Removed non utf-8 characters

This commit is contained in:
Tim-Jackins
2019-09-09 12:45:22 -04:00
parent 9a49e7cb14
commit 08ed7da59d
52 changed files with 1386 additions and 1381 deletions
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@@ -5,9 +5,9 @@ from collections import defaultdict
# PHB
class BerserkerPath(SubClass):
"""For some barbarians, rage is a means to an end-that end being
"""For some barbarians, rage is a means to an end--that end being
violence. The Path of the Berserker is a path of untrammeled fury, slick
with blood. As you enter the berserkers rage, you thrill in the chaos of
with blood. As you enter the berserker's rage, you thrill in the chaos of
battle, heedless of your own health or well-being.
"""
@@ -66,7 +66,7 @@ class AncestralGuardianPath(SubClass):
Barbarians who draw on their ancestral guardians can better fight to
protect their tribes and their allies. In order to cement ties to their
ancestral guardians, barbarians who follow this path cover themselves in
elabo rate tattoos that celebrate their ancestors deeds. These tattoos
elabo- rate tattoos that celebrate their ancestors' deeds. These tattoos
tell sagas of victories against terrible monsters and other fearsome
rivals.
@@ -89,7 +89,7 @@ class StormHeraldPath(SubClass):
Storm heralds are typically elite champions who train alongside druids,
rangers, and others sworn to protect nature. Other storm heralds hone their
craft in lodges in regions wracked by storms, in the frozen reaches at the
worlds end, or deep in the hottest deserts.
world's end, or deep in the hottest deserts.
"""
name = "Path of the Storm Herald"
@@ -102,7 +102,7 @@ class StormHeraldPath(SubClass):
class ZealotPath(SubClass):
"""Some deities inspire their followers to pitch themselves into a ferocious
battle fury. These barbarians are zealotswarriors who channel their rage
battle fury. These barbarians are zealots-warriors who channel their rage
into powerful disn plays of divine power.
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):
such a bard as a herald or advisor knows that the bard would rather be
honest than politic.
The colleges members gather in libraries and sometimes in actual colleges,
The college's members gather in libraries and sometimes in actual colleges,
complete with classrooms and dormitories, to share their lore with one
another. They also meet at festivals or affairs of state, where they can
expose corruption, unravel lies, and poke fun at selfimportant figures of
@@ -38,7 +38,7 @@ class CollegeOfValor(SubClass):
generation of heroes. These bards gather in mead halls or around great
bonfires to sing the deeds of the mighty, both past and present. They
travel the land to witness great events firsthand and to ensure that the
memory of those events doesnt pass from the world. With their songs, they
memory of those events doesn't pass from the world. With their songs, they
inspire others to reach the same heights of accomplishment as the heroes of
old
@@ -54,7 +54,7 @@ class CollegeOfValor(SubClass):
# XGTE
class CollegeOfGlamour(SubClass):
"""The College of Glamour is the home Of bards who mas tered their craft in
"""The College of Glamour is the home Of bards who mas- tered their craft in
the vibrant realm of the Feywild or under the tutelage Of someone who
dwelled there. Tutored by satyrs, eladrin, and other fey, these bards
learn to use their magic to delight and captivate others.
@@ -89,14 +89,14 @@ class CollegeOfSwords(SubClass):
blade might use a circus troupe as cover for nefarious deeds such as
assassination, robbery, and blackmail. Other blades strike at the wicked,
bringingjustice to bear against the cruel and powerful. Most troupes are
happy to accept a blades talent for the excitement it adds to a
happy to accept a blade's talent for the excitement it adds to a
performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have often run into trouble
that makes maintaining their secret activities impossible. A blade caught
stealing or engaging in vigilante justice is too great a liability for most
troupes. With their weapon skills and magic, these blades either take up
work as enforcers for thieves guilds or strike out on their own as
work as enforcers for thieves' guilds or strike out on their own as
adventurers.
"""
@@ -121,7 +121,7 @@ class CollegeOfWhispers(SubClass):
and threats.
Many other bards hate the College of Whispers, viewing it as a parasite
that uses a bards reputation to acquire wealth and power. For this reason,
that uses a bard's reputation to acquire wealth and power. For this reason,
members of this college rarely reveal their true nature. They typically
claim to follow some other college, or they keep their actual calling
secret in order to infiltrate and exploit royal courts and other settings
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@@ -26,8 +26,8 @@ class ClericDomain(SubClass):
class KnowledgeDomain(ClericDomain):
"""The gods of knowledgeincluding Oghma, Boccob, Gilean, Aureon, and
Thothvalue learning and understanding above all. Some teach that knowledge
"""The gods of knowledge-including Oghma, Boccob, Gilean, Aureon, and
Thoth-value learning and understanding above all. Some teach that knowledge
is to be gathered and shared in libraries and universities, or promote the
practical knowledge of craft and invention. Some deities hoard knowledge
and keep its secrets to themselves. And some promise their followers that
@@ -54,8 +54,8 @@ class KnowledgeDomain(ClericDomain):
class LifeDomain(ClericDomain):
"""The Life domain focuses on the vibrant positive energyone of the
fundamental forces of the universe that sustains all life. The gods of
"""The Life domain focuses on the vibrant positive energy-one of the
fundamental forces of the universe- that sustains all life. The gods of
life promote vitality and health through healing the sick and wounded,
caring for those in need, and driving away the forces of death and
undeath. Almost any non-evil deity can claim influence over this domain,
@@ -81,15 +81,15 @@ class LifeDomain(ClericDomain):
class LightDomain(ClericDomain):
"""Gods of lightincluding Helm, Lathander, Pholtus, Branchala, the Silver
Flame, Belenus, Apollo, and Re-Horakhtypromote the ideals of rebirth and
"""Gods of light-including Helm, Lathander, Pholtus, Branchala, the Silver
Flame, Belenus, Apollo, and Re-Horakhty-promote the ideals of rebirth and
renewal, truth, vigilance, and beauty, often using the symbol of the
sun. Some of these gods are portrayed as the sun itself or as a charioteer
who guides the sun across the sky. Others are tireless sentinels whose eyes
pierce every shadow and see through every deception. Some are deities of
beauty and artistry, who teach that art is a vehicle for the soul's
improvement. Clerics of a god of light are enlightened souls infused with
radiance and the power of their gods discerning vision, charged with
radiance and the power of their gods' discerning vision, charged with
chasing away lies and burning away darkness.
