’t be surprised and has
|
||||
immediate future. For the duration, the target can't be surprised and has
|
||||
advantage on attack rolls, ability checks, and saving throws. Additionally,
|
||||
other creatures have disadvantage on attack rolls against the target for the
|
||||
duration.
|
||||
@@ -763,14 +763,14 @@ class Foresight(Spell):
|
||||
|
||||
|
||||
class FreedomOfMovement(Spell):
|
||||
"""You touch a willing creature. For the duration, the target’s movement is
|
||||
"""You touch a willing creature. For the duration, the target's movement is
|
||||
unaffected by difficult terrain, and spells and other magical effects can
|
||||
neither reduce the target’s speed nor cause the target to be paralyzed or
|
||||
neither reduce the target's speed nor cause the target to be paralyzed or
|
||||
restrained.
|
||||
|
||||
The target can also spend 5 feet of movement to automatically
|
||||
escape from nonmagical restraints, such as manacles or a creature that has it
|
||||
grappled. Finally, being underwater imposes no penalties on the target’s
|
||||
grappled. Finally, being underwater imposes no penalties on the target's
|
||||
movement or attacks.
|
||||
"""
|
||||
name = "Freedom Of Movement"
|
||||
@@ -787,10 +787,10 @@ class FreedomOfMovement(Spell):
|
||||
|
||||
class Friends(Spell):
|
||||
"""For the duration, you have advantage on all Charisma checks directed at one
|
||||
creature of your choice that isn’t hostile toward you. When the spell ends, the
|
||||
creature of your choice that isn't hostile toward you. When the spell ends, the
|
||||
creature realizes that you used magic to influence its mood and becomes hostile
|
||||
toward you. A creature prone to violence might attack you. Another creature
|
||||
might seek retribution in other ways (at the DM’s discretion), depending on the
|
||||
might seek retribution in other ways (at the DM's discretion), depending on the
|
||||
nature of your interaction with it.
|
||||
"""
|
||||
name = "Friends"
|
||||
@@ -810,7 +810,7 @@ class Frostbite(Spell):
|
||||
The target must make a Constitution saving throw. On a failed save, the target
|
||||
takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it
|
||||
makes before the end of its next turn.
|
||||
The spell’s damage increases by 1d6 when
|
||||
The spell's damage increases by 1d6 when
|
||||
you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Frostbite"
|
||||
|
||||
@@ -2,22 +2,22 @@ from .spells import Spell
|
||||
|
||||
|
||||
class GaseousForm(Spell):
|
||||
"""You transform a willing creature you touch, along with everything it’s wearing
|
||||
"""You transform a willing creature you touch, along with everything it's wearing
|
||||
and carrying, into a misty cloud for the duration. The spell ends if the
|
||||
creature drops to 0 hit points. An incorporeal creature isn’t affected.
|
||||
creature drops to 0 hit points. An incorporeal creature isn't affected.
|
||||
|
||||
While
|
||||
in this form, the target’s only method of movement is a flying speed of 10 feet.
|
||||
in this form, the target's only method of movement is a flying speed of 10 feet.
|
||||
The target can enter and occupy the space of another creature. The target has
|
||||
resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
|
||||
and Constitution saving throws. The target can pass through small holes, narrow
|
||||
openings, and even mere cracks, though it treats liquids as though they were
|
||||
solid surfaces. The target can’t fall and remains hovering in the air even when
|
||||
solid surfaces. The target can't fall and remains hovering in the air even when
|
||||
stunned or otherwise incapacitated.
|
||||
|
||||
While in the form of a misty cloud, the
|
||||
target can’t talk or manipulate objects, and any objects it was carrying or
|
||||
holding can’t be dropped, used, or otherwise interacted with. The target can’t
|
||||
target can't talk or manipulate objects, and any objects it was carrying or
|
||||
holding can't be dropped, used, or otherwise interacted with. The target can't
|
||||
attack or cast spells.
|
||||
"""
|
||||
name = "Gaseous Form"
|
||||
@@ -49,8 +49,8 @@ class Gate(Spell):
|
||||
|
||||
When you
|
||||
cast this spell, you can speak the name of a specific creature (a pseudonym,
|
||||
title, or nickname doesn’t work). If that creature is on a plane other than the
|
||||
one you are on, the portal opens in the named creature’s immediate vicinity and
|
||||
title, or nickname doesn't work). If that creature is on a plane other than the
|
||||
one you are on, the portal opens in the named creature's immediate vicinity and
|
||||
draws the creature through it to the nearest unoccupied space on your side of
|
||||
the portal. You gain no special power over the creature, and it is free to act
|
||||
as the Dm deems appropriate. It might leave, attack you, or help you.
|
||||
@@ -75,7 +75,7 @@ class Geas(Spell):
|
||||
saving throw or become charmed by you for the duration. While the creature is
|
||||
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
|
||||
directly counter to your instructions, but no more than once each day. A
|
||||
creature that can’t understand you is unaffected by the spell.
|
||||
creature that can't understand you is unaffected by the spell.
|
||||
|
||||
You can issue
|
||||
any command you choose, short of an activity that would result in certain death.
|
||||
@@ -84,7 +84,7 @@ class Geas(Spell):
|
||||
wish spell also ends it.
|
||||
|
||||
At Higher Levels: When you cast this spell usinga
|
||||
spell slot of 7th or 8th level, the duration is 1 year.
|
||||
spell slot of 7th or 8th level, the duration is 1 year.
|
||||
When you cast this
|
||||
spell using a spell slot of 9th level, the spell lasts until it is ended by one
|
||||
of the spells mentioned above.
|
||||
@@ -103,18 +103,18 @@ class Geas(Spell):
|
||||
|
||||
class GentleRepose(Spell):
|
||||
"""You touch a corpse or other remains. For the duration, the target is protected
|
||||
from decay and can’t become undead.
|
||||
from decay and can't become undead.
|
||||
|
||||
The spell also effectively extends the time
|
||||
limit on raising the target from the dead, since days spent under the influence
|
||||
of this spell don’t count against the time limit of spells such as raise dead.
|
||||
of this spell don't count against the time limit of spells such as raise dead.
|
||||
"""
|
||||
name = "Gentle Repose"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration"""
|
||||
materials = """A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration"""
|
||||
duration = "10 days"
|
||||
ritual = True
|
||||
magic_school = "Necromancy"
|
||||
@@ -173,7 +173,7 @@ class GlobeOfInvulnerability(Spell):
|
||||
radius around you and remains for the duration.
|
||||
|
||||
Any spell of 5th level or lower
|
||||
cast from outside the barrier can’t affect creatures or objects within it, even
|
||||
cast from outside the barrier can't affect creatures or objects within it, even
|
||||
if the spell is cast using a higher level spell slot. Such a spell can target
|
||||
creatures and objects within the barrier, but the spell has no effect on them.
|
||||
Similarly, the area within the barrier is excluded from the areas affected by
|
||||
@@ -222,7 +222,7 @@ class GlyphOfWarding(Spell):
|
||||
refine the trigger so the spell activates only under certain circumstances or
|
||||
according to physical characteristics (such as height or weight), creature kind
|
||||
(for example, the ward could be set to affect aberrations or drow), or
|
||||
alignment. You can also set conditions for creatures that don’t trigger the
|
||||
alignment. You can also set conditions for creatures that don't trigger the
|
||||
glyph, such as those who say a certain password.
|
||||
|
||||
When you inscribe the glyph,
|
||||
@@ -327,7 +327,7 @@ class Grease(Spell):
|
||||
|
||||
class GreaterInvisibility(Spell):
|
||||
"""You or a creature you touch becomes invisible until the spell ends. Anything the
|
||||
target is wearing or carrying is invisible as long as it is on the target’s
|
||||
target is wearing or carrying is invisible as long as it is on the target's
|
||||
person.
|
||||
"""
|
||||
name = "Greater Invisibility"
|
||||
@@ -344,15 +344,15 @@ class GreaterInvisibility(Spell):
|
||||
|
||||
class GreaterRestoration(Spell):
|
||||
"""You imbue a creature you touch with positive energy to undo a debilitating
|
||||
effect. You can reduce the target’s exhaustion level by one, or end one of the
|
||||
effect. You can reduce the target's exhaustion level by one, or end one of the
|
||||
following effects on the target:
|
||||
* One effect that charmed or petrified the
|
||||
target
|
||||
* One curse, including the target’s attunement to a cursed magic item
|
||||
* One curse, including the target's attunement to a cursed magic item
|
||||
*
|
||||
Any reduction to one of the target’s ability scores
|
||||
Any reduction to one of the target's ability scores
|
||||
* One effect reducing the
|
||||
target’s hit point maximum
|
||||
target's hit point maximum
|
||||
"""
|
||||
name = "Greater Restoration"
|
||||
level = 5
|
||||
@@ -426,7 +426,7 @@ class GuardianOfNature(Spell):
|
||||
- Your walking speed increases by 10 feet.
|
||||
- You gain darkvision with
|
||||
a range of 120 feet.
|
||||
- You make Strength—based attack rolls with advantage.
|
||||
- You make Strength-based attack rolls with advantage.
|
||||
-
|
||||
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
|
||||
Great Tree.
|
||||
@@ -489,18 +489,18 @@ class GuardsAndWards(Spell):
|
||||
Other Spell Effect
|
||||
You can place your choice of
|
||||
one of the following magical effects within the warded area of the stronghold.
|
||||
•
|
||||
-
|
||||
Place dancing lights in four corridors. You can designate a simple program that
|
||||
the lights repeat as long as
|
||||
guards and wards lasts.
|
||||
• Place magic mouth in two
|
||||
- Place magic mouth in two
|
||||
locations.
|
||||
• Place stinking cloud in two locations. The vapors appear in the
|
||||
- Place stinking cloud in two locations. The vapors appear in the
|
||||
places you designate; they return within 10 minutes if dispersed by wind while
|
||||
guards and wards lasts.
|
||||
• Place a constant gust of wind in one corridor or room.
|
||||
- Place a constant gust of wind in one corridor or room.
|
||||
|
||||
• Place a suggestion in one location. You select an area of up to 5 feet
|
||||
- Place a suggestion in one location. You select an area of up to 5 feet
|
||||
square, and any creature that enters
|
||||
or passes through the area receives the
|
||||
suggestion mentally.
|
||||
@@ -567,14 +567,14 @@ class GuidingBolt(Spell):
|
||||
class Gust(Spell):
|
||||
"""You seize the air and compel it to create one of the following effects at a
|
||||
point you can see within range:
|
||||
• One Medium or smaller creature that you choose
|
||||
- One Medium or smaller creature that you choose
|
||||
must succeed on a Strength saving throw or be pushed up to 5 feet away from
|
||||
you.
|
||||
• You create a small blast of air capable of moving one object that is
|
||||
- You create a small blast of air capable of moving one object that is
|
||||
neither held nor carried and that weighs no more than 5 pounds. The object is
|
||||
pushed up to 10 feet away from you. It isn’t pushed with enough force to cause
|
||||
pushed up to 10 feet away from you. It isn't pushed with enough force to cause
|
||||
damage.
|
||||
• You create a harmless sensory affect using air, such as causing leaves
|
||||
- You create a harmless sensory affect using air, such as causing leaves
|
||||
to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
|
||||
"""
|
||||
name = "Gust"
|
||||
@@ -591,7 +591,7 @@ class Gust(Spell):
|
||||
|
||||
class GustOfWind(Spell):
|
||||
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
|
||||
direction you choose for the spell’s duration. Each creature that starts its
|
||||
direction you choose for the spell's duration. Each creature that starts its
|
||||
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
|
||||
away from you in a direction following the line.
|
||||
|
||||
|
||||
@@ -32,7 +32,7 @@ class Hallow(Spell):
|
||||
to the following effects.
|
||||
|
||||
First, celestials, elementals, fey, fiends, and
|
||||
undead can’t enter the area, nor can such creatures charm, frighten, or possess
|
||||
undead can't enter the area, nor can such creatures charm, frighten, or possess
|
||||
creatures within it. Any creature charmed, frightened, or possessed by such a
|
||||
creature is no longer charmed, frightened, or possessed upon entering the area.
|
||||
You can exclude one or more of those types of creatures from this effect.
|
||||
@@ -43,23 +43,23 @@ class Hallow(Spell):
|
||||
apply to creatures in the area; you can designate whether the effect applies to
|
||||
all creatures, creatures that follow a specific deity or leader, or creatures of
|
||||
a specific sort, such as ores or trolls. When a creature that would be affected
|
||||
enters the spell’s area for the first time on a turn or starts its turn there,
|
||||
enters the spell's area for the first time on a turn or starts its turn there,
|
||||
it can make a Charisma saving throw. On a success, the creature ignores the
|
||||
extra effect until it leaves the area.
|
||||
|
||||
Courage
|
||||
Affected creatures can’t be
|
||||
Affected creatures can't be
|
||||
frightened while in the area.
|
||||
|
||||
Darkness
|
||||
Darkness fills the area. Normal light,
|
||||
as well as magical light created by spells of a lower level than the slot you
|
||||
used to cast this spell, can’t illuminate the area.
|
||||
used to cast this spell, can't illuminate the area.
|
||||
|
||||
Daylight
|
||||
Bright light fills
|
||||
the area. Magical darkness created by spells of a lower level than the slot you
|
||||
used to cast this spell can’t extinguish the light.
|
||||
used to cast this spell can't extinguish the light.
|
||||
|
||||
Energy Protection
|
||||
Affected
|
||||
@@ -73,11 +73,11 @@ class Hallow(Spell):
|
||||
|
||||
Everlasting Rest
|
||||
Dead bodies
|
||||
interred in the area can’t be turned into undead.
|
||||
interred in the area can't be turned into undead.
|
||||
|
||||
Extradimensional Interference
|
||||
|
||||
Affected creatures can’t move or travel using teleportation or by
|
||||
Affected creatures can't move or travel using teleportation or by
|
||||
extradimensional or interplanar means.
|
||||
|
||||
Fear
|
||||
@@ -90,7 +90,7 @@ class Hallow(Spell):
|
||||
|
||||
Tongues
|
||||
Affected creatures can communicate with any
|
||||
other creature in the area, even if they don’t share a common language.
|
||||
other creature in the area, even if they don't share a common language.
|
||||
"""
|
||||
name = "Hallow"
|
||||
level = 5
|
||||
@@ -110,12 +110,12 @@ class HallucinatoryTerrain(Spell):
|
||||
resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.
|
||||
A pond can be made to seem like a grassy meadow, a precipice like a gentle
|
||||
slope, or a rock-strewn gully like a wide and smooth road. Manufactured
|
||||
structures, equipment, and creatures within the area aren’t changed in
|
||||
structures, equipment, and creatures within the area aren't changed in
|
||||
appearance.
|
||||
|
||||
The tactile characteristics of the terrain are unchanged, so
|
||||
creatures entering the area are likely to see through the illusion. If the
|
||||
difference isn’t obvious by touch, a creature carefully examining the illusion
|
||||
difference isn't obvious by touch, a creature carefully examining the illusion
|
||||
can attempt an Intelligence (Investigation) check against your spell save DC to
|
||||
disbelieve it. A creature who discerns the illusion for what it is, sees it as a
|
||||
vague image superimposed on the terrain.
|
||||
@@ -136,10 +136,10 @@ class Harm(Spell):
|
||||
"""You unleash a virulent disease on a creature that you can see within range.
|
||||
The
|
||||
target must make a Constitution saving throw. On a failed save, it takes 14d6
|
||||
necrotic damage, or half as much damage on a successful save. The damage can’t
|
||||
reduce the target’s hit points below 1. If the target fails the saving throw,
|
||||
necrotic damage, or half as much damage on a successful save. The damage can't
|
||||
reduce the target's hit points below 1. If the target fails the saving throw,
|
||||
its hit point maximum is reduced for 1 hour by an amount equal to the necrotic
|
||||
damage it took. Any effect that removes a disease allows a creature’s hit point
|
||||
damage it took. Any effect that removes a disease allows a creature's hit point
|
||||
maximum to return to normal before that time passes.
|
||||
"""
|
||||
name = "Harm"
|
||||
@@ -156,13 +156,13 @@ class Harm(Spell):
|
||||
|
||||
class Haste(Spell):
|
||||
"""Choose a willing creature that you can see within range. Until the spell ends,
|
||||
the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on
|
||||
the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on
|
||||
Dexterity saving throws, and it gains an additional action on each of its turns.
|
||||
That action can be used only to take the Attack (one weapon attack only), Dash,
|
||||
Disengage, Hide, or Use an Object action.
|
||||
|
||||
When the spell ends, the target
|
||||
can’t move or take actions until after its next turn, as a wave of lethargy
|
||||
can't move or take actions until after its next turn, as a wave of lethargy
|
||||
sweeps over it.
|
||||
"""
|
||||
name = "Haste"
|
||||
@@ -205,7 +205,7 @@ class HealingSpirit(Spell):
|
||||
looks like a transparent beast or fey (your choice). Until the spell ends,
|
||||
whenever you or a creature you can see moves into the spirits space for the
|
||||
first time on a turn or starts its turn there, you can cause the spirit to
|
||||
restore ld6 hit points to that creature (no action required). The spirit can’t
|
||||
restore ld6 hit points to that creature (no action required). The spirit can't
|
||||
heal constructs or undead. As a bonus action on your turn, you can move the
|
||||
Spirit up to 30 feet to a space you can see.
|
||||
|
||||
@@ -257,7 +257,7 @@ class HeatMetal(Spell):
|
||||
If a creature is
|
||||
holding or wearing the object and takes the damage from it, the creature must
|
||||
succeed on a Constitution saving throw or drop the object if it can. If it
|
||||
doesn’t drop the object, it has disadvantage on attack rolls and ability checks
|
||||
doesn't drop the object, it has disadvantage on attack rolls and ability checks
|
||||
until the start of your next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
@@ -304,7 +304,7 @@ class HellishRebuke(Spell):
|
||||
class HeroesFeast(Spell):
|
||||
"""You bring forth a great feast, including magnificent food and drink. The feast
|
||||
takes 1 hour to consume and disappears at the end of that time, and the
|
||||
beneficial effects don’t set in until this hour is over. Up to twelve other
|
||||
beneficial effects don't set in until this hour is over. Up to twelve other
|
||||
creatures can partake of the feast.
|
||||
|
||||
A creature that partakes of the feast gains
|
||||
@@ -363,7 +363,7 @@ class Hex(Spell):
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 3rd or 4th level, you can maintain your concentration on the
|
||||
spell for up to 8 hours.
|
||||
spell for up to 8 hours.
|
||||
When you use a spell slot of 5th level or higher, you
|
||||
can maintain your concentration on the spell for up to 24 hours.
|
||||
"""
|
||||
@@ -440,7 +440,7 @@ class HolyAura(Spell):
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text"""
|
||||
materials = """A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
@@ -449,14 +449,14 @@ class HolyAura(Spell):
|
||||
|
||||
class HolyWeapon(Spell):
|
||||
"""You imbue a weapon you touch with holy power. Until the spell ends, the weapon
|
||||
emits bright light in a 30—foot radius and dim light for an additional 30 feet.
|
||||
emits bright light in a 30-foot radius and dim light for an additional 30 feet.
|
||||
In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a
|
||||
hit. If the weapon isn’t already a magic weapon, it becomes one for the
|
||||
hit. If the weapon isn't already a magic weapon, it becomes one for the
|
||||
duration. As a bonus action on your turn, you can dismiss this spell and cause
|
||||
the weapon to emit a burst of radiance. Each creature of your choice that you
|
||||
can see within 30 feet ofyou must make a Constitution saving throw. On a failed
|
||||
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
|
||||
successful save, a creature takes half as much damage and isn’t blinded. At the
|
||||
successful save, a creature takes half as much damage and isn't blinded. At the
|
||||
end of each Ofits turns, a blinded creature can make a Constitution saving
|
||||
throw, ending the effect on itselfon a success.
|
||||
"""
|
||||
@@ -509,7 +509,7 @@ class HuntersMark(Spell):
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 3rd or 4th level, you can maintain your
|
||||
concentration on the spell for up to 8 hours.
|
||||
concentration on the spell for up to 8 hours.
|
||||
When you use a spell slot of 5th
|
||||
level or higher, you can maintain your concentration on the spell for up to 24
|
||||
hours.