"""
@@ -139,7 +139,7 @@ class NatureDomain(ClericDomain):
class TempestDomain(ClericDomain):
"""Gods whose portfolios include the Tempest domain - including Talos,
Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor govern storms, sea,
Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor - govern storms, sea,
and sky. They include gods of lightning and thunder, gods of earthquakes,
some fire gods, and certain gods of violence, physical strength, and
courage. In some pantheons, a god of this domain rules over other deities
@@ -168,10 +168,10 @@ class TempestDomain(ClericDomain):
class TrickeryDomain(ClericDomain):
"""Gods of trickerysuch as Tymora, Beshaba, Olidammara, the Traveler, Garl
Glittergold, and Lokiare mischief-makers and instigators who stand as a
"""Gods of trickery-such as Tymora, Beshaba, Olidammara, the Traveler, Garl
Glittergold, and Loki-are mischief-makers and instigators who stand as a
constant challenge to the accepted order among both gods and
mortals. Theyre patrons of thieves, scoundrels, gamblers, rebels, and
mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and
liberators. Their clerics are a disruptive force in the world, puncturing
pride, mocking tyrants, stealing from the rich, freeing captives, and
flouting hollow traditions. They prefer subterfuge, pranks, deception, and
@@ -260,7 +260,7 @@ class ForgeDomain(ClericDomain):
humble blacksmith who keeps a village in horseshoes and plow blades to the
mighty elf artisan whose diamond-tipped arrows of mithral have felled demon
lords. The gods of the forge teach that, with patience and hard work, even
the most intractable metal can be transformed from a lump of ore to a beau
the most intractable metal can be transformed from a lump of ore to a beau-
tifully wrought object. Clerics of these deities search for objects lost to
the forces of darkness, liberate mines overrun by ores, and uncover rare
and wondrous materials necessary to create potent magic items. Followers
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@@ -11,10 +11,10 @@ class LandCircle(SubClass):
"""The Circle of the Land is made up of mystics and sages who safeguard
ancient knowledge and rites through a vast oral tradition. These druids
meet within sacred circles of trees or standing stones to whisper primal
secrets in Druidic. The circles wisest members preside as the chief
secrets in Druidic. The circle's wisest members preside as the chief
priests of communities that hold to the Old Faith and serve as advisors to
the rulers of those folk. As a member of this circle, your magic is
influenced by the land where you were initiated into the circles
influenced by the land where you were initiated into the circle's
mysterious rites
"""
@@ -53,7 +53,7 @@ class MoonCircle(SubClass):
# XGTE
class DreamsCircle(SubClass):
"""Druids who are members of the Circle of Dreams hail from regions that have
strong ties to the Feywild and its dreamlike realms. The druids
strong ties to the Feywild and its dreamlike realms. The druids'
guardianship of the natural world makes for a natural alliance between them
and good-aligned fey. These druids seek to fill the world with dreamy
wonder. Their magic mends wounds and brings joy to downcast hearts, and the
@@ -85,7 +85,7 @@ class ShepherdCircle(SubClass):
Members of this circle become adventurers to oppose forces that threaten
their charges or to seek knowledge and power that will help them safeguard
their charges better. Wherever these druids go, the spirits of the wil
their charges better. Wherever these druids go, the spirits of the wil-
derness are with them
"""
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@@ -42,7 +42,7 @@ class EldritchKnight(SubClass):
techniques similar to those practiced by wizards. They focus their study on
two of the eight schools of magic: abjuration and evocation. Abjuration
spells grant an Eldritch Knight additional protection in battle, and
evocation spells deal damage to many foes at once, extending the fighters
evocation spells deal damage to many foes at once, extending the fighter's
reach in combat. These knights learn a comparatively small number of
spells, committing them to memory instead of keeping them in a spellbook.
@@ -114,8 +114,8 @@ class ArcaneArcher(SubClass):
into attacks to produce supernatural effects. Arcane Archers are some of
the most elite warriors among the elves. They stand watch over the fringes
of elven domains, keeping a keen eye out for trespassers and using
magicinfused arrows to defeat monsters and invaders before they can reach
elven set tlements. Over the centuries, the methods of these elf archers
magic-infused arrows to defeat monsters and invaders before they can reach
elven set- tlements. Over the centuries, the methods of these elf archers
have been learned by members of other races who can also balance arcane
aptitude with archery.
@@ -149,7 +149,7 @@ class Cavalier(SubClass):
class Samurai(SubClass):
"""The Samurai is a fighter who draws on an implacable fighting spirit to
overcome enemies. A Samurais resolve is nearly unbreakable, and the
overcome enemies. A Samurai's resolve is nearly unbreakable, and the
enemies in a Samurai's path have two choices: yield or die fighting
"""
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@@ -26,7 +26,7 @@ class ShadowWay(SubClass):
subterfuge. These monks might be called ninjas or shadowdancers, and they
serve as spies and assassins. Sometimes the members of a ninja monastery
are family members, forming a clan sworn to secrecy about their arts and
missions. Other monasteries are more like thieves guilds, hiring out their
missions. Other monasteries are more like thieves' guilds, hiring out their
services to nobles, rich merchants, or anyone else who can pay their
fees. Regardless of their methods, the heads of these monasteries expect
the unquestioning obedience of their students
@@ -96,7 +96,7 @@ class DrunkenMasterWay(SubClass):
"""The Way of the Drunken Master teaches its students to move with the jerky,
unpredictable movements of a drunkard. A drunken master sways, tottering on
unsteady feet, to present what seems like an incompetent combatant who
proves frustrating to engage. The drunken masters erratic stumbles conceal
proves frustrating to engage. The drunken master's erratic stumbles conceal
a carefully executed dance of blocks, parries, advances, attacks, and
retreats.
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@@ -32,15 +32,15 @@ class OathOfDevotion(PaladinOath):
acting with honor in pursuit o f justice and the greater good. They hold
themselves to the highest standards of conduct, and some, for better or
worse, hold the rest of the world to the same standards. Many who swear
this oath are devoted to gods of law and good and use their gods tenets as
the measure o f their devotion. They hold angelsthe perfect servants o f
goodas their ideals, and incorporate images of angelic wings into their
this oath are devoted to gods of law and good and use their gods' tenets as
the measure o f their devotion. They hold angels-the perfect servants o f
good-as their ideals, and incorporate images of angelic wings into their
helmets or coats of arms.
**Tenets of Devotion**: Though the exact words and strictures of the Oath
of Devotion vary, paladins of this oath share these tenets.
--Honesty. Dont lie or cheat. Let your word be your promise.
--Honesty. Don't lie or cheat. Let your word be your promise.
--Courage. Never fear to act, though caution is wise.
@@ -77,7 +77,7 @@ class OathOfAncients(PaladinOath):
the cosm ic struggle against darkness because they love the beautiful and
life-giving things of the world, not necessarily because they believe in
principles of honor, courage, and justice. They adorn their armor and
clothing with images of growing thingsleaves, antlers, or flowersto
clothing with images of growing things-leaves, antlers, or flowers-to
reflect their commitment to preserving life and light in the world.
**Tenets of the Ancients**: The tenets of the Oath of the Ancients have
@@ -93,7 +93,7 @@ class OathOfAncients(PaladinOath):
flourishes, stand against the forces that would render it barren.
--Preserve Your Own Light. Delight in song and laughter, in beauty and
art. If you allow the light to die in your own heart, you cant preserve it
art. If you allow the light to die in your own heart, you can't preserve it
in the world.
--Be the Light. Be a glorious beacon for all who live in despair. Let the
@@ -112,11 +112,11 @@ class OathOfAncients(PaladinOath):
class OathOfVengance(PaladinOath):
"""The Oath of Vengeance is a solemn commitment to punish those who have
committed a grievous sin. When evil forces slaughter helpless villagers,
when an entire people turns against the will of the gods, when a thieves
when an entire people turns against the will of the gods, when a thieves'
guild grows too violent and powerful, when a dragon rampages through the
countrysideat times like these, paladins arise and swear an Oath of
Vengeance to set right that which has gone wrong. To these paladins
sometimes called avengers or dark knightstheir own purity is not as
countryside-at times like these, paladins arise and swear an Oath of
Vengeance to set right that which has gone wrong. To these paladins-
sometimes called avengers or dark knights-their own purity is not as
important as delivering justice.
**Tenets of Vengance**: The tenets of the Oath of Vengeance vary by
@@ -132,7 +132,7 @@ class OathOfVengance(PaladinOath):
--No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn
enemies do not.
--By Any Means Necessary. My qualms cant get in the way of exterminating
--By Any Means Necessary. My qualms can't get in the way of exterminating
my foes.
--Restitution. If my foes wreak ruin on the world, it is because I failed
@@ -189,16 +189,16 @@ class OathOfCrown(PaladinOath):
class OathOfConquest(PaladinOath):
"""The Oath of Conquest calls to paladins who seek glory in battle and the
subjugation of their enemies. It isnt enough for these paladins to
subjugation of their enemies. It isn't enough for these paladins to
establish order. They must crush the forces of chaos. Sometimes called
knight ty- rants or iron mongers, those who swear this oath gather into
grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine
Hells, valuing the rule of law over the balm of mercy. The archdevil Bel,
warlord of Avernus, counts many of these paladinscalled hell knightsas
warlord of Avernus, counts many of these paladins-called hell knights-as
his most ardent supporters. Hell knights cover their armor with trophies
taken from fallen en emies, a grim~warning to any who dare oppose them and
taken from fallen en- emies, a grim~warning to any who dare oppose them and
the decrees of their lords. These knights are often most fiercely resisted
by other paladins of this oath, who believe that the hell knights have
wandered too far into darkness.
@@ -237,7 +237,7 @@ class OathOfRedemption(PaladinOath):
light, and they slay their enemies only when such a deed will clearly save
other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Re deemers know that
While redeemers are idealists, they are no fools. Re- deemers know that
undead, demons, devils, and other supernatural threats can be inherently
evil. Against such fees, paladins who swear this oath bring the full wrath
of their weapons and spells to bear. Yet the re- deemers still pray that,
@@ -289,7 +289,7 @@ class OathOfZor(PaladinOath):
--Courage. Never fear to act, though caution is wise.