|
||||
|
||||
@@ -32,7 +32,7 @@ class IceStorm(Spell):
|
||||
cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
|
||||
Hailstones turn the storm’s area of effect into difficult terrain until the end
|
||||
Hailstones turn the storm's area of effect into difficult terrain until the end
|
||||
of your next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
@@ -77,11 +77,11 @@ class Identify(Spell):
|
||||
class IllusoryDragon(Spell):
|
||||
"""By gathering threads of shadow material from the Shadowfell, you create a Huge
|
||||
shadowy dragon in an unoccupied space that you can see within range. The
|
||||
illusion lasts for the spell’s duration and occupies its space, as if it were a
|
||||
illusion lasts for the spell's duration and occupies its space, as if it were a
|
||||
creature.
|
||||
When the illusion appears, any of your enemies that can see it must
|
||||
succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
|
||||
frightened creature ends its turn in a location where it doesn’t have line of
|
||||
frightened creature ends its turn in a location where it doesn't have line of
|
||||
sight to the illusion, it can repeat the saving throw, ending the effect on
|
||||
itself on a success.
|
||||
As a bonus action on your turn, you can move the illusion
|
||||
@@ -145,10 +145,10 @@ class Immolation(Spell):
|
||||
"""Flames wreathe one creature you can see within range. The target must make a
|
||||
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
|
||||
much damage on a successful one. On a failed save, the target also burns for the
|
||||
spell’s duration. The burning target sheds bright light in a 30-foot radius and
|
||||
spell's duration. The burning target sheds bright light in a 30-foot radius and
|
||||
dim light for an additional 30 feet. At the end of each of its turns, the
|
||||
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
|
||||
the spell ends on a successful one. These magical flames can’t be extinguished
|
||||
the spell ends on a successful one. These magical flames can't be extinguished
|
||||
by nonmagical means.
|
||||
If damage from this spell kills a target, the target is
|
||||
turned to ash.
|
||||
@@ -170,8 +170,8 @@ class Imprisonment(Spell):
|
||||
|
||||
The target must succeed on a Wisdom saving throw or be bound by the spell; if
|
||||
it succeeds, it is immune to this spell if you cast it again. While affected by
|
||||
this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t
|
||||
age. Divination spells can’t locate or perceive the target.
|
||||
this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't
|
||||
age. Divination spells can't locate or perceive the target.
|
||||
|
||||
When you cast the
|
||||
spell, you choose one of the following forms of imprisonment.
|
||||
@@ -187,7 +187,7 @@ class Imprisonment(Spell):
|
||||
|
||||
Chaining
|
||||
Heavy chains, firmly rooted in the ground, hold the target in place.
|
||||
The target is restrained until the spell ends, and it can’t move or be moved by
|
||||
The target is restrained until the spell ends, and it can't move or be moved by
|
||||
any means until then.
|
||||
The special component for this version of the spell is
|
||||
a fine chain of precious metal.
|
||||
@@ -206,14 +206,14 @@ class Imprisonment(Spell):
|
||||
gemstone or similarobject. Light can pass through the gemstone
|
||||
normally (allowing the target to see out and other creatures to see in), but
|
||||
nothing else can pass through, even by means of teleportation or planar travel.
|
||||
The gemstone can’t be cut or broken while the spell remains in effect.
|
||||
The gemstone can't be cut or broken while the spell remains in effect.
|
||||
The
|
||||
special component for this version of the spell is a large, transparent
|
||||
gemstone, such as a corundum, diamond, or ruby.
|
||||
|
||||
Slumber
|
||||
The target falls asleep
|
||||
and can’t be awoken.
|
||||
and can't be awoken.
|
||||
The special component for this version of the
|
||||
spell consists of rare soporific herbs.
|
||||
|
||||
@@ -223,7 +223,7 @@ class Imprisonment(Spell):
|
||||
the spell to end and release the target. The condition can be as specific or as
|
||||
elaborate as you choose, but the DM must agree that the condition is reasonable
|
||||
and has a likelihood of coming to pass. The conditions can be based on a
|
||||
creature’s name, identity, or deity but otherwise must be based on
|
||||
creature's name, identity, or deity but otherwise must be based on
|
||||
observable actions or qualities and not based on intangibles such as level,
|
||||
class, or hit points.
|
||||
|
||||
@@ -258,7 +258,7 @@ class IncendiaryCloud(Spell):
|
||||
cloud appears, each creature in it must make a Dexterity saving throw. A
|
||||
creature takes 10d8 fire damage on a failed save, or half as much damage on a
|
||||
successful one. A creature must also make this saving throw when it enters the
|
||||
spell’s area for the first time on a turn or ends its turn there.
|
||||
spell's area for the first time on a turn or ends its turn there.
|
||||
|
||||
The cloud
|
||||
moves 10 feet directly away from you in a direction that you choose at the start
|
||||
@@ -278,33 +278,33 @@ class IncendiaryCloud(Spell):
|
||||
|
||||
class InfernalCalling(Spell):
|
||||
"""Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
|
||||
the devil’s type, which must be one of challenge rating 6 or lower, such as a
|
||||
the devil's type, which must be one of challenge rating 6 or lower, such as a
|
||||
barbed devil or a bearded devil. The devil appears in an unoccupied space that
|
||||
you can see within range. The devil disappears when it drops to 0 hit points or
|
||||
when the spell ends.
|
||||
The devil is unfriendly toward you and your companions.
|
||||
Roll initiative for the devil, which has its own turns. It is under the Dungeon
|
||||
Master’s control and acts according to its nature on each of its turns, which
|
||||
Master's control and acts according to its nature on each of its turns, which
|
||||
might result in its attacking you if it thinks it can prevail, or trying to
|
||||
tempt you to undertake an evil act in exchange for limited service. The DM has
|
||||
the creature’s statistics.
|
||||
the creature's statistics.
|
||||
On each of your turns, you can try to issue a verbal
|
||||
command to the devil (no action required by you). It obeys the command if the
|
||||
likely outcome is in accordance with its desires, especially if the result would
|
||||
draw you toward evil. Otherwise, you must make a Charisma (Deception,
|
||||
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
|
||||
make the check with advantage if you say the devil’s true name. Ifyour check
|
||||
make the check with advantage if you say the devil's true name. Ifyour check
|
||||
fails, the devil becomes immune to your verbal commands for the duration of the
|
||||
spell, though it can still carry out your commands if it chooses. If your check
|
||||
succeeds, the devil carries out your command— such as “attack my enemies,”
|
||||
“explore the room ahead," or “bear this message to the queen"—until it completes
|
||||
succeeds, the devil carries out your command- such as "attack my enemies,"
|
||||
"explore the room ahead," or "bear this message to the queen"-until it completes
|
||||
the activity, at which point it returns to you to report having done so.
|
||||
If
|
||||
your concentration ends before the spell reaches its full duration, the devil
|
||||
doesn‘t disappear if it has become immune to your verbal commands. Instead, it
|
||||
acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
|
||||
If
|
||||
you possess an individual devil’s talisman, you can summon that devil if it is
|
||||
you possess an individual devil's talisman, you can summon that devil if it is
|
||||
of the appropriate challenge
|
||||
rating plus 1, and it obeys all your commands, with
|
||||
no Charisma checks required.
|
||||
@@ -330,10 +330,10 @@ class Infestation(Spell):
|
||||
one creature you can see within range. The target must succeed on a Constitution
|
||||
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
|
||||
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
|
||||
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t
|
||||
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
|
||||
provoke opportunity attacks, and if the direction rolled is blocked, the target
|
||||
doesn't move.
|
||||
The spell’s damage increases by 1d6 when you reach 5th level
|
||||
The spell's damage increases by 1d6 when you reach 5th level
|
||||
(2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Infestation"
|
||||
@@ -371,13 +371,13 @@ class InflictWounds(Spell):
|
||||
class InsectPlague(Spell):
|
||||
"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
|
||||
choose within range. The sphere spreads around corners. The sphere remains for
|
||||
the duration, and its area is lightly obscured. The sphere’s area is difficult
|
||||
the duration, and its area is lightly obscured. The sphere's area is difficult
|
||||
terrain.
|
||||
|
||||
When the area appears, each creature in it must make a Constitution
|
||||
saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
|
||||
much damage on a successful one. A creature must also make this saving throw
|
||||
when it enters the spell’s area for the first time on a turn or ends its turn
|
||||
when it enters the spell's area for the first time on a turn or ends its turn
|
||||
there.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th
|
||||
@@ -397,14 +397,14 @@ class InsectPlague(Spell):
|
||||
|
||||
class InvestitureOfFlame(Spell):
|
||||
"""Flames race across your body, shedding bright light in a 30-foot radius and dim
|
||||
light for an additional 30 feet for the spell’s duration. The flames don’t harm
|
||||
light for an additional 30 feet for the spell's duration. The flames don't harm
|
||||
you. Until the spell ends, you gain the following benefits:
|
||||
• You are immune to
|
||||
- You are immune to
|
||||
fire damage and have resistance to cold damage.
|
||||
• Any creature that moves within
|
||||
- Any creature that moves within
|
||||
5 feet of you for the first time on a turn or ends its turn there takes 1d10
|
||||
fire damage.
|
||||
• You can use your action to create a line of fire 15 feet long and
|
||||
- You can use your action to create a line of fire 15 feet long and
|
||||
5 feet wide extending from you in a direc- tion you choose. Each creature in
|
||||
the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on
|
||||
a failed save, or half as much damage on a successful one.
|
||||
@@ -424,13 +424,13 @@ class InvestitureOfFlame(Spell):
|
||||
class InvestitureOfIce(Spell):
|
||||
"""Until the spell ends, ice rimes your body, and you gain the following benefits:
|
||||
|
||||
• You are immune to cold damage and have resistance to fire damage.
|
||||
• You can
|
||||
- You are immune to cold damage and have resistance to fire damage.
|
||||
- You can
|
||||
move across difficult terrain created by ice or snow without spending extra
|
||||
movement.
|
||||
• The ground in a 10-foot radius around you is icy and is difficult
|
||||
- The ground in a 10-foot radius around you is icy and is difficult
|
||||
terrain for creatures other than you. The radius moves with you.
|
||||
• You can use
|
||||
- You can use
|
||||
your action to create a 15-foot cone of freezing wind extending from your
|
||||
outstretched hand in a direction you choose. Each creature in the cone must make
|
||||
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
|
||||
@@ -452,15 +452,15 @@ class InvestitureOfIce(Spell):
|
||||
class InvestitureOfStone(Spell):
|
||||
"""Until the spell ends, bits of rock spread across your body, and you gain the
|
||||
following benefits:
|
||||
• You have resistance to bludgeoning, piercing, and slashing
|
||||
- You have resistance to bludgeoning, piercing, and slashing
|
||||
damage from nonmagical weapons.
|
||||
• You can use your action to create a small
|
||||
- You can use your action to create a small
|
||||
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
|
||||
that ground must succeed on a Dexterity saving throw or be knocked prone.
|
||||
• You
|
||||
- You
|
||||
can move across difficult terrain made of earth or stone without spending extra
|
||||
movement. You can move through solid earth or stone as if it was air and
|
||||
without destabilizing it, but you can’t end your movement there. If you do so,
|
||||
without destabilizing it, but you can't end your movement there. If you do so,
|
||||
you are ejected to the nearest unoccupied space, this spell ends, and you are
|
||||
stunned until the end of your next turn.
|
||||
"""
|
||||
@@ -479,11 +479,11 @@ class InvestitureOfStone(Spell):
|
||||
class InvestitureOfWind(Spell):
|
||||
"""Until the spell ends, wind whirls around you, and you gain the following
|
||||
benefits:
|
||||
• Ranged weapon attacks made against you have disad- vantage on the
|
||||
- Ranged weapon attacks made against you have disad- vantage on the
|
||||
attack roll.
|
||||
• You gain a flying speed of 60 feet. If you are still flying when
|
||||
- You gain a flying speed of 60 feet. If you are still flying when
|
||||
the spell ends, you fall, unless you can some- how prevent it.
|
||||
• You can use
|
||||
- You can use
|
||||
your action to create a 15-foot cube of swirling wind centered on a point you
|
||||
can see within 60 feet of you. Each creature in that area must make a
|
||||
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
|
||||
@@ -505,7 +505,7 @@ class InvestitureOfWind(Spell):
|
||||
|
||||
class Invisibility(Spell):
|
||||
"""A creature you touch becomes invisible until the spell ends. Anything the target
|
||||
is wearing or carrying is invisible as long as it is on the target’s person.
|
||||
is wearing or carrying is invisible as long as it is on the target's person.
|
||||
The spell ends for a target that attacks or casts a spell.
|
||||
|
||||
At Higher Levels:
|
||||
|
||||
@@ -2,7 +2,7 @@ from .spells import Spell
|
||||
|
||||
|
||||
class Jump(Spell):
|
||||
"""You touch a creature. The creature’s jump distance is tripled until the spell
|
||||
"""You touch a creature. The creature's jump distance is tripled until the spell
|
||||
ends.
|
||||
"""
|
||||
name = "Jump"
|
||||
@@ -10,7 +10,7 @@ class Jump(Spell):
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A grasshopper’s hind leg"""
|
||||
materials = """A grasshopper's hind leg"""
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
|
||||
@@ -5,7 +5,7 @@ class LegendLore(Spell):
|
||||
"""Name or describe a person, place, or object. The spell brings to your mind a
|
||||
brief summary of the significant lore about the thing you named. The lore might
|
||||
consist of current tales, forgotten stories, or even secret lore that has never
|
||||
been widely known. If the thing you named isn’t of legendary importance, you
|
||||
been widely known. If the thing you named isn't of legendary importance, you
|
||||
gain no information. The more information you already have about the thing, the
|
||||
more precise and detailed the information you receive is.
|
||||
|
||||
@@ -43,7 +43,7 @@ class LeomundsSecretChest(Spell):
|
||||
replica.
|
||||
|
||||
After 60 days, there is a cumulative 5 percent chance per day that the
|
||||
spell’s effect ends. This effect ends if you cast this spell again, if the
|
||||
spell's effect ends. This effect ends if you cast this spell again, if the
|
||||
smaller replica chest is destroyed, or if you choose to end the spell as an
|
||||
action. If the spell ends and the larger chest is on the Ethereal Plane, it is
|
||||
irretrievably lost.
|
||||
@@ -69,7 +69,7 @@ class LeomundsTinyHut(Spell):
|
||||
you. The spell fails if its area includes a larger creature or more than nine
|
||||
creatures. Creatures and objects within the dome when you cast this spell can
|
||||
move through it freely. All other creatures and objects are barred from passing
|
||||
through it. Spells and other magical effects can’t extend through the dome or be
|
||||
through it. Spells and other magical effects can't extend through the dome or be
|
||||
cast through it. The atmosphere inside the space is comfortable and dry,
|
||||
regardless of the weather outside.
|
||||
|
||||
@@ -114,10 +114,10 @@ class Levitate(Spell):
|
||||
The target can move
|
||||
only by pushing or pulling against a fixed object or surface within reach (such
|
||||
as a wall or a ceiling), which allows it to move as if it were climbing. You
|
||||
can change the target’s altitude by up to 20 feet in either direction on your
|
||||
can change the target's altitude by up to 20 feet in either direction on your
|
||||
turn. If you are the target, you can move up or down as part of your move.
|
||||
Otherwise, you can use your action to move the target, which must remain within
|
||||
the spell’s range.
|
||||
the spell's range.
|
||||
|
||||
When the spell ends, the target floats gently to the ground
|
||||
if it is still aloft.
|
||||
@@ -135,7 +135,7 @@ class Levitate(Spell):
|
||||
|
||||
|
||||
class LifeTransference(Spell):
|
||||
"""You sacrifice some of your health to mend another creature’s injuries. You take
|
||||
"""You sacrifice some of your health to mend another creature's injuries. You take
|
||||
4d8 necrotic damage, and one creature of your choice that you can see within
|
||||
range regains a number of hit points equal to twice the necrotic damage you
|
||||
take.
|
||||
@@ -179,11 +179,11 @@ class Light(Spell):
|
||||
|
||||
|
||||
class LightningArrow(Spell):
|
||||
"""The next time you make a ranged weapon attack during the spell’s duration, the
|
||||
weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms
|
||||
"""The next time you make a ranged weapon attack during the spell's duration, the
|
||||
weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms
|
||||
into a bolt of lightning. Make the attack roll as normal, The target takes 4d8
|
||||
lightning damage on a hit, or half as much damage on a miss, instead of the
|
||||
weapon’s normal damage.
|
||||
weapon's normal damage.
|
||||
|
||||
Whether you hit or miss, each creature within 10 feet
|
||||
of the target must make a Dexterity saving throw. Each of these creatures takes
|
||||
@@ -216,7 +216,7 @@ class LightningBolt(Spell):
|
||||
or half as much damage on a successful one.
|
||||
|
||||
The lightning ignites flammable
|
||||
objects in the area that aren’t being worn or carried.
|
||||
objects in the area that aren't being worn or carried.
|
||||
|
||||
At Higher Levels: When
|
||||
you cast this spell using a spell slot of 4th level or higher, the damage
|
||||
@@ -276,7 +276,7 @@ class LocateAnimalsOrPlants(Spell):
|
||||
|
||||
class LocateCreature(Spell):
|
||||
"""Describe or name a creature that is familiar to you. You sense the direction to
|
||||
the creature’s location, as long as that creature is within 1,000 feet of you.
|
||||
the creature's location, as long as that creature is within 1,000 feet of you.
|
||||
If the creature is moving, you know the direction of its movement.
|
||||
|
||||
The spell
|
||||
@@ -284,9 +284,9 @@ class LocateCreature(Spell):
|
||||
specific kind (such as a human or a unicorn), so long as you have seen such a
|
||||
creature up close – within 30 feet – at least once. If the creature you
|
||||
described or named is in a different form, such as being under the effects of a
|
||||
polymorph spell, this spell doesn’t locate the creature.
|
||||
polymorph spell, this spell doesn't locate the creature.
|
||||
|
||||
This spell can’t
|
||||
This spell can't
|
||||
locate a creature if running water at least 10 feet wide blocks a direct path
|
||||
between you and the creature.
|
||||
"""
|
||||
@@ -304,7 +304,7 @@ class LocateCreature(Spell):
|
||||
|
||||
class LocateObject(Spell):
|
||||
"""Describe or name an object that is familiar to you. You sense the direction to
|
||||
the object’s location, as long as that object is within 1,000 feet of you. If
|
||||
the object's location, as long as that object is within 1,000 feet of you. If
|
||||
the object is in motion, you know the direction of its movement.
|
||||
|
||||
The spell can
|
||||
@@ -313,7 +313,7 @@ class LocateObject(Spell):
|
||||
object of a particular kind, such as a certain kind of apparel, jewelry,
|
||||
furniture, tool, or weapon.
|
||||
|
||||
This spell can’t locate an object if any thickness
|
||||
This spell can't locate an object if any thickness
|
||||
of lead, even a thin sheet, blocks a direct path between you and the object.
|
||||
"""
|
||||
name = "Locate Object"
|
||||
@@ -329,7 +329,7 @@ class LocateObject(Spell):
|
||||
|
||||
|
||||
class Longstrider(Spell):
|
||||
"""You touch a creature. The target’s speed increases by 10 feet until the spell
|
||||
"""You touch a creature. The target's speed increases by 10 feet until the spell
|
||||
ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd
|
||||
|
||||
+102
-102
@@ -3,8 +3,8 @@ from .spells import Spell
|
||||
|
||||
class MaddeningDarkness(Spell):
|
||||
"""Magical darkness spreads from a point you choose within range to fill a
|
||||
60—foot—radius sphere until the spell ends. The darkness spreads around corners.
|
||||
A creature with darkvision can’t see through this darkness. Nonmagical light,
|
||||
60-foot-radius sphere until the spell ends. The darkness spreads around corners.
|
||||
A creature with darkvision can't see through this darkness. Nonmagical light,
|
||||
as well as light created by spells of 8th level or lower, can't illuminate the
|
||||
area. Shrieks, gibbering, and mad laughter can be heard within the sphere.