--Honesty. Dont lie or cheat. Let your word be your promise.
--Honesty. Don't lie or cheat. Let your word be your promise.
--Innocence. All people begin life in an innocent state, and it is their
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
class Hunter(SubClass):
"""Emulating the Hunter archetype means accepting your place as a bulwark
between civilization and the terrors of the wilderness. As you walk the
Hunters path, you learn specialized techniques for fighting the threats
Hunter's path, you learn specialized techniques for fighting the threats
you face, from rampaging ogres and hordes of orcs to towering giants and
terrifying dragons.
@@ -84,8 +84,8 @@ class HorizonWalker(SubClass):
planes or that seek to ravage the mortal realm with otherworldly
magic. They seek out planar portals and keep watch over them, venturing to
the Inner Planes and the Outer Planes as needed to pursue their foes. These
rangers are also friends to any forces in the multiverseespecially
benevolent dragons, fey, and elementalsthat work to preserve life and the
rangers are also friends to any forces in the multiverse-especially
benevolent dragons, fey, and elementals-that work to preserve life and the
order of the planes
"""
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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 couldnt 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
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@@ -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 gods 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 ships 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.
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@@ -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 beings
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, FrazUrb-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 Shadowfella 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
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@@ -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
illusionistsincluding many gnome w izardsare 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 realitys 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 casters 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 mages 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?
"""
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@@ -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 nobles 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 guilds 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 guilds 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 youre calling in a favor, you
cant 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
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@@ -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 arent 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 cant 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 havent 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 arent 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 cant 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 arent
"""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 arent 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 youre raging and dont 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 cant 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 arent 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 youre raging, any creature within 5 feet o f you thats 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 cant see or hear you or if it cant 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 youre 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 youre 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 isnt 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 cant 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 auras 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 auras 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 auras 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 isnt
"""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 dont suffer the
effects of extreme heat, as described in the Dungeon Masters
Guide. Moreover, as an action, you can touch a flammable object that isnt
**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 isnt
"""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 isnt
"""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 dont suffer the
effects of extreme cold, as described in the Dungeon Masters
**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 youre 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 doesnt 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 youre 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 cant 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 youre raging, having 0 hit points doesnt
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
+25 -25
View File
@@ -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 doesnt 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 creatures 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 cant hear you or if its
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 dont 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 cant 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
cant 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 cant 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 cant 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 creatures 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 humanoids 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 youre 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 doesnt
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 cant 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 creatures 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 doesnt share a language with you or if
it cant 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 wont 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 cant 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"
+32 -32
View File
@@ -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 cant willingly move to a space within 30 feet of you. It
also cant 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 theres
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 deitys 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 cant 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 creatures
thoughts. You can then use your access to the creatures 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 cant 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 cant
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 objects 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 spells 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 cant 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
spells 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 cant 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 illusions
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
poisona 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 its armor or a +1 bo nus to attack and damage rolls
if its a weapon. Once you use this feature, you cant 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 hourlong 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 Players 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 rituals 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 doesnt 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 isnt behind total cover and that isnt protected from divination
you that isn't behind total cover and that isn't protected from divination
magic.
This sense doesnt 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
creatures 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 deaths 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 enemys number of Hit Dice. You can
use this feature only if you arent 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.
"""
+37 -37
View File
@@ -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 doesnt 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 creatures 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 beasts 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 doesnt
reduce your normal form to 0 hit points, you arent 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 cant 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 doesnt break your concentration on a spell youve
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 youve 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 cant 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 creatures shape and size. Your
equipment doesnt change size or shape to match the new form, and any
equipment that the new form cant 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 arent 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
arent 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 cant 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
landarctic, coast, desert, forest, grassland, mountain, swamp, or
Underdarkand 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
doesnt count against the number of spells you can prepare each day. If you
gain access to a spell that doesnt 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 cant 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-footradius 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) isnt 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 isnt
wasted. Once you use this feature, you cant 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 doesnt 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 youre incapacitated. Once
you use this feature, you cant use it again until you finish a short or
long rest. The effect of the spirits 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 spirits 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 spirits 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 cant use it again until you
required). Once you use this feature, you can't use it again until you
finish a long rest
"""
+6 -6
View File
@@ -3,16 +3,16 @@ from .features import Feature
# PHB
class GreatWeaponMaster(Feature):
"""Youve 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 attacks 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
+55 -55
View File
@@ -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 cant 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 doesnt
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 dont 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 maneuvers 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 artisans 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
attacks 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 its holding. You add the superiority die to the
attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 youre 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 cant 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
creatures 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
naturetypical 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 doesnt 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 18thlevel 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 targets 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 dont 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 dont 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
weapons 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 targets current location. On a successful save,
the target takes half as much damage, and you dont 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 youre 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 doesnt 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 youre
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 targets AC against that attack. If the attack still hits,
the target has resistance against the attacks 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 targets 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 youre 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 creatures turn, except your turn. You can use this special reaction
only to make an opportunity attack, and you cant 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 doesnt 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 cant 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 (DMs 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 shots 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 Masters 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 weapons 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 Tinkers 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 weapons 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 Tinkers 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 firearms 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 firearms 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.
+33 -33
View File
@@ -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 dont 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 arent 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 features 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
opponents 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 cant 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 enemys 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 cant 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
someones 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 dont 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 dont
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 disciplines
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 dont 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 ices 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 cant exceed half the areas 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 squares elevation by up to
15 feet, dig a trench up to 15 feet deep, and so on. You cant 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 dont 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 youre 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 dont already have it. Weapons of the chosen types are monk weapons for
you. Many of this traditions 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 weaponeither melee or rangedto 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.
**Kenseis 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
+9 -9
View File
@@ -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 weapons 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
cant 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 cant willingly move to a space within 30 feet of you. It
also cant 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 theres
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
cant 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 cant 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
+22 -22
View File
@@ -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 cant 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 cant 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 cant
"""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 dont 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 cant 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 artisans tools (tinkers 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 songs 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 cant 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 weapons 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 youre not incapacitated.
"""You can hold your breath indefinitely while you're not incapacitated.
"""
name = "Unending Breath"
+42 -42
View File
@@ -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
youre 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 doesnt slow your groups travel.
Difficult terrain doesn't slow your group's travel.
-- Your group cant 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 doesnt 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 cant 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 cant see. When you attack a creature you cant see, your inability to
see it doesnt 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 isnt hidden from you and you arent 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 its 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 weapons
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 beasts 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 doesnt 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 isnt
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
doesnt 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 mindaltering
"""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 doesnt 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
cant 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 cant 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 attacks 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 preys assaults on
your mind and body. Whenever the target of your Slayers 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 elses 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 cant 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 Slayers 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 attacks 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 doesnt slow your groups travel.
--Difficult terrain doesn't slow your group's travel.
--Your group cant 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 Companions 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 companions 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 companions 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 cant
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 attacks 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 creatures 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
+52 -52
View File
@@ -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 foes
"""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 dont need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isnt incapacitated, and you dont 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 attacks 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 dragons 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
arent 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 cant 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 cant 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
hasnt 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 cant 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 persons
"""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 persons 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
creatures 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 spells 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 doesnt 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 cant
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 cant 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 isnt incapacitated,
contested by the targets Charisma (Deception) check. If you suc ceed, you
can use your Sneak Attack against that target even ifyou dont 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 arent 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 creatures 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 DMs option, you might also realize you know a piece of the
creatures 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 cant 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 readers 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 cant 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 doesnt 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 dont 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 cant 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 cant 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
dont 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 dont 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 creatures
"""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 cant 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 isnt
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 cant 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 -20
View File
@@ -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 slots
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 spells 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 doesnt 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
spells 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 creatures 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 arent 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 cant 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
doesnt 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 cant 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
doesnt 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 cant 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 cant 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 wolfs statistics
(see the Monster Manual or appendix C in the Players 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-footradius 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 cant 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
"""
+51 -51
View File
@@ -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
doesnt 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 cant 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 classs spell list. While the
book is on your person, you can cast those cantrips at will. They dont
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 cant 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 rolls effects occur.
roll but before any o f the roll's effects occur.
Once you use this feature, you cant 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 cant 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 dont 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 enemys 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 cant 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 cant 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 humanoids 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 cant 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 cant 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 weapons 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 cant 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
Hexblades 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 Hexblades Curse from a slain
creature to another creature. When the creature cursed by your Hexblades
"""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 arent incapacitated. When you apply
the curse in this way, you dont 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 cant 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 classs spell list. The
spells appear in the book and dont 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 cant cast the spells except as rituals, unless youve 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
spells 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 willtargeting a celestial, fiend, or
elementalwithout 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 cant 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 creatures 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 cant
"""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 cant 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 cant 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 cant 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 cant 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 familiars senses as long as you are on the same plane of
existence. Additionally, while perceiving through your familiars 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 cant 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 youre 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 cant 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 dont 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 cant 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 creatures 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 Hexblades
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 Hexblades 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 cant 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
+49 -48
View File
@@ -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 youre 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 dont 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 cant 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 spells 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 cant 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 cant 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 cant 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 cant 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
cant 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 creatures 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 cant 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 attacks 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 cant 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 cant 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 creatures 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 cant 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 spells 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 cantrips 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 doesnt 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 spells 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 cant 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 cant 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 spells level, or three times its level if the spell belongs to the
School of Necromancy. You dont 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 creatures 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 cant 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 transmuters 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 creatures 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 transmuters 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
cant 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 transmuters 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
transmuters stone is destroyed and cant 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 objectno
larger than a 5-foot cubeinto 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 transmuters 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 transmuters 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 transmuters stone to a willing creature,
and that creatures apparent age is reduced by 3d10 years, to a minimum of
13 years. This effect doesnt extend the creatures 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).
+2 -2
View File
@@ -106,7 +106,7 @@ class EyesOfCharming(MagicItem):
class CharlattansDie(MagicItem):
"""Whenever you roll this sixsided 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.
+8 -1
View File
@@ -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_):
+1 -1
View File
@@ -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)
+45 -45
View File
@@ -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 arent 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 arent 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 spells 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 dragons 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 targets 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 targets 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 wont 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 dont appear as a creature of a different size than you, and
your basic shape stays the same; if you're bipedal, you cant 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 beasts
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 spells 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 doesnt 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 targets 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 doesnt
reduce the creatures normal form to 0 hit points, it isnt 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 cant speak or cast spells.
form, and it can't speak or cast spells.
 
The targets gear melds into the new
form. The target cant 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 creatures
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 youve 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 cant 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 cant 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 cant 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
doesnt 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, cant 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
weapons 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 dont 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 auras 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 cant see the
target. If the creature moves more than 60 feet from the target and cant 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 cant 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 cant enter
another plane of existence. A solid barrier blocks the eyes 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 cant 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 doesnt need food or air and doesnt 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 creatures 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 creatures 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 arent especially good or bad
- Nothing, for results that aren't especially good or bad
The
spell doesnt 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 cant 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) cant 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 huamns.