|
||||
Whenever a creature starts its turn in the sphere, it must make a Wisdom saving
|
||||
@@ -45,8 +45,8 @@ class Maelstrom(Spell):
|
||||
|
||||
|
||||
class MageArmor(Spell):
|
||||
"""You touch a willing creature who isn’t wearing armor, and a protective magical
|
||||
force surrounds it until the spell ends. The target’s base AC becomes 13 + its
|
||||
"""You touch a willing creature who isn't wearing armor, and a protective magical
|
||||
force surrounds it until the spell ends. The target's base AC becomes 13 + its
|
||||
Dexterity modifier. The spell ends it if the target dons armor or if you dismiss
|
||||
the spell as an action.
|
||||
"""
|
||||
@@ -74,7 +74,7 @@ class MageHand(Spell):
|
||||
open container, or pour the contents out of a vial. You can move the hand up to
|
||||
30 feet each time you use it.
|
||||
|
||||
The hand can’t attack, activate magical items, or
|
||||
The hand can't attack, activate magical items, or
|
||||
carry more than 10 pounds.
|
||||
"""
|
||||
name = "Mage Hand"
|
||||
@@ -99,13 +99,13 @@ class MagicCircle(Spell):
|
||||
or undead. The circle affects a creature of the chosen type in the following
|
||||
ways:
|
||||
|
||||
* The creature can’t willingly enter the cylinder by nonmagical means. If
|
||||
* The creature can't willingly enter the cylinder by nonmagical means. If
|
||||
the creature tries to use teleportation or interplanar travel to do so, it must
|
||||
first succeed on a Charisma saving throw.
|
||||
* The creature has disadvantage on
|
||||
attack rolls against targets within the cylinder.
|
||||
* Targets within the cylinder
|
||||
can’t be charmed, frightened, or possessed by the creature.
|
||||
can't be charmed, frightened, or possessed by the creature.
|
||||
|
||||
When you cast this
|
||||
spell, you can elect to cause its magic to operate in the reverse direction,
|
||||
@@ -130,34 +130,34 @@ class MagicCircle(Spell):
|
||||
|
||||
class MagicJar(Spell):
|
||||
"""Your body falls into a catatonic state as your soul leaves it and enters the
|
||||
container you used for the spell’s material component. While your soul inhabits
|
||||
container you used for the spell's material component. While your soul inhabits
|
||||
the container, you are aware of your surroundings as if you were in the
|
||||
container’s space. You can’t move or use reactions. The only action you can take
|
||||
container's space. You can't move or use reactions. The only action you can take
|
||||
is to project your soul up to 100 feet out of the container, either returning
|
||||
to your living body (and ending the spell) or attempting to possess a humanoids
|
||||
body.
|
||||
|
||||
You can attempt to possess any humanoid within 100 feet of you that you
|
||||
can see (creatures warded by a protection from evil and good or magic circle
|
||||
spells can’t be possessed). The target must make a Charisma saving throw. On a
|
||||
failure, your soul moves into the target’s body, and the target’s soul becomes
|
||||
spells can't be possessed). The target must make a Charisma saving throw. On a
|
||||
failure, your soul moves into the target's body, and the target's soul becomes
|
||||
trapped in the container. On a success, the target resists your efforts to
|
||||
possess it, and you can’t attempt to possess it again for 24 hours.
|
||||
possess it, and you can't attempt to possess it again for 24 hours.
|
||||
|
||||
Once you
|
||||
possess a creature’s body, you control it. Your game statistics are replaced by
|
||||
possess a creature's body, you control it. Your game statistics are replaced by
|
||||
the statistics of the creature though you retain your alignment and your
|
||||
Intelligence, Wisom, and Charisma scores. You retain the benefit of your own
|
||||
class feature. If the target has any class levels, you can’t use any of its
|
||||
class feature. If the target has any class levels, you can't use any of its
|
||||
class features.
|
||||
|
||||
Meanwhile, the possessed creature’s soul can perceive from the
|
||||
container using its own senses, but it can’t move or take actions at all.
|
||||
Meanwhile, the possessed creature's soul can perceive from the
|
||||
container using its own senses, but it can't move or take actions at all.
|
||||
|
||||
While
|
||||
possessing a body, you can use your action to return from the host body to the
|
||||
container if it is within 100 feet of you, returning the host creature’s soul to
|
||||
its body. If the host body dies while you’re in it, the creature dies, and you
|
||||
container if it is within 100 feet of you, returning the host creature's soul to
|
||||
its body. If the host body dies while you're in it, the creature dies, and you
|
||||
must make a Charisma saving throw against your own spellcasting DC. On a
|
||||
success, you return to the container if it is within 100 feet of you. Otherwise,
|
||||
you die.
|
||||
@@ -165,7 +165,7 @@ class MagicJar(Spell):
|
||||
If the container is destroyed or the spell ends, your soul
|
||||
immediately returns to your body. If your body is more than 100 feet away from
|
||||
you, or if your body is dead when you attempt to return to it, you die. If
|
||||
another creature’s soul is in the container when it is destroyed, the creature’s
|
||||
another creature's soul is in the container when it is destroyed, the creature's
|
||||
soul returns to its body if the body is alive and within 100 feet. Otherwise,
|
||||
that creature dies.
|
||||
|
||||
@@ -208,7 +208,7 @@ class MagicMissile(Spell):
|
||||
class MagicMouth(Spell):
|
||||
"""You implant a message within an object in range, a message that is uttered when
|
||||
a trigger condition is met.
|
||||
Choose an object that you can see and that isn’t
|
||||
Choose an object that you can see and that isn't
|
||||
being worn or carried by another creature. Then speak the message, which must be
|
||||
25 words or less, though it can be delivered over as long as 10 minutes.
|
||||
Finally, determine the circumstance that will trigger the spell to deliver your
|
||||
@@ -218,7 +218,7 @@ class MagicMouth(Spell):
|
||||
and recites the message in your voice and at the same volume you spoke. If the
|
||||
object you chose has a mouth or something that looks like a mouth (for example,
|
||||
the mouth of a statue), the magical mouth appears there so that words appear to
|
||||
come from the object’s mouth. When you cast this spell, you can have the spell
|
||||
come from the object's mouth. When you cast this spell, you can have the spell
|
||||
end after it delivers its message, or it can remain and repeats its message
|
||||
whenever the trigger occurs.
|
||||
|
||||
@@ -245,7 +245,7 @@ class MagicStone(Spell):
|
||||
can make a ranged spell attack with one of the pebbles by throwing it or hurling
|
||||
it with a sling. If thrown, a pebble has a range of 60 feet. If someone else
|
||||
attacks with a pebble, that attacker adds your spellcasting ability modifier,
|
||||
not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning
|
||||
not the attacker's, to the attack roll. On a hit, the target takes bludgeoning
|
||||
damage equal to 1d6 + your spellcasting ability modifier. Whether the attack
|
||||
hits or misses, the spell then ends on the stone.
|
||||
If you cast this spell again,
|
||||
@@ -269,7 +269,7 @@ class MagicWeapon(Spell):
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, the bonus
|
||||
increases to +2.
|
||||
increases to +2.
|
||||
When you use a spell slot of 6th level or higher, the bonus
|
||||
increases to +3.
|
||||
"""
|
||||
@@ -290,10 +290,10 @@ class MajorImage(Spell):
|
||||
that is no larger than a 20-foot cube.
|
||||
The image appears at a spot that you can
|
||||
see within range and lasts for the duration. It seems completely real, including
|
||||
sounds, smells, and temperature appropriate to the thing depicted. You can’t
|
||||
sounds, smells, and temperature appropriate to the thing depicted. You can't
|
||||
create sufficient heat or cold to cause damage, a sound loud enough to deal
|
||||
thunder damage or deafen a creature, or a smell that might sicken a creature
|
||||
(like a troglodyte’s stench).
|
||||
(like a troglodyte's stench).
|
||||
|
||||
As long as you are within range of the illusion,
|
||||
you can use your action to cause the image to move to any other spot within
|
||||
@@ -397,21 +397,21 @@ class MassPolymorph(Spell):
|
||||
|
||||
Each target assumes a beast form of your choice, and you can choose the same
|
||||
form or different ones for each target. The new form can be any beast you have
|
||||
seen whose challenge rating is equal to or less than the target’s (or half the
|
||||
target’s level, if the target doesn’t have a challenge rating). The target’s
|
||||
seen whose challenge rating is equal to or less than the target's (or half the
|
||||
target's level, if the target doesn't have a challenge rating). The target's
|
||||
game statistics, including mental ability scores, are replaced by the statistics
|
||||
of the chosen beast, but the target retains its hit points, alignment, and
|
||||
personality.
|
||||
Each target gains a number of temporary hit points equal to the hit
|
||||
points of its new form. These temporary hit points can’t be replaced by
|
||||
points of its new form. These temporary hit points can't be replaced by
|
||||
temporary hit points from another source. A target reverts to its normal form
|
||||
when it has no more temporary hit points or it dies. If the spell ends before
|
||||
then, the creature loses all its temporary hit points and reverts to its normal
|
||||
form.
|
||||
The creature is limited in the actions it can perform by the nature of its
|
||||
new form. It can’t speak, cast spells, or do anything else that requires hands
|
||||
or speech. The target’s gear melds into the new form.
|
||||
The target can’t activate,
|
||||
new form. It can't speak, cast spells, or do anything else that requires hands
|
||||
or speech. The target's gear melds into the new form.
|
||||
The target can't activate,
|
||||
use, wield, or otherwise benefit from any of its equipment.
|
||||
"""
|
||||
name = "Mass Polymorph"
|
||||
@@ -430,7 +430,7 @@ class MassSuggestion(Spell):
|
||||
"""You suggest a course of activity (limited to a sentence or two) and magically
|
||||
influence up to twelve creatures of your choice that you can see within range
|
||||
and that can hear and understand you.
|
||||
Creatures that can’t be charmed are immune
|
||||
Creatures that can't be charmed are immune
|
||||
to this effect. The suggestion must be worded in such a manner as to make the
|
||||
course of action sound reasonable. Asking the creature to stab itself, throw
|
||||
itself onto a spear, immolate itself, or do some other obviously harmful act
|
||||
@@ -445,16 +445,16 @@ class MassSuggestion(Spell):
|
||||
You can also
|
||||
specify conditions that will trigger a special activity during the duration. For
|
||||
example, you might suggest that a group of soldiers give all their money to the
|
||||
first beggar they meet. If the condition isn’t met before the spell ends, the
|
||||
activity isn’t performed.
|
||||
first beggar they meet. If the condition isn't met before the spell ends, the
|
||||
activity isn't performed.
|
||||
|
||||
If you or any of your companions damage a creature
|
||||
affected by this spell, the spell ends for that creature.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a 7th-level spell slot, the duration is 10 days.
|
||||
|
||||
When you use an 8th-level spell slot, the duration is 30 days.
|
||||
|
||||
When you use an 8th-level spell slot, the duration is 30 days.
|
||||
When you use a
|
||||
9th-level spell slot, the duration is a year and a day.
|
||||
"""
|
||||
@@ -463,7 +463,7 @@ class MassSuggestion(Spell):
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """A snake’s tongue and either a bit of honeycomb or a drop of sweet oil"""
|
||||
materials = """A snake's tongue and either a bit of honeycomb or a drop of sweet oil"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
@@ -476,7 +476,7 @@ class MaximiliansEarthenGrasp(Spell):
|
||||
for
|
||||
one creature you can see within 5 feet of it. The target must make a Strength
|
||||
saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is
|
||||
restrained for the spell’s duration.
|
||||
restrained for the spell's duration.
|
||||
As an action, you can cause the hand to
|
||||
crush the restrained target, who must make a Strength saving throw. It takes 2d6
|
||||
bludgeoning damage on a failed save, or half as much damage on a successful
|
||||
@@ -533,16 +533,16 @@ class MeldIntoStone(Spell):
|
||||
Nothing of your presence remains visible or otherwise detectable by nonmagical
|
||||
senses.
|
||||
|
||||
While merged with the stone, you can’t see what occurs outside it, and
|
||||
While merged with the stone, you can't see what occurs outside it, and
|
||||
any Wisdom (Perception) checks you make to hear sounds outside it are made with
|
||||
disadvantage. You remain aware of the passage of time and can cast spells on
|
||||
yourself while merged in the stone. You can use your movement to leave the stone
|
||||
where you entered it, which ends the spell. You otherwise can’t move.
|
||||
where you entered it, which ends the spell. You otherwise can't move.
|
||||
|
||||
Minor
|
||||
physical damage to the stone doesn’t harm you, but its partial destruction or a
|
||||
physical damage to the stone doesn't harm you, but its partial destruction or a
|
||||
change in its shape (to the extent that you no longer fit within it) expels you
|
||||
and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or
|
||||
and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or
|
||||
transmutation into a different substance) expels you and deals 50 bludgeoning
|
||||
damage to you. If expelled, you fall prone in an unoccupied space closest to
|
||||
where you first entered.
|
||||
@@ -576,7 +576,7 @@ class MelfsAcidArrow(Spell):
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Powdered rhubarb leaf and an adder’s stomach"""
|
||||
materials = """Powdered rhubarb leaf and an adder's stomach"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
@@ -586,8 +586,8 @@ class MelfsAcidArrow(Spell):
|
||||
class MelfsMinuteMeteors(Spell):
|
||||
"""(niter, sulfur, and pine tar formed into a bead)
|
||||
You create six tiny meteors in
|
||||
your space. They float in the air and orbit you for the spell’s duration. When
|
||||
you cast the spell—and as a bonus action on each of your turns thereafter—you
|
||||
your space. They float in the air and orbit you for the spell's duration. When
|
||||
you cast the spell-and as a bonus action on each of your turns thereafter-you
|
||||
can expend one or two of the meteors, sending them streaking toward a point or
|
||||
points you choose within 120 feet of you. Once a meteor reaches its destination
|
||||
or impacts against a solid surface, the meteor explodes. Each creature within 5
|
||||
@@ -618,7 +618,7 @@ class Mending(Spell):
|
||||
it, leaving no trace of the former damage.
|
||||
|
||||
This spell can physically repair a
|
||||
magic item or construct, but the spell can’t restore magic to such an object.
|
||||
magic item or construct, but the spell can't restore magic to such an object.
|
||||
"""
|
||||
name = "Mending"
|
||||
level = 0
|
||||
@@ -638,11 +638,11 @@ class MentalPrison(Spell):
|
||||
The target succeeds automatically if it is immune to being charmed. On a
|
||||
successful save, the target takes 5d10 psychic damage, and the spell ends. On a
|
||||
failed save, the target takes 5d10 psychic damage, and you make the area
|
||||
immediately around the target’s space appear dangerous to it in some way. You
|
||||
immediately around the target's space appear dangerous to it in some way. You
|
||||
might cause the target to perceive itself as being surrounded by fire, floating
|
||||
razors, or hideous maws filled with dripping teeth. Whatever form the illusion
|
||||
takes, the target can’t see or hear anything beyond it and is restrained for the
|
||||
spell’s duration. If the target is moved out of the illusion, makes a melee
|
||||
takes, the target can't see or hear anything beyond it and is restrained for the
|
||||
spell's duration. If the target is moved out of the illusion, makes a melee
|
||||
attack through it, or reaches any part of its body through it, the target takes
|
||||
10d10 psychic damage, and the spell ends.
|
||||
"""
|
||||
@@ -667,7 +667,7 @@ class Message(Spell):
|
||||
You can cast this spell through solid objects if you are
|
||||
familiar with the target and know it is beyond the barrier. Magical silence, 1
|
||||
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
|
||||
blocks the spell. The spell doesn’t have to follow a straight line and can
|
||||
blocks the spell. The spell doesn't have to follow a straight line and can
|
||||
travel freely around corners or through openings.
|
||||
"""
|
||||
name = "Message"
|
||||
@@ -692,7 +692,7 @@ class MeteorSwarm(Spell):
|
||||
of more than one fiery burst is affected only once.
|
||||
|
||||
The spell damages objects
|
||||
in the area and ignites flammable objects that aren’t being worn or carried.
|
||||
in the area and ignites flammable objects that aren't being worn or carried.
|
||||
"""
|
||||
name = "Meteor Swarm"
|
||||
level = 9
|
||||
@@ -717,7 +717,7 @@ class MightyFortress(Spell):
|
||||
each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is
|
||||
composed of panels that are 10 feet wide and 20 feet tall. Each panel is
|
||||
contiguous with two other panels or one other panel and a turret. You can place
|
||||
up to four stone doors in the fortress’s outer wall.
|
||||
up to four stone doors in the fortress's outer wall.
|
||||
A small keep stands inside
|
||||
the enclosed area. The keep has a square base that is 50 feet on each side, and
|
||||
it has three floors with 10-foot-high ceilings. Each of the floors can be
|
||||
@@ -733,10 +733,10 @@ class MightyFortress(Spell):
|
||||
spell. Each servant functions as if created by the unseen servant spell.
|
||||
The
|
||||
walls, turrets, and keep are all made of stone that can be damaged. Each
|
||||
10—foot—bya10-foot section of stone has AC 15 and 30 hit points per inch of
|
||||
10-foot-bya10-foot section of stone has AC 15 and 30 hit points per inch of
|
||||
thickness. It is immune to poison and psychic damage. Reducing a section of
|
||||
stone to 0 hit points destroys it and might cause connected sections to buckle
|
||||
and collapse at the DM’s discretion.
|
||||
and collapse at the DM's discretion.
|
||||
After 7 days or when you cast this spell
|
||||
somewhere else, the fortress harmlessly crumbles and sinks back into the ground,
|
||||
leaving any creatures that were inside it safely on the ground.
|
||||
@@ -760,7 +760,7 @@ class MindBlank(Spell):
|
||||
"""Until the spell ends, one willing creature you touch is immune to psychic
|
||||
damage, any effect that would sense its emotions or read its thoughts,
|
||||
divination spells, and the charmed condition. The spell even foils wish spells
|
||||
and spells or effects of similar power used to affect the target’s mind or to
|
||||
and spells or effects of similar power used to affect the target's mind or to
|
||||
gain information about the target.
|
||||
"""
|
||||
name = "Mind Blank"
|
||||
@@ -780,8 +780,8 @@ class MindSpike(Spell):
|
||||
must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or
|
||||
half as much damage on a successful one. On a failed save, you also always know
|
||||
the target's location until the spell ends, but only while the two of you are on
|
||||
the same plane of existence. While you have this knowledge, the target can’t
|
||||
become hidden from you, and if it’s invisible, it gains no benefit from that
|
||||
the same plane of existence. While you have this knowledge, the target can't
|
||||
become hidden from you, and if it's invisible, it gains no benefit from that
|
||||
condition against you.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
@@ -806,14 +806,14 @@ class MinorIllusion(Spell):
|
||||
spell again.
|
||||
|
||||
If you create a sound, its volume can range from a whisper to a
|
||||
scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of
|
||||
scream. It can be your voice, someone else's voice, a lion's roar, a beating of
|
||||
drums, or any other sound you choose. The sound continues unabated throughout
|
||||
the duration, or you can make discrete sounds at different times before the
|
||||
spell ends.
|
||||
|
||||
If you create an image of an object such as a chair, muddy
|
||||
footprints, or a small chest it must be no larger than a 5-foot cube. The image
|
||||
can’t create sound, light, smell, or any other sensory effect. Physical
|
||||
can't create sound, light, smell, or any other sensory effect. Physical
|
||||
interaction with the image reveals it to be an illusion, because things can pass
|
||||
through it.
|
||||
|
||||
@@ -837,25 +837,25 @@ class MinorIllusion(Spell):
|
||||
class MirageArcane(Spell):
|
||||
"""You make terrain in an area up to 1 mile square look, sound, smell, and even
|
||||
feel like some other sort of terrain.
|
||||
The terrain’s general shape remains the
|
||||
The terrain's general shape remains the
|
||||
same, however. Open fields or a road could be made to resemble a swamp, hill,
|
||||
crevasse, or some other difficult or impassable terrain. A pond can be made to
|
||||
seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn
|
||||
gully like a wide and smooth road.
|
||||
|
||||
Similarly, you can alter the appearance of
|
||||
structures, or add them where none are present. The spell doesn’t disguise,
|
||||
structures, or add them where none are present. The spell doesn't disguise,
|
||||
conceal, or add creatures.
|
||||
|
||||
The illusion includes audible, visual, tactile, and
|
||||
olfactory elements, so it can turn clear ground into difficult terrain (or vice
|
||||
versa) or otherwise impede movement through the area. Any piece of the illusory
|
||||
terrain (such as a rock or stick) that is removed from the spell’s area
|
||||
terrain (such as a rock or stick) that is removed from the spell's area
|
||||
disappears immediately.
|
||||
|
||||
Creatures with truesight can see through the illusion
|
||||
to the terrain’s true form however, all other elements of the illusion remain,
|
||||
so while the creature is aware of the illusion’s presence, the creature can
|
||||
to the terrain's true form however, all other elements of the illusion remain,
|
||||
so while the creature is aware of the illusion's presence, the creature can
|
||||
still physically interact with the illusion.
|
||||
"""
|
||||
name = "Mirage Arcane"
|
||||
@@ -874,25 +874,25 @@ class MirrorImage(Spell):
|
||||
"""Three illusory duplicates of yourself appear in your space.
|
||||
Until the spell
|
||||
ends, the duplicates move with you and mimic your actions, shifting position so
|
||||
it’s impossible to track which image is real. You can use your action to dismiss
|
||||
it's impossible to track which image is real. You can use your action to dismiss
|
||||
the illusory duplicates.
|
||||
|
||||
Each time a creature targets you with an attack
|
||||
during the spell’s duration, roll a d20 to determine whether the attack instead
|
||||
during the spell's duration, roll a d20 to determine whether the attack instead
|
||||
targets one of your duplicates.
|
||||
|
||||
If you have three duplicates, you must roll a 6
|
||||
or higher to change the attack’s target to a duplicate. With two duplicates,
|
||||
or higher to change the attack's target to a duplicate. With two duplicates,
|
||||
you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
|
||||
|
||||
|
||||
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a
|
||||
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a
|
||||
duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an
|
||||
attack that hits it. It ignores all other damage and effects. The spell ends
|
||||
when all three duplicates are destroyed.
|
||||
|
||||
A creature is unaffected by this spell
|
||||
if it can’t see, if it relies on senses other than sight, such as blindsight,
|
||||
if it can't see, if it relies on senses other than sight, such as blindsight,
|
||||
or if it can perceive illusions as false, as with truesight.
|
||||
"""
|
||||
name = "Mirror Image"
|
||||
@@ -951,16 +951,16 @@ class MistyStep(Spell):
|
||||
|
||||
|
||||
class ModifyMemory(Spell):
|
||||
"""You attempt to reshape another creature’s memories.
|
||||
"""You attempt to reshape another creature's memories.
|
||||
One creature that you can
|
||||
see must make a Wisdom saving throw. If you are fighting the creature, it has
|
||||
advantage on the saving throw. On a failed save, the target becomes charmed by
|
||||
you for the duration. The charmed target is incapacitated and unaware of its
|
||||
surroundings, though it can still hear you. If it takes any damage or is
|
||||
targeted by another spell, this spell ends, and none of the target’s memories
|
||||
targeted by another spell, this spell ends, and none of the target's memories
|
||||
are modified.
|
||||
|
||||
While this charm lasts, you can affect the target’s memory of an
|
||||
While this charm lasts, you can affect the target's memory of an
|
||||
event that it experienced within the last 24 hours and that lasted no more than
|
||||
10 minutes. You can permanently eliminate all memory of the event, allow the
|
||||
target to recall the event with perfect clarity and exacting detail, change its
|
||||
@@ -970,24 +970,24 @@ class ModifyMemory(Spell):
|
||||
must speak to the target to describe how its memories are affected, and it must
|
||||
be able to understand your language for the modified memories to take root. Its
|
||||
mind fills in any gaps in the details of your description. If the spell ends
|
||||
before you have finished describing the modified memories, the creature’s memory
|
||||
isn’t altered. Otherwise, the modified memories take hold when the spell ends.
|
||||
before you have finished describing the modified memories, the creature's memory
|
||||
isn't altered. Otherwise, the modified memories take hold when the spell ends.
|
||||
|
||||
|
||||
A modified memory doesn’t necessarily affect how a creature behaves,
|
||||
particularly if the memory contradicts the creature’s natural inclinations,
|
||||
A modified memory doesn't necessarily affect how a creature behaves,
|
||||
particularly if the memory contradicts the creature's natural inclinations,
|
||||
alignment, or beliefs. An illogical modified memory, such as implanting a memory
|
||||
of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps
|
||||
as a bad dream. The DM might deem a modified memory too nonsensical to affect a
|
||||
creature in a significant manner.
|
||||
|
||||
A remove curse or greater restoration spell
|
||||
cast on the target restores the creature’s true memory.
|
||||
cast on the target restores the creature's true memory.
|
||||
|
||||
At Higher Levels: If
|
||||
you cast this spell using a spell slot of 6th level or higher, you can alter the
|
||||
target’s memories of an event that took place up to 7 days ago (6th level), 30
|
||||
days ago (7th level), 1 year ago (8th level), or any time in the creature’s past
|
||||
target's memories of an event that took place up to 7 days ago (6th level), 30
|
||||
days ago (7th level), 1 year ago (8th level), or any time in the creature's past
|
||||
(9th level).
|
||||
"""
|
||||
name = "Modify Memory"
|
||||
@@ -1005,14 +1005,14 @@ class ModifyMemory(Spell):
|
||||
class MoldEarth(Spell):
|
||||
"""You choose a portion of dirt or stone that you can see within range and that
|
||||
fits within a 5-foot cube. You manipulate it in one of the following ways:
|
||||
• If
|
||||
- If
|
||||
you target an area of loose earth, you can instantaneously excavate it, move it
|
||||
along the ground, and deposit it up to 5 feet away. This movement doesn’t have
|
||||
along the ground, and deposit it up to 5 feet away. This movement doesn't have
|
||||
enough force to cause damage.
|
||||
• You cause shapes, colors, or both to appear on
|
||||
- You cause shapes, colors, or both to appear on
|
||||
the dirt or stone, spelling out words, creating images, or shaping patterns. The
|
||||
changes last for 1 hour.
|
||||
• If the dirt or stone you target is on the ground,
|
||||
- If the dirt or stone you target is on the ground,
|
||||
you cause it to become difficult terrain. Alternatively, you can cause the
|
||||
ground to become normal terrain if it is already difficult terrain. This change
|
||||
lasts for 1 hour. If you cast this spell multiple times, you can have no more
|
||||
@@ -1037,15 +1037,15 @@ class Moonbeam(Spell):
|
||||
the cylinder.
|
||||
|
||||
|
||||
When a creature enters the spell’s area for the first time on a
|
||||
When a creature enters the spell's area for the first time on a
|
||||
turn or starts its turn there, it is engulfed in ghostly flames that cause
|
||||
searing pain, and it must make a Constitution saving throw. It takes 2d10
|
||||
radiant damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
A
|
||||
shapechanger makes its saving throw with disadvantage. If it fails, it also
|
||||
instantly reverts to its original form and can’t assume a different form until
|
||||
it leaves the spell’s light.
|
||||
instantly reverts to its original form and can't assume a different form until
|
||||
it leaves the spell's light.
|
||||
|
||||
On each of your turns after you cast this spell,
|
||||
you can use an action to move the beam 60 feet in any direction.
|
||||
@@ -1072,14 +1072,14 @@ class MordenkainensFaithfulHound(Spell):
|
||||
until you move more than 100 feet away from it.
|
||||
|
||||
The hound is invisible to all
|
||||
creatures except you and can’t be harmed. When a Small or larger creature comes
|
||||
creatures except you and can't be harmed. When a Small or larger creature comes
|
||||
within 30 feet of it without first speaking the password that you specify when
|
||||
you cast this spell, the hound starts barking loudly. The hound sees invisible
|
||||
creatures and can see into the Ethereal Plane. It ignores illusions.
|
||||
|
||||
At the
|
||||
start of each of your turns, the hound attempts to bite one creature within 5
|
||||
feet of it that is hostile to you. The hound’s attack bonus is equal to your
|
||||
feet of it that is hostile to you. The hound's attack bonus is equal to your
|
||||
spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8
|
||||
piercing damage.
|
||||
"""
|
||||
@@ -1108,16 +1108,16 @@ class MordenkainensMagnificentMansion(Spell):
|
||||
with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
|
||||
|
||||
You
|
||||
can create any floor plan you like, but the space can’t exceed 50 cubes, each
|
||||
can create any floor plan you like, but the space can't exceed 50 cubes, each
|
||||
cube being 10 feet on each side. The place is furnished and decorated as you
|
||||
choose. It contains sufficient food to serve a ninecourse banquet for up to 100
|
||||
people. A staff of 100 near-transparent servants attends all who enter. You
|
||||
decide the visual appearance of these servants and their attire. They are
|
||||
completely obedient to your orders. Each servant can perform any task a normal
|
||||
human servant could perform, but they can’t attack or take any action that would
|
||||
human servant could perform, but they can't attack or take any action that would
|
||||
directly harm another creature. Thus the servants can fetch things, clean,
|
||||
mend, fold clothes, light fires, serve food, pour wine, and so on. The servants
|
||||
can go anywhere in the mansion but can’t leave it. Furnishings and other objects
|
||||
can go anywhere in the mansion but can't leave it. Furnishings and other objects
|
||||
created by this spell dissipate into smoke if removed from the mansion. When
|
||||
the spell ends, any creatures inside the extradimensional space are expelled
|
||||
into the open spaces nearest to the entrance.
|
||||
@@ -1143,14 +1143,14 @@ class MordenkainensPrivateSanctum(Spell):
|
||||
When you cast the spell,
|
||||
you decide what sort of security the spell provides, choosing any or all of the
|
||||
following properties:
|
||||
* Sound can’t pass through the barrier at the edge of the
|
||||
* Sound can't pass through the barrier at the edge of the
|
||||
warded area.
|
||||
* The barrier of the warded area appears dark and foggy, preventing
|
||||
vision (including darkvision) through it.
|
||||
* Sensors created by divination
|
||||
spells can’t appear inside the protected area or pass through the barrier at its
|
||||
spells can't appear inside the protected area or pass through the barrier at its
|
||||
perimeter.
|
||||
* Creatures in the area can’t be targeted by divination spells.
|
||||
* Creatures in the area can't be targeted by divination spells.
|
||||
*
|
||||
Nothing can teleport into or out of the warded area.
|
||||
* Planar travel is blocked
|
||||
@@ -1201,27 +1201,27 @@ class MordenkainensSword(Spell):
|
||||
class MoveEarth(Spell):
|
||||
"""Choose an area of terrain no larger than 40 feet on a side within range. You can
|
||||
reshape dirt, sand, or clay in the area in any manner you choose for the
|
||||
duration. You can raise or lower the area’s elevation, create or fill in a
|
||||
duration. You can raise or lower the area's elevation, create or fill in a
|
||||
trench, erect or flatten a wall, or form a pillar. The extent of any such
|
||||
changes can’t exceed half the area’s largest dimension. So, if you affect a
|
||||
changes can't exceed half the area's largest dimension. So, if you affect a
|
||||
40-foot square, you can create a pillar up to 20 feet high, raise or lower the
|
||||
square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on.
|
||||
square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on.
|
||||
It takes 10 minutes for these changes to complete.
|
||||
|
||||
At the end of every 10
|
||||
minutes you spend concentrating on the spell, you can choose a new area of
|
||||
terrain to affect.
|
||||
|
||||
Because the terrain’s transformation occurs slowly,
|
||||
creatures in the area can’t usually be trapped or injured by the ground’s
|
||||
Because the terrain's transformation occurs slowly,
|
||||
creatures in the area can't usually be trapped or injured by the ground's
|
||||
movement.
|
||||
|
||||
This spell can’t manipulate natural stone or stone construction.
|
||||
This spell can't manipulate natural stone or stone construction.
|
||||
Rocks and structures shift to accommodate the new terrain. If the way you shape
|
||||
the terrain would make a structure unstable, it might collapse.
|
||||
|
||||
Similarly, this
|
||||
spell doesn’t directly affect plant growth. The moved earth carries any plants
|
||||
spell doesn't directly affect plant growth. The moved earth carries any plants
|
||||
along with it.
|
||||
"""
|
||||
name = "Move Earth"
|
||||
@@ -1229,7 +1229,7 @@ class MoveEarth(Spell):
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An iron blade and a small bag containing a mixture of soils—clay, loam, and sand"""
|
||||
materials = """An iron blade and a small bag containing a mixture of soils-clay, loam, and sand"""
|
||||
duration = "Concentration, up to 2 hours"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
|
||||
@@ -8,7 +8,7 @@ class NegativeEnergyFlood(Spell):
|
||||
one. A target killed by this damage rises up as a zombie at the start of your
|
||||
next turn. The zombie pursues whatever creature it can see that is closest to
|
||||
it. Statistics for the zombie are in the Monster Manual. If you target an undead
|
||||
with this spell, the target doesn’t make a saving throw. Instead, roll 5d12.
|
||||
with this spell, the target doesn't make a saving throw. Instead, roll 5d12.
|
||||
The target gains half the total as temporary hit points.
|
||||
"""
|
||||
name = "Negative Energy Flood"
|
||||
@@ -27,7 +27,7 @@ class Nondetection(Spell):
|
||||
"""For the duration, you hide a target that you touch from divination magic.
|
||||
The
|
||||
target can be a willing creature or a place or an object no larger than 10 feet
|
||||
in any dimension. The target can’t be targeted by any divination magic or
|
||||
in any dimension. The target can't be targeted by any divination magic or
|
||||
perceived through magical scrying sensors.
|
||||
"""
|
||||
name = "Nondetection"
|
||||
@@ -46,7 +46,7 @@ class NystulsMagicAura(Spell):
|
||||
"""You place an illusion on a creature or an object you touch so that divination
|
||||
spells reveal false information about it.
|
||||
The target can be a willing creature
|
||||
or an object that isn’t being carried or worn by another creature.
|
||||
or an object that isn't being carried or worn by another creature.
|
||||
|
||||
When you
|
||||
cast the spell, choose one or both of the following effects. The effect lasts
|
||||
@@ -58,14 +58,14 @@ class NystulsMagicAura(Spell):
|
||||
You change the way the target appears to
|
||||
spells and magical effects, such as detect magic, that detect magical auras. You
|
||||
can make a nonmagical object appear magical, a magical object appear
|
||||
nonmagical, or change the object’s magical aura so that it appears to belong to
|
||||
nonmagical, or change the object's magical aura so that it appears to belong to
|
||||
a specific school of magic that you choose. When you use this effect on an
|
||||
object, you can make the false magic apparent to any creature that handles the
|
||||
item.
|
||||
|
||||
Mask
|
||||
You change the way the target appears to spells and magical effects
|
||||
that detect creature types, such as a paladin’s Divine Sense or the trigger of a
|
||||
that detect creature types, such as a paladin's Divine Sense or the trigger of a
|
||||
sym bol spell. You choose a creature type and other spells and magical effects
|
||||
treat the target as if it were a creature of that type or of that alignment.
|
||||
"""
|
||||
|
||||
@@ -20,9 +20,9 @@ class OtilukesFreezingSphere(Spell):
|
||||
the spell, if you wish. A small globe about the size of a sling stone, cool to
|
||||
the touch, appears in your hand. At any time, you or a creature you give the
|
||||
globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to
|
||||
the sling’s normal range). It shatters on impact, with the same effect as the
|
||||
the sling's normal range). It shatters on impact, with the same effect as the
|
||||
normal casting of the spell. You can also set the globe down without shattering
|
||||
it. After 1 minute, if the globe hasn’t already shattered, it explodes.
|
||||
it. After 1 minute, if the globe hasn't already shattered, it explodes.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 7th level or
|
||||
@@ -48,14 +48,14 @@ class OtilukesResilientSphere(Spell):
|
||||
Nothing---not
|
||||
physical objects, energy, or other spell effects---can pass through the barrier,
|
||||
in or out, though a creature in the sphere can breathe there. The sphere is
|
||||
immune to all damage, and a creature or object inside can’t be damaged by
|
||||
immune to all damage, and a creature or object inside can't be damaged by
|
||||
attacks or effects originating from outside, nor can a creature inside the
|
||||
sphere damage anything outside it.
|
||||
|
||||
The sphere is weightless and just large
|
||||
enough to contain the creature or object inside. An enclosed creature can use
|
||||
its action to push against the sphere’s walls and thus roll the sphere at up to
|
||||
half the creature’s speed. Similarly, the globe can be picked up and moved by
|
||||
its action to push against the sphere's walls and thus roll the sphere at up to
|
||||
half the creature's speed. Similarly, the globe can be picked up and moved by
|
||||
other creatures.
|
||||
|
||||
A disintegrate spell targeting the globe destroys it without
|
||||
@@ -76,7 +76,7 @@ class OtilukesResilientSphere(Spell):
|
||||
class OttosIrresistibleDance(Spell):
|
||||
"""Choose one creature that you can see within range. The target begins a comic
|
||||
dance in place: shuffling, tapping its feet, and capering for the duration.
|
||||
Creatures that can’t be charmed are immune to this spell.
|
||||
Creatures that can't be charmed are immune to this spell.
|
||||
|
||||
A dancing creature
|
||||
must use all its movement to dance without leaving its space and has
|
||||
|
||||
@@ -5,7 +5,7 @@ class PassWithoutTrace(Spell):
|
||||
"""A veil of shadows and silence radiates from you, masking you and your companions
|
||||
from detection.
|
||||
For the duration, each creature you choose within 30 feet of
|
||||
you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be
|
||||
you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be
|
||||
tracked except by magical means. A creature that receives this bonus leaves
|
||||
behind no tracks or other traces of its passage.
|
||||
"""
|
||||
@@ -24,7 +24,7 @@ class PassWithoutTrace(Spell):
|
||||
class Passwall(Spell):
|
||||
"""A passage appears at a point of your choice that you can see on a wooden,
|
||||
plaster, or stone surface (such as a wall, a ceiling, or a floor) within range,
|
||||
and lasts for the duration. You choose the opening’s dimensions: up to 5 feet
|
||||
and lasts for the duration. You choose the opening's dimensions: up to 5 feet
|
||||
wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a
|
||||
structure surrounding it.
|
||||
|
||||
@@ -70,11 +70,11 @@ class PhantasmalForce(Spell):
|
||||
slipped, or a strong wind might have knocked it off.
|
||||
|
||||
An affected target is so
|
||||
convinced of the phantasm’s reality that it can even take damage from the
|
||||
convinced of the phantasm's reality that it can even take damage from the
|
||||
illusion. A phantasm created to appear as a creature can attack the target.
|
||||
Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
|
||||
burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
|
||||
damage to the target if it is in the phantasm’s area or within 5 feet of the
|
||||
damage to the target if it is in the phantasm's area or within 5 feet of the
|
||||
phantasm, provided that the illusion is of a creature or hazard that could
|
||||
logically deal damage, such as by attacking. The target perceives the damage as
|
||||
a type appropriate to the illusion.
|
||||
@@ -96,7 +96,7 @@ class PhantasmalKiller(Spell):
|
||||
illusory manifestation of its deepest fears, visible only to that creature.
|
||||
The
|
||||
target must make a Wisdom saving throw. On a failed save, the target becomes
|
||||
frightened for the duration. At the end of each of the target’s turns before the
|
||||
frightened for the duration. At the end of each of the target's turns before the
|
||||
spell ends, the target must succeed on a Wisdom saving throw or take 4d10
|
||||
psychic damage. On a successful save, the spell ends.
|
||||
|
||||
@@ -118,7 +118,7 @@ class PhantasmalKiller(Spell):
|
||||
|
||||
class PhantomSteed(Spell):
|
||||
"""A Large quasi-real, horselike creature appears on the ground in an unoccupied
|
||||
space of your choice within range. You decide the creature’s appearance, but it
|
||||
space of your choice within range. You decide the creature's appearance, but it
|
||||
is equipped with a saddle, bit, and bridle. Any of the equipment created by the
|
||||
spell vanishes in a puff of smoke if it is carried more than 10 feet away from
|
||||
the steed.
|
||||
@@ -148,13 +148,13 @@ class PlanarAlly(Spell):
|
||||
god, a primordial, a demon prince, or some other being of cosmic power. That
|
||||
entity sends a celestial, an elemental, or a fiend loyal to it to aid you,
|
||||
making the creature appear in an unoccupied space within range. If you know a
|
||||
specific creature’s name, you can speak that name when you cast this spell to
|
||||
request that creature, though you might get a different creature anyway (DM’s
|
||||
specific creature's name, you can speak that name when you cast this spell to
|
||||
request that creature, though you might get a different creature anyway (DM's
|
||||
choice).