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.
+34 -34
View File
@@ -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 youre on, the target disappears, returning to its home
plane. If the target is native to the plane youre 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 youre 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 youre 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 doesnt 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 targets skin has a
rough, bark-like appearance, and the targets AC cant 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 beasts 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 beasts 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 DMs 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 curses 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 doesnt 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 spells 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 doesnt 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 hands 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 hands 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 cant move through the hands space if
its Strength score is less than or equal to the hands Strength score. If its
Strength score is higher than the hands Strength score, the target can move
toward you through the hands 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 walls 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 isnt a creature, such as a tree or
shrub, it doesnt 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 spells
"""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
cant see anything more than 60 feet away.You can only affect and be affected
by other reatures on the Ethereal Plane. Creature that arent there cant
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 creatures choice)
against the spells 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 cant 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 arent 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
View File
@@ -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 cant see a point in the air where the storm cloud could
appear (for example, if you are in a room that cant 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 spells 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 isnt 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 spells 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 cant 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
gods 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 cant 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 cant 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 spells
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 cant 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
originals equipment. The original creatures physical remains, if they still
exist, becom e inert and cant thereafter be restored to life, since the
creatures 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 spells 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 spells 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 dont 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 cant
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
creatures hit points from the total before moving on to the creature with the
next lowest hit points. A creatures 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 doesnt 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
cant 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
doesnt 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 arent
necessarily omniscient, so you might receive unclear as an answer if a
question pertains to information that lies beyond the deitys knowledge. In a
case where a one-word answer could be misleading or contrary to the deitys
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 doesnt 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 doesnt
restrict the targets 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 doesnt decode secret messages in a text or glyph, such
as an arcane sigil, that isnt 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 cant 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 isnt 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 cant
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 doesnt 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 doesnt 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 dont
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 dont violate its alignment. If you
dont 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 celestials 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 dont 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 doesnt 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 cant be dismissed by you, and it
disappears 1 hour after you summoned it. The DM has the elementals 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 dont violate its alignment. If you
dont 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 doesnt 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 cant 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 creatures 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 dont 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 dont 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 cant take actions, cant
understand what other creatures say, cant 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 doesnt 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
targets turns, it must make a Constitution saving throw. After failing three of
these saving throws, the diseases 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 diseases effects apply to it.
disease or otherwise ameliorates a disease's effects apply to it.
Blinding
Sickness 
Pain grips the creatures 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 creatures 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 creatures flesh decays. The creature
The creature's flesh decays. The creature
has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire
The creatures 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 doesnt 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
doesnt 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 waves 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 spells 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 spells 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 isnt 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 dont 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 spells 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 youve 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 cubes 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 spells level. On
a success, the creatures 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 bonfires 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
bonfires 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 arent being worn or carried.
ignites flammable objects in its area that aren't being worn or carried.
The
spells 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 doesnt 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 cant be reduced in any way. You then
drip your blood on the spells 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 homunculuss 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 homunculuss hit points ends when you
finish your next long rest. The reduction to your hit point maximum cant 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 homunculuss 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 objects 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 spells 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 30foot 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
+65 -65
View File
@@ -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 spells 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 cant see through this darkness, and nonmagical light cant
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 isnt 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 spells
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 youre 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 isnt
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 spells 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 spells 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 arent 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 isnt 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 doesnt 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 creaturewhat is most on its mind in that moment. As an action, you can
either shift your attention to another creatures thoughts or attempt to probe
deeper into the same creatures 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 creatures 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 cant 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
cant detect a creature with an Intelligence of 3 or lower or one that doesnt
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 cant 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 doesnt
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 cant 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 isnt there already). If they arent 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 spells 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 spells 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 doesnt move into obviously dangerous ground, such as a fire
or a pit. On a successful save, the target takes half as much damage and doesnt
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 gods 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 doesnt 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 isnt there already) and
cant 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 doesnt 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 doesnt do anything that you dont 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
doesnt 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 doesnt do anything that you dont 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 doesnt
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 doesnt do anything that you dont 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 items 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 doesnt 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 spells 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 30foot 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 spells 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 arent 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 cant 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 spells 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 isnt 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
+36 -36
View File
@@ -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 spells 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 creatures
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 spells 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 spells 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
fissures 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 structures 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 doesnt 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 its
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 spells 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.
- Bears
- Bear's
Endurance. The target has advantage on Constitution checks. It also gains 2d6
temporary hit points, which are lost when the spell ends.
- Bulls Strength. The
- Bull's Strength. The
target has advantage on Strength checks, and his or her carrying capacity
doubles.
- Cats Grace. The target has advantage on Dexterity checks. It also
doesnt take damage from falling 20 feet or less if it isnt 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.
-
Eagles Splendor. The target has advantage on Charisma checks.
- Foxs Cunning.
Eagle's Splendor. The target has advantage on Charisma checks.
- Fox's Cunning.
The target thas advantage on Intelligence checks.
- Owls 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 targets
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 isnt 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 targets weapons also grow to match its new size. While these
weapons are enlarged, the targets 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 targets 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 targets 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
targets attacks with them deal 1d4 less damage (this cant 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 cant 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 cant 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 arent on the Ethereal Plance cant
perceive you and cant 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
arent 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
doesnt 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 spells 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 cant 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 
+44 -44
View File
@@ -16,10 +16,10 @@ class Fabricate(Spell):
spell is commensurate with the quality of the raw materials.