|
||||
|
||||
When the creature appears, it is under no compulsion to behave in any
|
||||
particular way. You can ask the creature to perform a service in exchange for
|
||||
payment, but it isn’t obliged to do so. The requested task could range from
|
||||
payment, but it isn't obliged to do so. The requested task could range from
|
||||
simple (fly us across the chasm, or help us fight a battle) to complex (spy on
|
||||
our enemies, or protect us during our foray into the dungeon). You must be able
|
||||
to communicate with the creature to bargain for its services.
|
||||
@@ -169,7 +169,7 @@ class PlanarAlly(Spell):
|
||||
requires a payment worth 100 gp per minute. A task measured in hours requires
|
||||
1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000
|
||||
gp per day. The DM can adjust these payments based on the circumstances under
|
||||
which you cast the spell. If the task is aligned with the creature’s ethos, the
|
||||
which you cast the spell. If the task is aligned with the creature's ethos, the
|
||||
payment might be halved or even waived. Nonhazardous tasks typically require
|
||||
only half the suggested payment, while especially dangerous tasks might require
|
||||
a greater gift. Creatures rarely accept tasks that seem suicidal.
|
||||
@@ -178,7 +178,7 @@ class PlanarAlly(Spell):
|
||||
creature completes the task, or when the agreed-upon duration of service
|
||||
expires, the creature returns to its home plane after reporting back to you, if
|
||||
appropriate to the task and if possible. If you are unable to agree on a price
|
||||
for the creature’s service, the creature immediately returns to its home plane.
|
||||
for the creature's service, the creature immediately returns to its home plane.
|
||||
|
||||
|
||||
A creature enlisted to join your group counts as a member of it, receiving a
|
||||
@@ -204,7 +204,7 @@ class PlanarBinding(Spell):
|
||||
inverted magic circle in order to keep it trapped while this spell is cast.) At
|
||||
the completion of the casting, the target must make a Charisma saving throw. On
|
||||
a failed save, it is bound to serve you for the duration. If the creature w as
|
||||
summoned or created by another spell, that spell’s duration is extended to match
|
||||
summoned or created by another spell, that spell's duration is extended to match
|
||||
the duration of this spell.
|
||||
|
||||
A bound creature must follow your instructions to
|
||||
@@ -218,11 +218,11 @@ class PlanarBinding(Spell):
|
||||
until the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of a higher level, the duration increases to:
|
||||
slot of a higher level, the duration increases to:
|
||||
10 days with a 6th-level
|
||||
slot,
|
||||
30 days with a 7th-level slot,
|
||||
180 days with an 8th-level slot,
|
||||
slot,
|
||||
30 days with a 7th-level slot,
|
||||
180 days with an 8th-level slot,
|
||||
1 year
|
||||
and 1 day with a 9th-level spell slot.
|
||||
"""
|
||||
@@ -245,7 +245,7 @@ class PlaneShift(Spell):
|
||||
palace of Dispater on the second level of the Nine Hells, and you appear in or
|
||||
near that destination. If you are trying to reac the City of Brass, for example,
|
||||
you might arrive in its Street of Steel, before its Gate of Ashes, or looking
|
||||
at the city from across the Sea of Fire, at the DM’s discretion.
|
||||
at the city from across the Sea of Fire, at the DM's discretion.
|
||||
|
||||
Alternatively,
|
||||
if you know the sigil sequence of a teleportation circle on another plane of
|
||||
@@ -282,7 +282,7 @@ class PlantGrowth(Spell):
|
||||
creature moving through the area must spend 4 feet of movement for every 1 foot
|
||||
it moves.
|
||||
|
||||
You can exclude one or more areas of any size within the spell’s
|
||||
You can exclude one or more areas of any size within the spell's
|
||||
area from being affected.
|
||||
|
||||
If you cast this spell over 8 hours, you enrich the
|
||||
@@ -307,7 +307,7 @@ class PoisonSpray(Spell):
|
||||
puff of noxious gas from your palm. The creature must succeed on a Constitution
|
||||
saving throw or take 1d12 poison damage.
|
||||
|
||||
At Higher Levels: This spell’s damage
|
||||
At Higher Levels: This spell's damage
|
||||
increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level
|
||||
(4d12).
|
||||
"""
|
||||
@@ -331,25 +331,25 @@ class Polymorph(Spell):
|
||||
The transformation
|
||||
lasts for the duration, or until the target drops to 0 hit points or dies. The
|
||||
new form can be any beast whose challenge rating is equal to or less than the
|
||||
target’s (or the target’s level, if it doesn’t have a challenge rating). The
|
||||
target’s game statistics, including mental ability scores, are replaced by the
|
||||
target's (or the target's level, if it doesn't have a challenge rating). The
|
||||
target's game statistics, including mental ability scores, are replaced by the
|
||||
statistics of the chosen beast. It retains its alignment and personality.
|
||||
|
||||
The
|
||||
target assumes the hit points of its new form. When it reverts to its normal
|
||||
form, the creature returns to the number of hit points it had before it
|
||||
transformed. If it reverts as a result of dropping to 0 hit points, any excess
|
||||
damage carries over to its normal form. As long as the excess damage doesn’t
|
||||
reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
|
||||
damage carries over to its normal form. As long as the excess damage doesn't
|
||||
reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
|
||||
|
||||
|
||||
The creature is limited in the actions it can perform by the nature of its new
|
||||
form, and it can’t speak, cast spells, or take any other action that requires
|
||||
form, and it can't speak, cast spells, or take any other action that requires
|
||||
hands or speech.
|
||||
|
||||
The target’s gear melds into the new form. The creature can’t
|
||||
The target's gear melds into the new form. The creature can't
|
||||
activate, use, wield, or otherwise benefit from any of its equipment. This spell
|
||||
can’t affect a target that has 0 hit points.
|
||||
can't affect a target that has 0 hit points.
|
||||
"""
|
||||
name = "Polymorph"
|
||||
level = 4
|
||||
@@ -502,7 +502,7 @@ class PrimalSavagery(Spell):
|
||||
"""You channel primal magic to cause your teeth or fingernails to sharpen, ready to
|
||||
deliver a corrosive attack. Make a melee spell attack against one creature
|
||||
within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you
|
||||
make the attack, your teeth or fingernails return to normal. The spell’s damage
|
||||
make the attack, your teeth or fingernails return to normal. The spell's damage
|
||||
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
|
||||
level (4d10).
|
||||
"""
|
||||
@@ -520,7 +520,7 @@ class PrimalSavagery(Spell):
|
||||
|
||||
class PrimordialWard(Spell):
|
||||
"""You have resistance to acid, cold, fire, lightning, and thunder damage for the
|
||||
spell’s duration.
|
||||
spell's duration.
|
||||
When you take damage of one of those types, you can use your
|
||||
reaction to gain immunity to that type
|
||||
of damage, including against the
|
||||
@@ -566,14 +566,14 @@ class PrismaticSpray(Spell):
|
||||
then make a Constitution saving throw at the end of each of its turns. If it
|
||||
successfully saves three times, the spell ends. If it fails its save three
|
||||
times, it permanently turns to stone and is subjected to the petrified
|
||||
condition. The successes and failures don’t need to be consecutive; keep track
|
||||
condition. The successes and failures don't need to be consecutive; keep track
|
||||
of both until the target collects three of a kind.
|
||||
|
||||
7. Violet. On a failed save,
|
||||
the target is blinded. It must then make a Wisdom saving throw at the start of
|
||||
your next turn. A successful save ends the blindness. If it fails that save, the
|
||||
creature is transported to another plane of existence of the DM’s choosing and
|
||||
is no longer blinded. (Typically, a creature that is on a plane that isn’t its
|
||||
creature is transported to another plane of existence of the DM's choosing and
|
||||
is no longer blinded. (Typically, a creature that is on a plane that isn't its
|
||||
home plane is banished home, while other creatures are usually cast into the
|
||||
Astral or Ethereal planes.)
|
||||
|
||||
@@ -610,9 +610,9 @@ class PrismaticWall(Spell):
|
||||
|
||||
The wall consists of seven layers, each with a different
|
||||
color. When a creature attempts to reach into or pass through the wall, it does
|
||||
so one layer at a time through all the wall’s layers. As it passes or reaches
|
||||
so one layer at a time through all the wall's layers. As it passes or reaches
|
||||
through each layer, the creature must make a Dexterity saving throw or be
|
||||
affected by that layer’s properties as described below.
|
||||
affected by that layer's properties as described below.
|
||||
|
||||
The wall can be
|
||||
destroyed, also one layer at a time, in order from red to violet, by means
|
||||
@@ -622,12 +622,12 @@ class PrismaticWall(Spell):
|
||||
|
||||
1. Red. The creature takes 10d6 fire
|
||||
damage on a failed save, or half as much damage on a successful one. While this
|
||||
layer is in place, nonmagical ranged attacks can’t pass through the wall. The
|
||||
layer is in place, nonmagical ranged attacks can't pass through the wall. The
|
||||
layer can be destroyed by dealing at least 25 cold damage to it.
|
||||
|
||||
2. Orange. The
|
||||
creature takes 10d6 acid damage on a failed save, or half as much damage on a
|
||||
successful one. While this layer is in place, magical ranged attacks can’t pass
|
||||
successful one. While this layer is in place, magical ranged attacks can't pass
|
||||
through the wall. The layer is destroyed by a strong wind.
|
||||
|
||||
3. Yellow. The
|
||||
@@ -648,17 +648,17 @@ class PrismaticWall(Spell):
|
||||
restrained. It must then make a Constitution saving throw at the end of each of
|
||||
its turns. If it successfully saves three times, the spell ends. If it fails its
|
||||
save three times, it permanently turns to stone and is subjected to the
|
||||
petrified condition. The successes and failures don’t need to be consecutive;
|
||||
petrified condition. The successes and failures don't need to be consecutive;
|
||||
keep track of both until the creature collects three of a kind. While this layer
|
||||
is in place, spells can’t be cast through the wall. The layer is destroyed by
|
||||
is in place, spells can't be cast through the wall. The layer is destroyed by
|
||||
bright light shed by a daylight spell or a similar spell of equal or higher
|
||||
level.
|
||||
|
||||
7. Violet. On a failed save, the creature is blinded. It must then make
|
||||
a Wisdom saving throw at the start of your next turn. A successful save ends the
|
||||
blindness. If it fails that save, the creature is transported to another plane
|
||||
of the DM’s choosing and is no longer blinded. (Typically, a creature that is on
|
||||
a plane that isn’t its home plane is banished home, while other creatures are
|
||||
of the DM's choosing and is no longer blinded. (Typically, a creature that is on
|
||||
a plane that isn't its home plane is banished home, while other creatures are
|
||||
usually cast into the Astral or Ethereal planes.) This layer is destroyed by a
|
||||
dispel magic spell or similar spell of equal or higher level that can end spells
|
||||
and magical effects.
|
||||
@@ -688,7 +688,7 @@ class ProduceFlame(Spell):
|
||||
you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
|
||||
|
||||
At
|
||||
Higher Levels: This spell’s damage increases by 1d8 when you reach 5th level
|
||||
Higher Levels: This spell's damage increases by 1d8 when you reach 5th level
|
||||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Produce Flame"
|
||||
@@ -801,7 +801,7 @@ class ProtectionFromEvilAndGood(Spell):
|
||||
and undead.
|
||||
|
||||
The protection grants several benefits. Creatures of those types
|
||||
have disadvantage on attack rolls against the target. The target also can’t be
|
||||
have disadvantage on attack rolls against the target. The target also can't be
|
||||
charmed, frightened, or possessed by them. If the target is already charmed,
|
||||
frightened, or possessed by such a creature, the target has advantage on any new
|
||||
saving throw against the relevant effect.
|
||||
@@ -846,7 +846,7 @@ class PsychicScream(Spell):
|
||||
Each target must make an
|
||||
Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage
|
||||
and is stunned. On a successful save, a target takes half as much damage and
|
||||
isn’t stunned. If a target is killed by this damage, its head explodes, assuming
|
||||
isn't stunned. If a target is killed by this damage, its head explodes, assuming
|
||||
it has one.
|
||||
A stunned target can make an Intelligence saving throw at the end
|
||||
of each of its turns. On a successful save, the stunning effect ends.
|
||||
|
||||
@@ -3,18 +3,18 @@ from .spells import Spell
|
||||
|
||||
class RaiseDead(Spell):
|
||||
"""You return a dead creature you touch to life, provided that it has been dead no
|
||||
longer than 10 days. If the creature’s soul is both willing and at liberty to
|
||||
longer than 10 days. If the creature's soul is both willing and at liberty to
|
||||
rejoin the body, the creature returns to life with 1 hit point.
|
||||
|
||||
This spell also
|
||||
neutralizes any poison and cures nonmagical diseases that affected the creature
|
||||
at the time it died. This spell doesn’t, however, remove magical diseases,
|
||||
curses, or similar effects; if these aren’t first removed prior to casting the
|
||||
spell, they take effect when the creature returns to life. The spell can’t
|
||||
at the time it died. This spell doesn't, however, remove magical diseases,
|
||||
curses, or similar effects; if these aren't first removed prior to casting the
|
||||
spell, they take effect when the creature returns to life. The spell can't
|
||||
return an undead creature to life.
|
||||
|
||||
This spell closes all mortal wounds, but it
|
||||
doesn’t restore missing body parts. If the creature is lacking body parts or
|
||||
doesn't restore missing body parts. If the creature is lacking body parts or
|
||||
organs integral for its survival – its head, for instance – the spell
|
||||
automatically fails.
|
||||
|
||||
@@ -38,12 +38,12 @@ class RaiseDead(Spell):
|
||||
class RarysTelepathicBond(Spell):
|
||||
"""You forge a telepathic link among up to eight willing creatures of your choice
|
||||
within range, psychically linking each creature to all the others for the
|
||||
duration. Creatures with Intelligence scores of 2 or less aren’t affected by
|
||||
duration. Creatures with Intelligence scores of 2 or less aren't affected by
|
||||
this spell.
|
||||
|
||||
Until the spell ends, the targets can communicated telepathically
|
||||
through the bond whether or not they have a common language. The communication
|
||||
is possible over any distance, though it can’t extend to other planes of
|
||||
is possible over any distance, though it can't extend to other planes of
|
||||
existence.
|
||||
"""
|
||||
name = "Rarys Telepathic Bond"
|
||||
@@ -65,7 +65,7 @@ class RayOfEnfeeblement(Spell):
|
||||
target deals only half damage with weapon attacks that use Strength until the
|
||||
spell ends.
|
||||
|
||||
At the end of each of the target’s turns, it can make a
|
||||
At the end of each of the target's turns, it can make a
|
||||
Constitution saving throw against the spell. On a success, the spell ends.
|
||||
"""
|
||||
name = "Ray Of Enfeeblement"
|
||||
@@ -86,7 +86,7 @@ class RayOfFrost(Spell):
|
||||
its speed is reduced by 10 feet until the start of your next turn.
|
||||
|
||||
At Higher
|
||||
Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th
|
||||
Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
|
||||
level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Ray Of Frost"
|
||||
@@ -131,7 +131,7 @@ class Regenerate(Spell):
|
||||
hit point at the start of each of its turns (10 hit points each minute).
|
||||
|
||||
The
|
||||
target’s severed body members (fingers, legs, tails, and so on), if any, are
|
||||
target's severed body members (fingers, legs, tails, and so on), if any, are
|
||||
restored after 2 minutes. If you have the severed part and hold it to the stump,
|
||||
the spell instantaneously causes the limb to knit to the stump.
|
||||
"""
|
||||
@@ -150,11 +150,11 @@ class Regenerate(Spell):
|
||||
class Reincarnate(Spell):
|
||||
"""You touch a dead humanoid or a piece of a dead humanoid. Provided that the
|
||||
creature has been dead no longer than 10 days, the spell forms a new adult body
|
||||
for it and then calls the soul to enter that body. If the target’s soul isn’t
|
||||
for it and then calls the soul to enter that body. If the target's soul isn't
|
||||
free or willing to do so, the spell fails.
|
||||
|
||||
The magic fashions a new body for
|
||||
the creature to inhabit, which likely causes the creature’s race to change. The
|
||||
the creature to inhabit, which likely causes the creature's race to change. The
|
||||
DM rolls a d 100 and consults the following table to determine what form the
|
||||
creature takes when restored to life, or the DM chooses a form.
|
||||
|
||||
@@ -196,7 +196,7 @@ class Reincarnate(Spell):
|
||||
|
||||
class RemoveCurse(Spell):
|
||||
"""At your touch, all curses affecting one creature or object end. If the object is
|
||||
a cursed magic item, its curse remains, but the spell breaks its owner’s
|
||||
a cursed magic item, its curse remains, but the spell breaks its owner's
|
||||
attunement to the object so it can be removed or discarded.
|
||||
"""
|
||||
name = "Remove Curse"
|
||||
@@ -230,13 +230,13 @@ class Resistance(Spell):
|
||||
|
||||
class Resurrection(Spell):
|
||||
"""You touch a dead creature that has been dead for no more than a century, that
|
||||
didn’t die of old age, and that isn’t undead. If its soul is free and willing,
|
||||
didn't die of old age, and that isn't undead. If its soul is free and willing,
|
||||
the target returns to life with all its hit points.
|
||||
|
||||
This spell neutralizes any
|
||||
poisons and cures normal diseases afflicting the creature when it died. It
|
||||
doesn’t, however, remove magical diseases, curses, and the like; if such affects
|
||||
aren’t removed prior to casting the spell, they afflict the target on its
|
||||
doesn't, however, remove magical diseases, curses, and the like; if such affects
|
||||
aren't removed prior to casting the spell, they afflict the target on its
|
||||
return to life.
|
||||
|
||||
This spell closes all mortal wounds and restores any missing
|
||||
@@ -248,7 +248,7 @@ class Resurrection(Spell):
|
||||
|
||||
|
||||
Casting this spell to restore life to a creature that has been dead for one year
|
||||
or longer taxes you greatly. Until you finish a long rest, you can’t cast
|
||||
or longer taxes you greatly. Until you finish a long rest, you can't cast
|
||||
spells again, and you have disadvantage on all attack rolls, ability checks, and
|
||||
saving throws.
|
||||
"""
|
||||
@@ -267,7 +267,7 @@ class Resurrection(Spell):
|
||||
class ReverseGravity(Spell):
|
||||
"""This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered
|
||||
on a point within range.
|
||||
All creatures and objects that aren’t somehow anchored
|
||||
All creatures and objects that aren't somehow anchored
|
||||
to the ground in the area fall upward and reach the top of the area when you
|
||||
cast this spell. A creature can make a Dexterity saving throw to grab onto a
|
||||
fixed object it can reach, thus avoiding the fall.
|
||||
@@ -295,7 +295,7 @@ class ReverseGravity(Spell):
|
||||
|
||||
class Revivify(Spell):
|
||||
"""You touch a creature that has died within the last minute. That creature returns
|
||||
to life with 1 hit point. This spell can’t return to life a creature that has
|
||||
to life with 1 hit point. This spell can't return to life a creature that has
|
||||
died of old age, nor can it restore any missing body parts.
|
||||
"""
|
||||
name = "Revivify"
|
||||
@@ -321,7 +321,7 @@ class RopeTrick(Spell):
|
||||
Medium or smaller creatures. The rope can be pulled into the space, making the
|
||||
rope disappear from view outside the space.
|
||||
|
||||
Attacks and spells can’t cross
|
||||
Attacks and spells can't cross
|
||||
through the entrance into or out of the extradimensional space, but those inside
|
||||
can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@ class SacredFlame(Spell):
|
||||
target gains no benefit from cover for this saving throw.
|
||||
|
||||
At Higher Levels: The
|
||||
spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Sacred Flame"
|
||||
@@ -27,7 +27,7 @@ class Sanctuary(Spell):
|
||||
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
|
||||
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
|
||||
@@ -90,7 +90,7 @@ class Scrying(Spell):
|
||||
"""You can see and hear a particular creature you choose that is on the same plane
|
||||
of existence as you. The target must make a W isdom saving throw, which is
|
||||
modified by how well you know the target and the sort of physical connection you
|
||||
have to it. If a target knows you’re casting this spell, it can fail the saving
|
||||
have to it. If a target knows you're casting this spell, it can fail the saving
|
||||
throw voluntarily if it wants to be observed.
|
||||
|
||||
Knowledge Save
|
||||
@@ -108,7 +108,7 @@ class Scrying(Spell):
|
||||
Body part, lock of hair, bit of nail, or the like -10
|
||||
|
||||
On
|
||||
a successful save, the target isn’t affected, and you can’t use this spell
|
||||
a successful save, the target isn't affected, and you can't use this spell
|
||||
against it again for 24 hours.
|
||||
|
||||
On a failed save, the spell creates an invisible
|
||||
@@ -119,7 +119,7 @@ class Scrying(Spell):
|
||||
|
||||
Instead of targeting a
|
||||
creature, you can choose a location you have seen before as the target of this
|
||||
spell. When you do, the sensor appears at that location and doesn’t move.
|
||||
spell. When you do, the sensor appears at that location and doesn't move.
|
||||
"""
|
||||
name = "Scrying"
|
||||
level = 5
|
||||
@@ -134,7 +134,7 @@ class Scrying(Spell):
|
||||
|
||||
|
||||
class SearingSmite(Spell):
|
||||
"""The next time you hit a creature with a melee weapon attack during the spell’s
|
||||
"""The next time you hit a creature with a melee weapon attack during the spell's
|
||||
duration, your weapon flares with white-hot intensitity, and the attack deals an
|
||||
extra 1d6 fire damage to the target and causes the target to ignite in flames.
|
||||
|
||||
@@ -188,15 +188,15 @@ class Seeming(Spell):
|
||||
The spell disguises physicial
|
||||
appearances as well as clothing, armor, weapons, and equipment. You can make
|
||||
each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween.
|
||||
You can’t change a target’s body type, so you must choose a form that has the
|
||||
You can't change a target's body type, so you must choose a form that has the
|
||||
same basic arrangement of limbs. Otherwise, the extent of the illusion is up to
|
||||
you. The spell lasts for the duration, unless you use your action to dismiss it
|
||||
sooner.
|
||||
|
||||
The changes wrought by this spell fail to hold up to physical
|
||||
inspections. For example, if you use this spell to add a hat to a creature’s
|
||||
inspections. For example, if you use this spell to add a hat to a creature's
|
||||
outfitm objects pass through the hat, and anyone who touches it would feel
|
||||
nothing or would feel the creature’s head and hair. If you use this spell to
|
||||
nothing or would feel the creature's head and hair. If you use this spell to
|
||||
appear thinner then you are, the hand of someone who reaches out to touch you
|
||||
would bump into you while it was seemingly still in midair.
|
||||
|
||||
@@ -226,7 +226,7 @@ class Sending(Spell):
|
||||
|
||||
You can send the message across any distance and even
|
||||
to other planes of existence, but if the target is on a different plane than
|
||||
you, there is a 5 percent chance that the message doesn’t arrive.
|
||||
you, there is a 5 percent chance that the message doesn't arrive.
|
||||
"""
|
||||
name = "Sending"
|
||||
level = 3
|
||||
@@ -244,12 +244,12 @@ class Sequester(Spell):
|
||||
"""By means of this spell, a willing creature of an object can be hidden away, safe
|
||||
from detection for the duration.
|
||||
When you cast the spell and touch the target,
|
||||
it becomes invisible and can’t be targeted by divination spells or perceived
|
||||
it becomes invisible and can't be targeted by divination spells or perceived
|
||||
through scrying sensors created by the divination of spells.
|
||||
|
||||
If the target is a
|
||||
crreature, it falls into a state of suspended animation. Time ceases to flow
|
||||
for it, and it doesn’t grow older.
|
||||
for it, and it doesn't grow older.
|
||||
|
||||
You can set a condition for the spell to end
|
||||
early. The condition can be anything you choose, but it must occur or be
|
||||
@@ -323,19 +323,19 @@ class ShapeWater(Spell):
|
||||
5-foot cube.
|
||||
You manipulate it in one of the following ways:
|
||||
|
||||
• You
|
||||
- You
|
||||
instantaneously move or otherwise change the flow of the water as you direct, up
|
||||
to 5 feet in any direction. This movement doesn’t have enough force to cause
|
||||
to 5 feet in any direction. This movement doesn't have enough force to cause
|
||||
damage.
|
||||
|
||||
• You cause the water to form into simple shapes and animate at your
|
||||
- You cause the water to form into simple shapes and animate at your
|
||||
direction. This change lasts for 1 hour.
|
||||
|
||||
• You change the water’s color or
|
||||
- You change the water's color or
|
||||
opacity. The water must be changed in the same way throughout. This change lasts
|
||||
for 1 hour.
|
||||
|
||||
• You freeze the water, provided that there are no crea- tures in
|
||||
- You freeze the water, provided that there are no crea- tures in
|
||||
it. The water unfreezes in 1 hour.
|
||||
If you cast this spell multiple times, you
|
||||
can have no more than two of its non-instantaneous effects active at a time, and
|
||||
@@ -357,7 +357,7 @@ class Shapechange(Spell):
|
||||
"""You assume the form of a different creature for the duration.
|
||||
The new form can
|
||||
be any creature with a challenge rating equal to your level or lower. The
|
||||
creature can’t be a construct or an undead, and you must have seen the sort of
|
||||
creature can't be a construct or an undead, and you must have seen the sort of
|
||||
creature at least once. You transform into an average example of that creature,
|
||||
one without any class levels or the Spellcasting trait.
|
||||
|
||||
@@ -366,19 +366,19 @@ class Shapechange(Spell):
|
||||
alignment and Intelligence, Wisdom, and Charisma scores You also retain all of
|
||||
your skill and saving throw proficiencies, in addition to gaining those of the
|
||||
creature, If the creature has the same proficiency as you, and the bonus listed
|
||||
in its statistics is higher than yours, use the creature’s bonus in place of
|
||||
yours. You can’t use any legendary actions or lair actions of the new form.
|
||||
in its statistics is higher than yours, use the creature's bonus in place of
|
||||
yours. You can't use any legendary actions or lair actions of the new form.
|
||||
|
||||
You
|
||||
assume the hit points and Hit Dice of the new form. When you revert to your
|
||||
normal, you return to the number of hit points you had before you transformed.
|
||||
If you revert as a result of dropping to 0 hit points, any excess damage carries
|
||||
over to your normal form. As long as the excess damage doesn’t reduce your
|
||||
normal form to 0 hitpoints, you aren’t knocked unconscious.
|
||||
over to your normal form. As long as the excess damage doesn't reduce your
|
||||
normal form to 0 hitpoints, you aren't knocked unconscious.
|
||||
|
||||
You retain the
|
||||
benefit of any features from your class, race, or other source and can use them,
|
||||
provided that your new form is physically capable of doing so. You can’t use
|
||||
provided that your new form is physically capable of doing so. You can't use
|
||||
any special senses you have (for example, darkvision) unless your new form also
|
||||
has that sense. You can only speak if the creature can normally speak.
|
||||
|
||||
@@ -386,12 +386,12 @@ class Shapechange(Spell):
|
||||
transform, you choose whether your equipment falls to the ground, merges into
|
||||
the new form, or is worn by it. Worn equipment functions as normal. The DM
|
||||
determines whether it is practical for the new form to wear a piece of
|
||||
equipment, based on the creature’s shape and size. Your equipment doesn’t change
|
||||
shape or size to match the new form, and any equipment that the new form can’t
|
||||
equipment, based on the creature's shape and size. Your equipment doesn't change
|
||||
shape or size to match the new form, and any equipment that the new form can't
|
||||
wear must either fall to the ground or merge into your new form. Equipment that
|
||||
merges has no effect in that state.
|
||||
|
||||
During this spell’s duration, you can use
|
||||
During this spell's duration, you can use
|
||||
your action to assume a different form following the same restrictions and rules
|
||||
for the original form, with one exception: if your new form has more hit pints
|
||||
than your current one, your hit points remain at their current value.
|
||||
@@ -416,8 +416,8 @@ class Shatter(Spell):
|
||||
of inorganic material such as stone, crystal, or metal has disadvantage on this
|
||||
saving throw.
|
||||
|
||||
A nonmagical object that isn’t being worn or carried also takes
|
||||
the damage if it’s in the spell’s area.
|
||||
A nonmagical object that isn't being worn or carried also takes
|
||||
the damage if it's in the spell's area.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for
|
||||
@@ -472,12 +472,12 @@ class ShieldOfFaith(Spell):
|
||||
|
||||
|
||||
class Shillelagh(Spell):
|
||||
"""The wood of a club or quarterstaff you are holding is imbued with nature’s
|
||||
"""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
|
||||
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
|
||||
"""
|
||||
name = "Shillelagh"
|
||||
@@ -497,10 +497,10 @@ class ShockingGrasp(Spell):
|
||||
touch.
|
||||
Make a melee spell attack against the target. You have advantage on the
|
||||
attack roll if the target is wearing armor made of metal. On a hit, the target
|
||||
takes 1d8 lightning damage, and it can’t take reactions until the start of its
|
||||
takes 1d8 lightning damage, and it can't take reactions until the start of its
|
||||
next turn.
|
||||
|
||||
At Higher Levels: The spell’s damage increases by 1d8 when you reach
|
||||
At Higher Levels: The spell's damage increases by 1d8 when you reach
|
||||
5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Shocking Grasp"
|
||||
@@ -519,7 +519,7 @@ class SickeningRadiance(Spell):
|
||||
"""Dim, greenish light spreads within a 30-foot-radius sphere centered on a point
|
||||
you choose within range. The light spreads around corners, and it lasts until
|
||||
the spell ends.
|
||||
When a creature moves into the spell’s area for the first time
|
||||
When a creature moves into the spell's area for the first time
|
||||
on a turn or starts its turn there, that creature must succeed on a Constitution
|
||||
saving throw or take 4d10 radiant damage, and it suffers one level of
|
||||
exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes
|
||||
@@ -560,7 +560,7 @@ class Silence(Spell):
|
||||
class SilentImage(Spell):
|
||||
"""You create the image of an object, a creature, or some other visible phenomenon
|
||||
that is no larger than a 15-foot cube. The image appears at a spot within range
|
||||
and lasts for the duration. The image is purely visual; it isn’t accompanied by
|
||||
and lasts for the duration. The image is purely visual; it isn't accompanied by
|
||||
sound, smell, or other sensory effects.
|
||||
|
||||
You can use your action to cause the
|
||||
@@ -594,7 +594,7 @@ class Simulacrum(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.
|
||||
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.
|
||||
|
||||
|
||||
@@ -617,7 +617,7 @@ class Simulacrum(Spell):
|
||||
casting_time = "12 hours"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """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 1,500 gp, sprinkled over the duplicate and consumed by the spell"""
|
||||
materials = """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 1,500 gp, sprinkled over the duplicate and consumed by the spell"""
|
||||
duration = "Until dispelled"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
@@ -625,12 +625,12 @@ class Simulacrum(Spell):
|
||||
|
||||
|
||||
class SkillEmpowerment(Spell):
|
||||
"""Your magic deepens a creature’s understanding of its own talent. You touch one
|
||||
"""Your magic deepens a creature's understanding of its own talent. You touch one
|
||||
willing creature and give it expertise in one skill of your choice; until the
|
||||
spell ends, the creature doubles its proficiency bonus for ability checks it
|
||||
makes that use the chosen skill.
|
||||
You must choose a skill in which the target is
|
||||
proficient and that isn’t already benefiting from an effect, such as Expertise,
|
||||
proficient and that isn't already benefiting from an effect, such as Expertise,
|
||||
that doubles its proficiency bonus.
|
||||
"""
|
||||
name = "Skill Empowerment"
|
||||
@@ -647,7 +647,7 @@ class SkillEmpowerment(Spell):
|
||||
|
||||
class Skywrite(Spell):
|
||||
"""You cause up to ten words to form in a part of the sky you can see. The words
|
||||
appear to be made of cloud and remain in place for the spell’s duration. The
|
||||
appear to be made of cloud and remain in place for the spell's duration. The
|
||||
words dissipate when the spell ends. A strong wind can disperse the clouds and
|
||||
end the spell early.
|
||||
"""
|
||||
@@ -672,12 +672,12 @@ class Sleep(Spell):
|
||||
Starting with the creature that
|
||||
has the lowest current hit points, each creature affected by this spell falls
|
||||
unconscious until the spell ends, the sleeper takes damage, or someone uses an
|
||||
action to shake or slap the sleeper awake. Subtract each creature’s hit points
|
||||
action to shake or slap the sleeper awake. Subtract each creature's hit points
|
||||
from the total before moving on to the creature with the next lowest hit points.
|
||||
A creature’s hit points must be equal to or less than the remaining total for
|
||||
A creature's hit points must be equal to or less than the remaining total for
|
||||
that creature to be affected.
|
||||
Undead and creatures immune to being charmed
|
||||
aren’t affected by this spell.
|
||||
aren't affected by this spell.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level
|
||||
@@ -702,11 +702,11 @@ class SleetStorm(Spell):
|
||||
|
||||
The ground in the
|
||||
area is covered with slick ice, making it difficult terrain. When a creature
|
||||
enters the spell’s area for the first time on a turn or starts its turn there,
|
||||
enters the spell's area for the first time on a turn or starts its turn there,
|
||||
it must make a Dexterity saving throw. On a failed save, it falls prone.
|
||||
|
||||
If a
|
||||
creature is concentrating in the spell’s area, the creature must make a
|
||||
creature is concentrating in the spell's area, the creature must make a
|
||||
successful Constitution saving throw against your spell save DC or lose
|
||||
concentration.
|
||||
"""
|
||||
@@ -727,16 +727,16 @@ class Slow(Spell):
|
||||
within range. Each target must succeed on a Wisdom saving throw or be affected
|
||||
by this spell for the duration.
|
||||
|
||||
An affected target’s speed is halved, it takes
|
||||
a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On
|
||||
An affected target's speed is halved, it takes
|
||||
a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On
|
||||
its turn, it can use either an action or a bonus action, not both. Regardless of
|
||||
the creature’s abilities or magic items, it can’t make more than one melee or
|
||||
the creature's abilities or magic items, it can't make more than one melee or
|
||||
ranged attack during its turn.
|
||||
|
||||
If the creature attempts to cast a spell with a
|
||||
casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take
|
||||
effect until the creature’s next turn, and the creature must use its action on
|
||||
that turn to complete the spell. If it can’t, the spell is wasted.
|
||||
casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take
|
||||
effect until the creature's next turn, and the creature must use its action on
|
||||
that turn to complete the spell. If it can't, the spell is wasted.
|
||||
|
||||
A creature
|
||||
affected by this spell makes another Wisdom saving throw at the end of its turn.
|
||||
@@ -762,7 +762,7 @@ class Snare(Spell):
|
||||
successful Intelligence (Investigation) check against your spell save DC to be
|
||||
discerned.
|
||||
The trap triggers when a Small, Medium, or Large creature moves onto
|
||||
the ground or the floor in the spell’s radius. That creature must succeed on a
|
||||
the ground or the floor in the spell's radius. That creature must succeed on a
|
||||
Dexterity saving throw or be magically hoisted into the air, leaving it hanging
|
||||
upside down 3 feet above the ground or the floor. The creature is restrained
|
||||
there until the spell ends.
|
||||
@@ -818,7 +818,7 @@ class SoulCage(Spell):
|
||||
spell. While you have a soul inside the cage, you can exploit it in any of the
|
||||
ways described below. You can use a trapped soul up to six times. Once you
|
||||
exploit a soul for the sixth time, it is released, and the spell ends. While a
|
||||
soul is trapped, the dead humanoid it came from can’t be revived.
|
||||
soul is trapped, the dead humanoid it came from can't be revived.
|
||||
Steal Life.
|
||||
You can use a bonus action to drain vigor from the soul and regain 2d8 hit
|
||||
points.
|
||||
@@ -828,12 +828,12 @@ class SoulCage(Spell):
|
||||
truthfully and to the best of its ability. The answer is no more than a sentence
|
||||
or two and might be cryptic.
|
||||
Borrow Experience. You can use a bonus action to
|
||||
bolster yourself with the soul’s life experience, making your next attack roll,
|
||||
ability check, or saving throw with advantage. If you don’t use this benefit
|
||||
bolster yourself with the soul's life experience, making your next attack roll,
|
||||
ability check, or saving throw with advantage. If you don't use this benefit
|
||||
before the start of your next turn, it is lost.
|
||||
Eyes of the Dead. You can use an
|
||||
action to name a place the humanoid saw in life, which creates an invisible
|
||||
sensor somewhere in that place if it is on the plane of existence you’re
|
||||
sensor somewhere in that place if it is on the plane of existence you're
|
||||
currently on. The sensor remains for as long as you concentrate, up to 10
|
||||
minutes (as if you were concentrating on a spell). You receive visual and
|
||||
auditory information from the sensor as if you were in its space using your
|
||||
@@ -877,7 +877,7 @@ class SpeakWithAnimals(Spell):
|
||||
intelligence, but at minimum, beasts can give you information about nearby
|
||||
locations and monsters, including whatever they can perceive or have perceived
|
||||
within the past day. You might be able to persuade a beast to perform a small
|
||||
favor for you, at the DM’s discretion.
|
||||
favor for you, at the DM's discretion.
|
||||
"""
|
||||
name = "Speak With Animals"
|
||||
level = 1
|
||||
@@ -894,17 +894,17 @@ class SpeakWithAnimals(Spell):
|
||||
class SpeakWithDead(Spell):
|
||||
"""You grant the semblance of life and intelligence to a corpse of your choice
|
||||
within range, allowing it to answer the questions you pose. The corpse must
|
||||
still have a mouth and can’t be undead. The spell fails if the corpse was the
|
||||
still have a mouth and can't be undead. The spell fails if the corpse was the
|
||||
target of this spell within the last 10 days.
|
||||
|
||||
Until the spell ends, you can ask
|
||||
the corpse up to five questions. The corpse knows only what it knew in life,
|
||||
including the languages it knew. Answers are usually brief, cryptic, or
|
||||
repetitive, and the corpse is under no compulsion to offer a truthful answer if
|
||||
you are hostile to it or it recognizes you as an enemy. This spell doesn’t
|
||||
return the creature’s soul to its body, only its animating spirit. Thus, the
|
||||
corpse can’t learn new information, doesn’t comprehend anything that has
|
||||
happened since it died, and can’t speculate about future events.
|
||||
you are hostile to it or it recognizes you as an enemy. This spell doesn't
|
||||
return the creature's soul to its body, only its animating spirit. Thus, the
|
||||
corpse can't learn new information, doesn't comprehend anything that has
|
||||
happened since it died, and can't speculate about future events.
|
||||
"""
|
||||
name = "Speak With Dead"
|
||||
level = 3
|
||||
@@ -921,7 +921,7 @@ class SpeakWithDead(Spell):
|
||||
class SpeakWithPlants(Spell):
|
||||
"""You imbue plants within 30 feet of you with limited sentience and animation,
|
||||
giving them the ability to communicate with you and follow your simple commands.
|
||||
You can question plants about events in the spell’s area within the past day,
|
||||
You can question plants about events in the spell's area within the past day,
|
||||
gaining information about creatures that have passed, weather, and other
|
||||
circumstances.
|
||||
|
||||
@@ -932,7 +932,7 @@ class SpeakWithPlants(Spell):
|
||||
pursuers, for example.
|
||||
|
||||
Plants might be able to perform other tasks on your
|
||||
behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot
|
||||
behalf, at the DM's discretion. The spell doesn't enable plants to uproot
|
||||
themselves and move about, but they can freely move branches, tendrils, and
|
||||
stalks.
|
||||
|
||||
@@ -980,7 +980,7 @@ class SpikeGrowth(Spell):
|
||||
damage for every 5 feet it travels.
|
||||
|
||||
The transformation of the ground is
|
||||
camouflaged to look natural. Any creature that can’t see the area at the time
|
||||
camouflaged to look natural. Any creature that can't see the area at the time
|
||||
the spell is case must make a Wisdom (Perception) check against your spell save
|
||||
DC to recognize the terrain as hazardous before entering it.