Creatures or
magic items cant be created or transmuted by this spell. You also cant 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
artisans 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 cant 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 creatures 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 doesnt 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 creatures 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 creatures
Intelligence and Charisma scores become 1. The creature cant 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 spells 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 targets 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 spells 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
cant 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 familiars 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 cant 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 sabertoothed
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 resummons 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
cant 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 cant 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 isnt specific
(such as "a green dragons 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 dont
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 isnt being worn or carried.
flammable object hit by this spell ignites if it isn't being worn or carried.
At Higher Levels: This spells 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 arent 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 arent
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 spells 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 spheres
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 isnt 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 dont 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 cant 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 spells 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 spells area cant 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 cages 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 cant 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 cant 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 cant 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 cant 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 targets 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 targets 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 targets
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 isnt 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 DMs 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 spells 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"
+31 -31
View File
@@ -2,22 +2,22 @@ from .spells import Spell
class GaseousForm(Spell):
"""You transform a willing creature you touch, along with everything its 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 isnt affected.
creature drops to 0 hit points. An incorporeal creature isn't affected.
While
in this form, the targets 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 cant 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 cant talk or manipulate objects, and any objects it was carrying or
holding cant be dropped, used, or otherwise interacted with. The target cant
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 doesnt work). If that creature is on a plane other than the
one you are on, the portal opens in the named creatures 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 cant 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 cant 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 dont 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 corpses 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 cant 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 dont 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 targets
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 targets 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 targets attunement to a cursed magic item
* One curse, including the target's attunement to a cursed magic item
*
Any reduction to one of the targets ability scores
Any reduction to one of the target's ability scores
* One effect reducing the
targets 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 Strengthbased 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 isnt 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 spells 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.
+24 -24
View File
@@ -32,7 +32,7 @@ class Hallow(Spell):
to the following effects.
First, celestials, elementals, fey, fiends, and
undead cant 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 spells 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 cant 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, cant 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 cant 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 cant be turned into undead.
interred in the area can't be turned into undead.
Extradimensional Interference
Affected creatures cant 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 dont 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 arent 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 isnt 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 cant
reduce the targets 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 creatures 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 targets 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
cant 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 cant
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
doesnt 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 dont 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 saints 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 30foot 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 isnt 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 isnt 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.
+39 -39
View File
@@ -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 storms 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 spells 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 doesnt 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
spells 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 cant 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 doesnt
age. Divination spells cant 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 cant 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 cant 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 cant 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
creatures 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
spells 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 devils 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
Masters 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 creatures 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 devils 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
doesnt 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 devils 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 doesnt
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 spells 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 spheres 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 spells 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 spells duration. The flames dont 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 cant 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 targets 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 -2
View File
@@ -2,7 +2,7 @@ from .spells import Spell
class Jump(Spell):
"""You touch a creature. The creatures 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 grasshoppers hind leg"""
materials = """A grasshopper's hind leg"""
duration = "1 minute"
ritual = False
magic_school = "Transmutation"
+16 -16
View File
@@ -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 isnt 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
spells 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 cant 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 targets 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 spells 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 creatures 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 spells duration, the
weapons ammunition, or the weapon itself if its 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
weapons 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 arent 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 creatures 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 doesnt locate the creature.
polymorph spell, this spell doesn't locate the creature.
This spell cant
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 objects 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 cant 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 targets 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
View File
@@ -3,8 +3,8 @@ from .spells import Spell
class MaddeningDarkness(Spell):
"""Magical darkness spreads from a point you choose within range to fill a
60footradius sphere until the spell ends. The darkness spreads around corners.
A creature with darkvision cant 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 isnt wearing armor, and a protective magical
force surrounds it until the spell ends. The targets 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 cant 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 cant 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
cant 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 spells 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
containers space. You cant 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 cant be possessed). The target must make a Charisma saving throw. On a
failure, your soul moves into the targets body, and the targets 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 cant 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 creatures 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 cant 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 creatures soul can perceive from the
container using its own senses, but it cant 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 creatures soul to
its body. If the host body dies while youre 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 creatures soul is in the container when it is destroyed, the creatures
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 isnt
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 objects 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 attackers, 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 cant
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 troglodytes 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 targets (or half the
targets level, if the target doesnt have a challenge rating). The targets
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 cant 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 cant speak, cast spells, or do anything else that requires hands
or speech. The targets gear melds into the new form.
The target cant 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 cant 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 isnt met before the spell ends, the
activity isnt 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 snakes 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 spells 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 cant 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 cant move.
where you entered it, which ends the spell. You otherwise can't move.
Minor
physical damage to the stone doesnt 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 stones 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 adders 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 spells duration. When
you cast the spelland as a bonus action on each of your turns thereafteryou
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 cant 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 targets 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 cant see or hear anything beyond it and is restrained for the
spells 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 doesnt 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 arent 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 fortresss 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
10footbya10-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 DMs 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 targets 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 cant
become hidden from you, and if its 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 elses voice, a lions 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
cant 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 terrains 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 doesnt 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 spells 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 terrains true form however, all other elements of the illusion remain,
so while the creature is aware of the illusions 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
its 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 spells 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 attacks 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 duplicates 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 cant 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 creatures 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 targets 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 targets 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 creatures memory
isnt 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 doesnt necessarily affect how a creature behaves,
particularly if the memory contradicts the creatures 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 creatures 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
targets 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 creatures 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 doesnt 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 spells 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 cant assume a different form until
it leaves the spells 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 cant 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 hounds 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 cant 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 cant 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 cant 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 cant 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 cant 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 cant 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 areas 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 cant exceed half the areas 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
squares 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 terrains transformation occurs slowly,
creatures in the area cant usually be trapped or injured by the grounds
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 cant 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 doesnt 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 soilsclay, 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"
+5 -5
View File
@@ -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 doesnt 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 cant 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 isnt 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 objects 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 paladins 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.