|
||||
"""
|
||||
@@ -1004,7 +1004,7 @@ class SpiritGuardians(Spell):
|
||||
|
||||
When you
|
||||
cast this spell, you can designate any number of creatures you can see to be
|
||||
unaffected by it. An affected creature’s speed is halved in the area, and when
|
||||
unaffected by it. An affected creature's speed is halved in the area, and when
|
||||
the creature enters the area for the first time on a turn or starts its turn
|
||||
there, it must make a Wisdom saving throw. On a failed save, the creature takes
|
||||
3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
|
||||
@@ -1040,7 +1040,7 @@ class SpiritualWeapon(Spell):
|
||||
The weapon can take
|
||||
whatever form you choose. Clerics of deities who are associated with a
|
||||
particular weapon (as St. Cuthbert is known for his mace and Thor for his
|
||||
hammer) make this spell’s effect resemble that weapon.
|
||||
hammer) make this spell's effect resemble that weapon.
|
||||
|
||||
At Higher Levels: When
|
||||
you cast this spell using a spell slot of 3rd level or higher, the damage
|
||||
@@ -1059,11 +1059,11 @@ class SpiritualWeapon(Spell):
|
||||
|
||||
|
||||
class StaggeringSmite(Spell):
|
||||
"""The next time you hit a creature with a melee weapon attack during this spell’s
|
||||
"""The next time you hit a creature with a melee weapon attack during this spell's
|
||||
duration, your weapon pierces both body and mind, and the attack deals an extra
|
||||
4d6 psychic damage to the target. The target must make a Wisdom saving throw. On
|
||||
a failed save, it has disadvantage on attack rolls and ability checks, and
|
||||
can’t take reactions, until the end of its next turn.
|
||||
can't take reactions, until the end of its next turn.
|
||||
"""
|
||||
name = "Staggering Smite"
|
||||
level = 4
|
||||
@@ -1105,7 +1105,7 @@ class StinkingCloud(Spell):
|
||||
Each creature that is
|
||||
completely within the cloud at the start of its turn must make a Constitution
|
||||
saving throw against poison. On a failed save, the creature spends its action
|
||||
that turn retching and reeling. Creatures that don’t need to breathe or are
|
||||
that turn retching and reeling. Creatures that don't need to breathe or are
|
||||
immune to poison automatically succeed on this saving throw.
|
||||
|
||||
A moderate wind
|
||||
@@ -1131,7 +1131,7 @@ class StoneShape(Spell):
|
||||
coffer, or make a small passage through a wall, as long as the wall is less than
|
||||
5 feet thick. You could also shape a stone door or its frame to seal the door
|
||||
shut. The object you create can have up to two hinges and a latch, but finer
|
||||
mechanical detail isn’t possible.
|
||||
mechanical detail isn't possible.
|
||||
"""
|
||||
name = "Stone Shape"
|
||||
level = 4
|
||||
@@ -1179,7 +1179,7 @@ class StormOfVengeance(Spell):
|
||||
|
||||
Round 3You call six bolts of
|
||||
lightning from the cloud to strike six creatures or objects of your choice
|
||||
beneath the cloud. A given creature or object can’t be struck by more than one
|
||||
beneath the cloud. A given creature or object can't be struck by more than one
|
||||
bolt. A struck creature must make a Dexterity saving throw. The creature takes
|
||||
10d6 lightning damage on a failed save, or half as much damage on a successful
|
||||
one.
|
||||
@@ -1211,9 +1211,9 @@ class StormOfVengeance(Spell):
|
||||
|
||||
class StormSphere(Spell):
|
||||
"""A 20-foot-radius sphere of whirling air springs into existence centered on a
|
||||
point you choose within range. The sphere remains for the spell’s duration. Each
|
||||
point you choose within range. The sphere remains for the spell's duration. Each
|
||||
creature in the sphere when it appears or that ends its turn there must succeed
|
||||
on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space
|
||||
on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space
|
||||
is difficult terrain.
|
||||
Until the spell ends, you can use a bonus action on each
|
||||
of your turns to cause a bolt of lightning to leap from the center of the sphere
|
||||
@@ -1242,7 +1242,7 @@ class StormSphere(Spell):
|
||||
class Suggestion(Spell):
|
||||
"""You suggest a course of activity (limited to a sentence or two) and magically
|
||||
influence a creature you can see within range that can hear and understand you.
|
||||
Creatures that can’t be charmed are immune to this effect. The suggestion must
|
||||
Creatures that can't be charmed are immune to this effect. The suggestion must
|
||||
be worded in such a manner as to make the course of action sound reasonable.
|
||||
Asking the creature to stab itself, throw itself onto a spear, immolate itself,
|
||||
or do some other obviously harmful act ends the spell.
|
||||
@@ -1256,8 +1256,8 @@ class Suggestion(Spell):
|
||||
|
||||
You can also specify conditions that will trigger a special activity during
|
||||
the duration. For example, you might suggest that a knight give her warhorse to
|
||||
the first beggar she meets. If the condition isn’t met before the spell
|
||||
expires, the activity isn’t preformed.
|
||||
the first beggar she meets. If the condition isn't met before the spell
|
||||
expires, the activity isn't preformed.
|
||||
|
||||
If you or any of your companions damage
|
||||
the target, the spell ends.
|
||||
@@ -1267,7 +1267,7 @@ class Suggestion(Spell):
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """A snake’s tongue and either a bit of honeycomb or a drop of sweet oil"""
|
||||
materials = """A snake's tongue and either a bit of honeycomb or a drop of sweet oil"""
|
||||
duration = "Concentration, up to 8 hours"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
@@ -1276,7 +1276,7 @@ class Suggestion(Spell):
|
||||
|
||||
class SummonGreaterDemon(Spell):
|
||||
"""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
|
||||
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.
|
||||
@@ -1285,18 +1285,18 @@ class SummonGreaterDemon(Spell):
|
||||
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
|
||||
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
|
||||
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
|
||||
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.
|
||||
|
||||
@@ -1336,8 +1336,8 @@ class SummonLesserDemons(Spell):
|
||||
their ability.
|
||||
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 demons can’t cross the
|
||||
circle or harm it, and they can’t target anyone within it. Using the material
|
||||
encompass your space. While the spell lasts, the summoned demons can't cross the
|
||||
circle or harm it, and they can't target anyone within it. Using the material
|
||||
component in this manner consumes it when the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
@@ -1362,7 +1362,7 @@ class Sunbeam(Spell):
|
||||
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
|
||||
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
|
||||
@@ -1390,7 +1390,7 @@ class Sunburst(Spell):
|
||||
within range.
|
||||
Each creature in that light must make a Constitution saving throw.
|
||||
On a failed save, a creature takes 12d6 radiant damage and is blinded for 1
|
||||
minute. On a successful save, it takes half as much damage and isn’t blinded by
|
||||
minute. 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.
|
||||
|
||||
A creature
|
||||
@@ -1552,7 +1552,7 @@ class SynapticStatic(Spell):
|
||||
"""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
|
||||
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
|
||||
|
||||
@@ -6,11 +6,11 @@ class TashasHideousLaughter(Spell):
|
||||
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.
|
||||
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 ifit’s triggered by damage.
|
||||
throw. The target has advantage on the saving throw ifit's triggered by damage.
|
||||
On a success, the spell ends.
|
||||
"""
|
||||
name = "Tashas Hideous Laughter"
|
||||
@@ -37,7 +37,7 @@ class Telekinesis(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
|
||||
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.
|
||||
@@ -47,12 +47,12 @@ class Telekinesis(Spell):
|
||||
|
||||
Object
|
||||
You can try
|
||||
to move an object that weighs up to 1,000 pounds. If the object isn’t being worn
|
||||
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'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
|
||||
@@ -102,7 +102,7 @@ class Teleport(Spell):
|
||||
"""This spell instantly transports you and up to eight willing creatures of your
|
||||
choice that you can see within range, or a single object that you can see within
|
||||
range, to a destination you select. If you target an object, it must be able to
|
||||
fit entirely inside a 10-foot cube, and it can’t be held or carried by an
|
||||
fit entirely inside a 10-foot cube, and it can't be held or carried by an
|
||||
unwilling creature.
|
||||
|
||||
The destination you choose must be known to you, and it
|
||||
@@ -110,21 +110,18 @@ class Teleport(Spell):
|
||||
destination determines whether you arrive there successfully. The DM rolls d100
|
||||
and consults the table.
|
||||
|
||||
Familiarity
|
||||
Mishap Similar Area Off Target On Target
|
||||
Permanent circle — —
|
||||
— 01-100
|
||||
Associated object — — — 01-100
|
||||
Very
|
||||
familiar 01-05 06-13 14-24 25-100
|
||||
Seen casually 01-33
|
||||
34-43 44-53 54-100
|
||||
Viewed once 01-43 44-53 54-73 74-100
|
||||
|
||||
Description 01-43 44-53 54-73 74-100
|
||||
False destination 01-50
|
||||
51-100 — —
|
||||
|
||||
================= ====== ============ ========== =========
|
||||
Familiarity Mishap Similar Area Off Target On Target
|
||||
================= ====== ============ ========== =========
|
||||
Permanent circle • • • 01-100
|
||||
Associated object • • • 01-100
|
||||
Very familiar 01–05 06–13 14–24 25–100
|
||||
Seen casually 01–33 34–43 44–53 54–100
|
||||
Viewed once 01–43 44–53 54–73 74–100
|
||||
Description 01–43 44–53 54–73 74–100
|
||||
False destination 01–50 51–100 • --
|
||||
================= ====== ============ ========== =========
|
||||
|
||||
Familiarity.
|
||||
"Permanent circle" means a permanent
|
||||
teleportation circle whose sigil sequence you know. "Associated object" means
|
||||
@@ -227,11 +224,11 @@ class TempleOfTheGods(Spell):
|
||||
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
|
||||
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
|
||||
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.
|
||||
@@ -239,21 +236,21 @@ class TempleOfTheGods(Spell):
|
||||
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
|
||||
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.
|
||||
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
|
||||
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.
|
||||
@@ -281,12 +278,12 @@ class TensersFloatingDisk(Spell):
|
||||
The disk is immobile while you
|
||||
are within 20 feet of it. If you move more than 20 feet away from it, the disk
|
||||
follows you so that it remains within 20 feet of you. It can more across uneven
|
||||
terrain, up or down stairs, slopes and the like, but it can’t cross an elevation
|
||||
change of 10 feet or more. For example, the disk can’t move across a 10-foot-
|
||||
terrain, up or down stairs, slopes and the like, but it can't cross an elevation
|
||||
change of 10 feet or more. For example, the disk can't move across a 10-foot-
|
||||
deep pit, nor could it leave such a pit if it was created at the bottom.
|
||||
|
||||
If you
|
||||
move more than 100 feet from the disk (typically because it can’t move around
|
||||
move more than 100 feet from the disk (typically because it can't move around
|
||||
an obstacle to follow you), the spell ends.
|
||||
"""
|
||||
name = "Tensers Floating Disk"
|
||||
@@ -303,7 +300,7 @@ class TensersFloatingDisk(Spell):
|
||||
|
||||
class TensersTransformation(Spell):
|
||||
"""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:
|
||||
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.
|
||||
@@ -377,7 +374,7 @@ class ThornWhip(Spell):
|
||||
creature is Large or smaller, you pull the creature up to 10 feet closer to you.
|
||||
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th
|
||||
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th
|
||||
level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Thorn Whip"
|
||||
@@ -399,7 +396,7 @@ class ThunderStep(Spell):
|
||||
taking 3d10 thunder damage on a failed save, or half as much damage on a
|
||||
successful one. The thunder can be heard from up to 300 feet away.
|
||||
You can bring
|
||||
along objects as long as their weight doesn’t exceed what you can carry. You
|
||||
along objects as long as their weight doesn't exceed what you can carry. You
|
||||
can also teleport one willing creature of your size or smaller who is carrying
|
||||
gear up to its carrying capacity. The creature must be within 5 feet of you when
|
||||
you cast this spell, and there must be an unoccupied space within 5 feet of
|
||||
@@ -426,7 +423,7 @@ class Thunderclap(Spell):
|
||||
Each
|
||||
creature other than you within 5 feet of you must make a Constitution saving
|
||||
throw. On a failed save, the creature takes 1d6 thunder damage.
|
||||
The spell’s
|
||||
The spell's
|
||||
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
|
||||
17th level (4d6).
|
||||
"""
|
||||
@@ -443,7 +440,7 @@ class Thunderclap(Spell):
|
||||
|
||||
|
||||
class ThunderousSmite(Spell):
|
||||
"""The first time you hit with a melee weapon attack during this spell’s duration,
|
||||
"""The first time you hit with a melee weapon attack during this spell's duration,
|
||||
your weapon rings with thunder that is audible within 300 feet of you, and the
|
||||
attack deals an extra 2d6 thunder damage to the target. Additionally, if the
|
||||
target is a creature, it must succeed on a Strength saving throw or be pushed 10
|
||||
@@ -466,11 +463,11 @@ class Thunderwave(Spell):
|
||||
Each creature in a 15-foot cube
|
||||
originating from you must make a Constitution saving throw. On a failed save, a
|
||||
creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a
|
||||
successful save, the creature takes half as much damage and isn’t pushed.
|
||||
successful save, the creature takes half as much damage and isn't pushed.
|
||||
|
||||
In
|
||||
addition, unsecured objects that are completely within the area of effect are
|
||||
automatically pushed 10 feet away from you by the spell’s effect, and the spell
|
||||
automatically pushed 10 feet away from you by the spell's effect, and the spell
|
||||
emits a thunderous boom audible out to 300 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
@@ -494,7 +491,7 @@ class TidalWave(Spell):
|
||||
area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each
|
||||
creature in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 4d8 bludgeoning damage and is knocked prone. On a successful
|
||||
save, a creature takes half as much damage and isn’t knocked prone. The water
|
||||
save, a creature takes half as much damage and isn't knocked prone. The water
|
||||
then spreads out across the ground in all directions, extinguishing unprotected
|
||||
flames in its area and within 30 feet of it, and then it vanishes.
|
||||
"""
|
||||
@@ -534,8 +531,8 @@ class TimeStop(Spell):
|
||||
|
||||
|
||||
class TinyServant(Spell):
|
||||
"""You touch one Tiny, nonmagical object that isn’t attached to another object or a
|
||||
surface and isn’t being carried by another creature. The target animates and
|
||||
"""You touch one Tiny, nonmagical object that isn't attached to another object or a
|
||||
surface and isn't being carried by another creature. The target animates and
|
||||
sprouts little arms and legs, becoming a creature under your control until the
|
||||
spell ends or the creature drops to 0 hit points. See the stat block for its
|
||||
statistics.
|
||||
@@ -572,7 +569,7 @@ class TollTheDead(Spell):
|
||||
bell fills the air around it for a moment. The target must succeed on a Wisdom
|
||||
saving throw or take 1d8 necrotic damage. If the target is missing any of its
|
||||
hit points, it instead takes 1d12 necrotic damage.
|
||||
The spell’s damage increases
|
||||
The spell's damage increases
|
||||
by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
|
||||
17th level (4d8 or 4d12).
|
||||
"""
|
||||
@@ -610,9 +607,9 @@ class TransmuteRock(Spell):
|
||||
cube and is within range, and choose one of the following effects.
|
||||
Transmute
|
||||
Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of
|
||||
thick, flowing mud that remains for the spell’s duration.
|
||||
thick, flowing mud that remains for the spell's duration.
|
||||
The ground in the
|
||||
spell’s area becomes muddy enough that creatures can sink into it. Each foot
|
||||
spell's area becomes muddy enough that creatures can sink into it. Each foot
|
||||
that a creature moves through the mud costs 4 feet of movement, and any creature
|
||||
on the ground when you cast the spell must make a Strength saving throw. A
|
||||
creature must also make the saving throw when it moves into the area for the
|
||||
@@ -625,7 +622,7 @@ class TransmuteRock(Spell):
|
||||
failed save, or half as much damage on a successful one.
|
||||
Transmute Mud to Rock.
|
||||
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms
|
||||
into soft stone for the spell’s duration. Any creature in the mud when it
|
||||
into soft stone for the spell's duration. Any creature in the mud when it
|
||||
transforms must make a Dexterity saving throw. On a successful save, a creature
|
||||
is shunted safely to the surface in an unoccupied space. On a failed save, a
|
||||
creature becomes restrained by the rock. A restrained creature, or another
|
||||
@@ -671,7 +668,7 @@ class TreeStride(Spell):
|
||||
the same size as you. You must use 5 feet of movement to enter a tree. You
|
||||
instantly know the location of all other trees of the same kind within 500 feet
|
||||
and, as part of the move used to enter the tree, can either pass into one of
|
||||
those trees or step out of the tree you’re in. You appear in a spot of your
|
||||
those trees or step out of the tree you're in. You appear in a spot of your
|
||||
choice within 5 feet of the destination tree, using another 5 feet of movement.
|
||||
If you have no movement left, you appear within 5 feet of the tree you entered.
|
||||
|
||||
@@ -699,37 +696,37 @@ class TruePolymorph(Spell):
|
||||
target drops to 0 hit points or dies. If you concentrate on this spell for the
|
||||
full duration, the transformation becomes permanent.
|
||||
|
||||
Shapechangers aren’t
|
||||
Shapechangers aren't
|
||||
affected by this spell. An unwilling creature can make a Wisdom saving throw,
|
||||
and if it succeeds, it isn’t affected by this spell.
|
||||
and if it succeeds, it isn't affected by this spell.
|
||||
|
||||
Creature into Creature
|
||||
If
|
||||
you turn a creature into another kind of creature, the new form can be any kind
|
||||
you choose whose challenge rating is equal to or less than the target’s (or its
|
||||
level, if the target doesn’t have a challenge rating). The target’s game
|
||||
you choose whose challenge rating is equal to or less than the target's (or its
|
||||
level, if the target doesn't have a challenge rating). The target's game
|
||||
statistics, including mental ability scores, are replaced by the statistics of
|
||||
the new form. It retains its alignment and personality.
|
||||
The target assumes the
|
||||
hit points of its new form, and when it reverts to its normal form, the creature
|
||||
returns to the number of hit points it had before it transformed. If it reverts
|
||||
as a result of dropping to 0 hit points, any excess damage carries over to its
|
||||
normal form. As long as the excess damage doesn’t reduce the creature’s normal
|
||||
form to 0 hit points, it isn’t knocked unconscious.
|
||||
normal form. As long as the excess damage doesn't reduce the creature's normal
|
||||
form to 0 hit points, it isn't knocked unconscious.
|
||||
The creature is limited in
|
||||
the actions it can perform by the nature of its new form, and it can’t speak,
|
||||
the actions it can perform by the nature of its new form, and it can't speak,
|
||||
cast spells, or take any other action that requires hands or speech unless its
|
||||
new form is capable of such actions.
|
||||
The target’s gear melds into the new form.
|
||||
The creature can’t activate, use, wield, or otherwise benefit from any of its
|
||||
The target's gear melds into the new form.
|
||||
The creature can't activate, use, wield, or otherwise benefit from any of its
|
||||
equipment.
|
||||
|
||||
Object into Creature
|
||||
You can turn an object into any kind of
|
||||
creature, as long as the creature’s size is no larger than the object’s size and
|
||||
the creature’s challenge rating is 9 or lower. The creature is friendly to you
|
||||
creature, as long as the creature's size is no larger than the object's size and
|
||||
the creature's challenge rating is 9 or lower. The creature is friendly to you
|
||||
and your companions. It acts on each of your turns. You decide what action it
|
||||
takes and how it moves. The DM has the creature’s statistics and resolves all of
|
||||
takes and how it moves. The DM has the creature's statistics and resolves all of
|
||||
its actions and movement.
|
||||
If the spell becomes permanent, you no longer control
|
||||
the creature. It might remain friendly to you, depending on how you have
|
||||
@@ -738,11 +735,11 @@ class TruePolymorph(Spell):
|
||||
Creature into Object
|
||||
If you turn a creature into an object, it
|
||||
transforms along with whatever it is wearing and carrying into that form. The
|
||||
creature’s statistics become those of the object, and the creature has no memory
|
||||
creature's statistics become those of the object, and the creature has no memory
|
||||
of time spent in this form, after the spell ends and it returns to its normal
|
||||
form.
|
||||
|
||||
This spell can’t affect a target that has 0 hit points.
|
||||
This spell can't affect a target that has 0 hit points.
|
||||
"""
|
||||
name = "True Polymorph"
|
||||
level = 9
|
||||
@@ -758,7 +755,7 @@ class TruePolymorph(Spell):
|
||||
|
||||
class TrueResurrection(Spell):
|
||||
"""You touch a creature that has been dead for no longer than 200 years and that
|
||||
died for any reason except old age. If the creature’s soul is free and willing,
|
||||
died for any reason except old age. If the creature's soul is free and willing,
|
||||
the creature is restored to life with all its hit points.
|
||||
|
||||
This spell closes all
|
||||
@@ -767,7 +764,7 @@ class TrueResurrection(Spell):
|
||||
organs or limbs.
|
||||
|
||||
The spell can even provide a new body if the original no
|
||||
longer exists, in which case you must speak the creature’s name. The creature
|
||||
longer exists, in which case you must speak the creature's name. The creature
|
||||
then appears in an unoccupied space you choose within 10 feet of you.
|
||||
"""
|
||||
name = "True Resurrection"
|
||||
@@ -802,9 +799,9 @@ class TrueSeeing(Spell):
|
||||
|
||||
class TrueStrike(Spell):
|
||||
"""You extend your hand and point a finger at a target in range. Your magic grants
|
||||
you a brief insight into the target’s defenses. On your next turn, you gain
|
||||
you a brief insight into the target's defenses. On your next turn, you gain
|
||||
advantage on your first attack roll against the target, provided that this spell
|
||||
hasn’t ended.
|
||||
hasn't ended.
|
||||
"""
|
||||
name = "True Strike"
|
||||
level = 0
|
||||
@@ -832,7 +829,7 @@ class Tsunami(Spell):
|
||||
in it, moves 50 feet away from you. Any Huge or smaller creature inside the
|
||||
wall or whose space the wall enters when it moves must succeed on a Strength
|
||||
saving throw or take 5d10 bludgeoning damage. A creature can take this damage
|
||||
only once per round. At the end of the turn, the wall’s height is reduced by 50
|
||||
only once per round. At the end of the turn, the wall's height is reduced by 50
|
||||
feet, and the damage creatures take from the spell on subsequent rounds is
|
||||
reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
|
||||
|
||||
@@ -840,7 +837,7 @@ class Tsunami(Spell):
|
||||
creature caught in the wall can move by swimming. Because of the force of the
|
||||
wave, though, the creature must make a successful Strength (Athletics) check
|
||||
against your spell save DC in order to move at all. If it fails the check, it
|
||||
can’t move. A creature that moves out of the area falls to the ground.
|
||||
can't move. A creature that moves out of the area falls to the ground.
|
||||
"""
|
||||
name = "Tsunami"
|
||||
level = 8
|
||||
|
||||
@@ -5,7 +5,7 @@ class UnseenServant(Spell):
|
||||
"""This spell creates an invisible, mindless, shapeless force that performs simple
|
||||
tasks at your command until the spell ends. The servant springs into existence
|
||||
in an unoccupied space on the ground within range. It has AC 10, 1 hit point,
|
||||
and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell
|
||||
and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell
|
||||
ends.
|
||||
|
||||
Once on each of your turns as a bonus action, you can mentally command
|
||||
|
||||
@@ -32,7 +32,7 @@ class ViciousMockery(Spell):
|
||||
damage and have disadvantage on the next attack roll it makes before the end of
|
||||
its next turn.
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d4 when you
|
||||
At Higher Levels: This spell's damage increases by 1d4 when you
|
||||
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
||||
"""
|
||||
name = "Vicious Mockery"
|
||||
|
||||
@@ -42,11 +42,11 @@ class WallOfForce(Spell):
|
||||
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
|
||||
panels. Each panel must be continguous with another panel. In any form, the
|
||||
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
|
||||
creature’s space when it appears, the creature is pushed to one side of the wall
|
||||
creature's space when it appears, the creature is pushed to one side of the wall
|
||||
(your choice which side).
|
||||
|
||||
Nothing can physically pass through the wall. It is
|
||||
immune to all damage and can’t be dispelled by dispel magic. A disintegrate
|
||||
immune to all damage and can't be dispelled by dispel magic. A disintegrate
|
||||
spell destroys the wall instantly, however. The wall also extends into the
|
||||
Ethereal Plane, blocking ethereal travel through the wall.
|
||||
"""
|
||||
@@ -69,7 +69,7 @@ class WallOfIce(Spell):
|
||||
contiguous with another panel. In any form, the wall is 1 foot thick and lasts
|
||||
for the duration.
|
||||
|
||||
If the wall cuts through a creature’s space when it appears,
|
||||
If the wall cuts through a creature's space when it appears,
|
||||
the creature within its area is pushed to one side of the wall and must make a
|
||||
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
|
||||
or half as much damage on a successful save.
|
||||
@@ -110,16 +110,16 @@ class WallOfLight(Spell):
|
||||
When the wall appears,
|
||||
each creature in its area must make a Constitution saving throw. On a failed
|
||||
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
|
||||
successful save, it takes half as much damage and isn’t blinded. A blinded
|
||||
successful save, it takes half as much damage and isn't blinded. A blinded
|
||||
creature can make a Constitution saving throw at the end of each of its turns,
|
||||
ending the effect on itself on a success.
|
||||
A creature that ends its turn in the
|
||||
wall’s area takes 4d8 radiant damage.
|
||||
wall's area takes 4d8 radiant damage.
|
||||
Until the spell ends, you can use an
|
||||
action to launch a beam of radiance from the wall at one creature you can see
|
||||
within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8
|
||||
radiant damage. Whether you hit or miss, reduce the length of the wall by 10
|
||||
feet. If the wall’s length drops to 0 feet, the spell ends.
|
||||
feet. If the wall's length drops to 0 feet, the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, the damage
|
||||
@@ -141,7 +141,7 @@ class WallOfSand(Spell):
|
||||
"""You conjure up a wall of swirling sand on the ground at a point you can see
|
||||
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
|
||||
feet thick, and it vanishes when the spell ends. It blocks line of sight but not
|
||||
movement. A creature is blinded while in the wall’s space and must spend 3 feet
|
||||
movement. A creature is blinded while in the wall's space and must spend 3 feet
|
||||
of movement for every 1 foot it moves there.
|
||||
"""
|
||||
name = "Wall Of Sand"
|
||||
@@ -164,15 +164,15 @@ class WallOfStone(Spell):
|
||||
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
|
||||
thick.
|
||||
|
||||
If the wall cuts through a creature’s space when it appears, the
|
||||
If the wall cuts through a creature's space when it appears, the
|
||||
creature is pushed to one side of the wall (your choice). If a creature would be
|
||||
surrounded on all sides by the wall (or the wall and another solid surface),
|
||||
that creature can make a Dexterity saving throw. On a success, it can use its
|
||||
reaction to move up to its speed so that it is no longer enclosed by the wall.
|
||||
|
||||
|
||||
The wall can have any shape you desire, though it can’t occupy the same space as
|
||||
a creature or object. the wall doesn’t need to be vertical or resting on any
|
||||
The wall can have any shape you desire, though it can't occupy the same space as
|
||||
a creature or object. the wall doesn't need to be vertical or resting on any
|
||||
firm foundation. It must, however, merge with and be solidly supported by
|
||||
existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
|
||||
|
||||
@@ -184,11 +184,11 @@ class WallOfStone(Spell):
|
||||
The wall is an object made of stone that
|
||||
can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
|
||||
inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
|
||||
connected panels to collapse at the DM’s discretion.
|
||||
connected panels to collapse at the DM's discretion.
|
||||
|
||||
If you maintain your
|
||||
concentration on this spell for its whole duration, the wall becomes permanent
|
||||
and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
|
||||
and can't be dispelled. Otherwise, the wall disappears when the spell ends.
|
||||
"""
|
||||
name = "Wall Of Stone"
|
||||
level = 5
|
||||
@@ -241,16 +241,16 @@ class WallOfWater(Spell):
|
||||
You conjure up a wall of water on the ground at a point you
|
||||
can see within range. You can make the wall up to 30 feet long, 10 feet high,
|
||||
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
|
||||
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s
|
||||
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's
|
||||
space is difficult terrain.
|
||||
Any ranged weapon attack that enters the wall’s
|
||||
Any ranged weapon attack that enters the wall's
|
||||
space has disadvantage on the attack roll, and fire damage
|
||||
is halved if the fire
|
||||
effect passes through the wall to reach its target. Spells that deal cold
|
||||
damage that pass through the wall cause the area of the wall they pass through
|
||||
to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square
|
||||
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
|
||||
points destroys it. When a section is destroyed, the wall’s water doesn’t fill
|
||||
points destroys it. When a section is destroyed, the wall's water doesn't fill
|
||||
it.
|
||||
"""
|
||||
name = "Wall Of Water"
|
||||
@@ -293,18 +293,18 @@ class WardingBond(Spell):
|
||||
|
||||
class WardingWind(Spell):
|
||||
"""A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves
|
||||
with you, remaining centered on you. The wind lasts for the spell’s duration.
|
||||
with you, remaining centered on you. The wind lasts for the spell's duration.
|
||||
|
||||
The wind has the following effects:
|
||||
• It deafens you and other creatures in its
|
||||
- It deafens you and other creatures in its
|
||||
area.
|
||||
• It extinguishes unprotected flames in its area that are torch-sized or
|
||||
- It extinguishes unprotected flames in its area that are torch-sized or
|
||||
smaller.
|
||||
• The area is difficult terrain for creatures other than you.
|
||||
• The
|
||||
- The area is difficult terrain for creatures other than you.
|
||||
- The
|
||||
attack rolls of ranged weapon attacks have disadvantage if they pass in or out
|
||||
of the wind.
|
||||
• It hedges out vapor, gas, and fog that can be dispersed by strong
|
||||
- It hedges out vapor, gas, and fog that can be dispersed by strong
|
||||
wind.
|
||||
"""
|
||||
name = "Warding Wind"
|
||||
@@ -362,9 +362,9 @@ class WaterWalk(Spell):
|
||||
class WaterySphere(Spell):
|
||||
"""You conjure up a sphere of water with a 5-foot radius on a point you can see
|
||||
within range. The sphere can hover in the air, but no more than 10 feet off the
|
||||
ground. The sphere remains for the spell’s duration.
|
||||
ground. The sphere remains for the spell's duration.
|
||||
Any creature in the
|
||||
sphere’s space must make a Strength saving throw. On a successful save, a
|
||||
sphere's space must make a Strength saving throw. On a successful save, a
|
||||
creature is ejected from that space to the nearest unoccupied space outside it.
|
||||
A Huge or larger creature succeeds on the saving throw automatically. On a
|
||||
failed save, a creature is restrained by the sphere and is engulfed by the
|
||||
@@ -402,7 +402,7 @@ class Web(Spell):
|
||||
The webs fill a 20-foot cube from that point for the duration. The webs
|
||||
are difficult terrain and lightly obscure their area.
|
||||
|
||||
If the webs aren’t
|
||||
If the webs aren't
|
||||
anchored between two solid masses (such as walls or trees) or layered across a
|
||||
floor, wall, or ceiling, the conjured web collapses on itself, and the spell
|
||||
ends at the start of your next turn. Webs layered over a flat surface have a
|
||||
@@ -439,9 +439,9 @@ class Weird(Spell):
|
||||
radius sphere centered on a point of your choice within range must make a Wisdom
|
||||
saving throw. On a failed save, a creature becomes frightened for the duration.
|
||||
|
||||
The illusion calls on the creature’s deepest fears, manifesting its worst
|
||||
The illusion calls on the creature's deepest fears, manifesting its worst
|
||||
nightmares as an implacable threat. At the end of each of the frightened
|
||||
creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
|
||||
creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
|
||||
damage. On a successful save, the spell ends for that creature.
|
||||
"""
|
||||
name = "Weird"
|
||||
@@ -461,7 +461,7 @@ class Whirlwind(Spell):
|
||||
The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point.
|
||||
Until the spell ends, you can use your action to move the whirlwind up to 30
|
||||
feet in any direction along the ground. The whirlwind sucks up any Medium or
|
||||
smaller objects that aren’t secured to anything and that aren’t worn or carried
|
||||
smaller objects that aren't secured to anything and that aren't worn or carried
|
||||
by anyone.
|
||||
A creature must make a Dexterity saving throw the first time on a
|
||||
turn that it enters the
|
||||
@@ -477,7 +477,7 @@ class Whirlwind(Spell):
|
||||
unless the creature has some means to stay aloft. A restrained creature can use
|
||||
an action to make a Strength or Dexterity check against your spell save DC. If
|
||||
successful, the creature is no longer restrained by the whirlwind and is hurled
|
||||
3d6 × 10 feet away from it in a random direction.
|
||||
3d6 x 10 feet away from it in a random direction.
|
||||
"""
|
||||
name = "Whirlwind"
|
||||
level = 7
|
||||
@@ -499,13 +499,13 @@ class WindWalk(Spell):
|
||||
nonmagical weapons. The only actions a creature can take in this form are the
|
||||
Dash action or to revert to its normal form.
|
||||
Reverting takes 1 minute, during
|
||||
which time a creature is incapacitated and can’t move. Until the spell ends, a
|
||||
which time a creature is incapacitated and can't move. Until the spell ends, a
|
||||
creature can revert to cloud form, which also requires the 1-minute
|
||||
transformation.
|
||||
|
||||
If a creature is in cloud form and flying when the effect ends,
|
||||
the creature descends 60 feet per round for 1 minute until it lands, which it
|
||||
does safely. If it can’t land after 1 minute, the creature falls the remaining
|
||||
does safely. If it can't land after 1 minute, the creature falls the remaining
|
||||
distance.
|
||||
"""
|
||||
name = "Wind Walk"
|
||||
@@ -533,11 +533,11 @@ class WindWall(Spell):
|
||||
one.
|
||||
|
||||
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller
|
||||
flying creatures or objects can’t pass through the wall. Loose, lightweight
|
||||
flying creatures or objects can't pass through the wall. Loose, lightweight
|
||||
materials brought into the wall fly upward. Arrows, bolts, and other ordinary
|
||||
projectiles launched at targets behind the wall are deflected upward and
|
||||
automatically miss. (Boulders hurled by giants or siege engines, and similar
|
||||
projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
|
||||
projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
|
||||
"""
|
||||
name = "Wind Wall"
|
||||
level = 3
|
||||
@@ -557,32 +557,32 @@ class Wish(Spell):
|
||||
desires.
|
||||
|
||||
The basic use of this spell is to duplicate any other spell of 8th
|
||||
level or lower. You don’t need to meet any requirements in that spell, including
|
||||
level or lower. You don't need to meet any requirements in that spell, including
|
||||
costly components. The spell simply takes effect.
|
||||
Alternatively, you can create
|
||||
one of the following effects of your choice:
|
||||
|
||||
• You create one object of up to
|
||||
25,000 gp in value that isn’t a magic item. The object can be no more than 300
|
||||
- You create one object of up to
|
||||
25,000 gp in value that isn't a magic item. The object can be no more than 300
|
||||
feet in any dimension, and it appears in an unoccupied space you can see on the
|
||||
ground.
|
||||
|
||||
• You allow up to twenty creatures that you can see to regain all hit
|
||||
- You allow up to twenty creatures that you can see to regain all hit
|
||||
points, and you end all effects on them described in the greater restoration
|
||||
spell.
|
||||
|
||||
• You grant up to ten creatures that you can see resistance to a damage
|
||||
- You grant up to ten creatures that you can see resistance to a damage
|
||||
type you choose.
|
||||
|
||||
• You grant up to ten creatures you can see immunity to a
|
||||
- You grant up to ten creatures you can see immunity to a
|
||||
single spell or other magical effect for 8 hours. For instance, you could make
|
||||
yourself and all your com panions immune to a lich’s life drain attack.
|
||||
yourself and all your com panions immune to a lich's life drain attack.
|
||||
|
||||
• You
|
||||
- You
|
||||
undo a single recent event by forcing a reroll of any roll made within the last
|
||||
round (including your last turn). Reality reshapes itself to accommodate the new
|
||||
result. For example, a wish spell could undo an opponent’s successful save, a
|
||||
foe’s critical hit, or a friend’s failed save. You can force the reroll to be
|
||||
result. For example, a wish spell could undo an opponent's successful save, a
|
||||
foe's critical hit, or a friend's failed save. You can force the reroll to be
|
||||
made with advantage or disadvantage, and you can choose whether to use the
|
||||
reroll or the original roll.
|
||||
|
||||
@@ -596,13 +596,13 @@ class Wish(Spell):
|
||||
might propel you forward in time to a period when that villain is no longer
|
||||
alive, effectively removing you from the game. Similarly, wishing for a
|
||||
legendary magic item or artifact might instantly transport you to the presence
|
||||
of the item’s current owner.
|
||||
of the item's current owner.
|
||||
|
||||
The stress of casting this spell to produce any
|
||||
effect other than duplicating another spell weakens you. After enduring that
|
||||
stress, each time you cast a spell until you finish a long rest, you take 1d10
|
||||
necrotic damage per level of that spell. This damage can’t be reduced or
|
||||
prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or
|
||||
necrotic damage per level of that spell. This damage can't be reduced or
|
||||
prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or
|
||||
lower already, for 2d4 days. For each of those days that you spend resting and
|
||||
doing nothing more than light activity, your remaining recovery time decreases
|
||||
by 2 days. Finally, there is a 33 percent chance that you are unable to cast
|
||||
@@ -628,7 +628,7 @@ class WitchBolt(Spell):
|
||||
damage, and on each of your turns for the duration, you can use your action to
|
||||
deal 1d12 lightning damage to the target automatically. The spell ends if you
|
||||
use your action to do anything else. The spell also ends if the target is ever
|
||||
outside the spell’s range or if it has total cover from you.
|
||||
outside the spell's range or if it has total cover from you.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the initial
|
||||
@@ -650,7 +650,7 @@ class WordOfRadiance(Spell):
|
||||
"""You utter a divine word, and burning radiance erupts from you. Each creature of
|
||||
your choice that you can see within range must succeed on a Constitution saving
|
||||
throw or take 1d6 radiant damage.
|
||||
The spell’s damage increases by 1d6 when you
|
||||
The spell's damage increases by 1d6 when you
|
||||
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Word Of Radiance"
|
||||
@@ -676,7 +676,7 @@ class WordOfRecall(Spell):
|
||||
You must designate a sanctuary
|
||||
by casting this spell within a location, such as a temple, dedicated to or
|
||||
strongly linked to your deity. If you attempt to cast the spell in this manner
|
||||
in an area that isn’t dedicated to your deity, the spell has no effect.
|
||||
in an area that isn't dedicated to your deity, the spell has no effect.
|
||||
"""
|
||||
name = "Word Of Recall"
|
||||
level = 6
|
||||
@@ -725,7 +725,7 @@ class WrathOfNature(Spell):
|
||||
|
||||
|
||||
class WrathfulSmite(Spell):
|
||||
"""The next time you hit with a melee weapon attack during this spell’s duration,
|
||||
"""The next time you hit with a melee weapon attack during this spell's duration,
|
||||
your attack deals an extra 1d6 psychic damage.
|
||||
Additionally, if the target is a
|
||||
creature, it must make a Wisdom saving throw or be frightened of you until the
|
||||
|
||||
@@ -2,7 +2,7 @@ from .spells import Spell
|
||||
|
||||
|
||||
class ZephyrStrike(Spell):
|
||||
"""You move like the wind. Until the spell ends, your movement doesn’t provoke
|
||||
"""You move like the wind. Until the spell ends, your movement doesn't provoke
|
||||
opportunity attacks.
|
||||
Once before the spell ends, you can give yourself advantage
|
||||
on one weapon attack roll on your turn. That attack deals an extra 1d8 force
|
||||
@@ -25,9 +25,9 @@ class ZoneOfTruth(Spell):
|
||||
"""You create a magical zone that guards against deception in a 15-foot-radius
|
||||
sphere centered on a point of your choice within range.
|
||||
Until the spell ends, a
|
||||
creature that enters the spell’s area for the first time on a turn or starts its
|
||||
creature that enters the spell's area for the first time on a turn or starts its
|
||||
turn there must make a Charisma saving throw. On a failed save, a creature
|
||||
can’t speak a deliberate lie while in the radius. You know whether each creature
|
||||
can't speak a deliberate lie while in the radius. You know whether each creature
|
||||
succeeds or fails on its saving throw.
|
||||
|
||||
An affected creature is aware of the
|
||||
|
||||
Reference in New Issue
Block a user