"""
+6 -6
View File
@@ -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 slings 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 hasnt 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 cant 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 spheres walls and thus roll the sphere at up to
half the creatures 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 cant 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
+42 -42
View File
@@ -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 cant 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 openings 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 phantasms 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 phantasms 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 targets 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 creatures 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 creatures name, you can speak that name when you cast this spell to
request that creature, though you might get a different creature anyway (DMs
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 isnt 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 creatures 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 creatures 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 spells 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 DMs 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 spells
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 spells 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
targets (or the targets level, if it doesnt have a challenge rating). The
targets 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 doesnt
reduce the creatures normal form to 0 hit points, it isnt 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 cant 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 targets gear melds into the new form. The creature cant
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
cant 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 spells 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
spells 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 dont 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 DMs choosing and
is no longer blinded. (Typically, a creature that is on a plane that isnt 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 walls 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 layers 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 cant 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 cant 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 dont 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 cant 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 DMs choosing and is no longer blinded. (Typically, a creature that is on
a plane that isnt 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 spells 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 cant 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
isnt 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.
+20 -20
View File
@@ -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 creatures 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 doesnt, however, remove magical diseases,
curses, or similar effects; if these arent first removed prior to casting the
spell, they take effect when the creature returns to life. The spell cant
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
doesnt 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 arent 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 cant 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 targets 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 spells 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
targets 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 targets soul isnt
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 creatures 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 owners
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
didnt die of old age, and that isnt 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
doesnt, however, remove magical diseases, curses, and the like; if such affects
arent 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 cant 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 arent 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 cant 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 cant 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.
+87 -87
View File
@@ -7,7 +7,7 @@ class SacredFlame(Spell):
target gains no benefit from cover for this saving throw.
At Higher Levels: The
spells 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 doesnt 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 youre 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 isnt affected, and you cant 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 doesnt 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 spells
"""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 cant change a targets 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 creatures
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 creatures 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 doesnt 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 cant 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 doesnt 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 doesnt 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 waters 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 cant 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 creatures bonus in place of
yours. You cant 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 doesnt reduce your
normal form to 0 hitpoints, you arent 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 cant 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 creatures shape and size. Your equipment doesnt change
shape or size to match the new form, and any equipment that the new form cant
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 spells 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 isnt being worn or carried also takes
the damage if its in the spells 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 natures
"""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 weapons damage die becomes a d8. The weapon also becomes magical, if it
isnt 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 cant 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 spells 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 spells 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 isnt 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 creatures 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 creatures 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 creatures 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 isnt 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 spells 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 creatures 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 creatures 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
arent 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 spells 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 spells 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 targets speed is halved, it takes
a -2 penalty to AC and Dexterity saving throws, and it cant 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 creatures abilities or magic items, it cant 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 doesnt take
effect until the creatures next turn, and the creature must use its action on
that turn to complete the spell. If it cant, 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 spells 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 cant 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 souls life experience, making your next attack roll,
ability check, or saving throw with advantage. If you dont 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 youre
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 DMs 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 cant 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 doesnt
return the creatures soul to its body, only its animating spirit. Thus, the
corpse cant learn new information, doesnt comprehend anything that has
happened since it died, and cant 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 spells 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 DMs discretion. The spell doesnt 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 cant 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 creatures 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 spells 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 spells
"""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
cant 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 dont 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 isnt 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 cant 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 spells 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 spheres 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 cant 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 isnt met before the spell
expires, the activity isnt 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 snakes 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 demons 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 demons
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 doesnt 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 cant cross the circle or harm it, and it cant 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 cant cross the
circle or harm it, and they cant 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 isnt 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 isnt 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
cant 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
+63 -66
View File
@@ -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 isnt 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 ifits 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
creatures 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 isnt 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
creatures 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 cant 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 0105 0613 1424 25100
Seen casually 0133 3443 4453 54100
Viewed once 0143 4453 5473 74100
Description 0143 4453 5473 74100
False destination 0150 51100 --
================= ====== ============ ========== =========
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 temples 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 temples 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 cant 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 cant appear inside the
temple, and creatures within cant 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
temples interior. Nothing can physically pass through the temples exterior. It
cant 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 cant cross an elevation
change of 10 feet or more. For example, the disk cant 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 cant 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 cant 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 spells 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 doesnt 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 spells
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 spells 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 isnt 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 spells 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 isnt 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 isnt attached to another object or a
surface and isnt 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 spells 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 spells duration.
thick, flowing mud that remains for the spell's duration.
The ground in the
spells 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 spells 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 youre 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 arent
Shapechangers aren't
affected by this spell. An unwilling creature can make a Wisdom saving throw,
and if it succeeds, it isnt 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 targets (or its
level, if the target doesnt have a challenge rating). The targets 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 doesnt reduce the creatures normal
form to 0 hit points, it isnt 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 cant 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 targets gear melds into the new form.
The creature cant 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 creatures size is no larger than the objects size and
the creatures 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 creatures 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
creatures 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 cant 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 creatures 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 creatures 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 targets 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
hasnt 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 walls 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
cant 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
+1 -1
View File
@@ -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 cant 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
+1 -1
View File
@@ -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 spells 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"
+49 -49
View File
@@ -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
creatures 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 cant 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 creatures 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 isnt 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
walls 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 walls 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 walls 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 creatures 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 cant occupy the same space as
a creature or object. the wall doesnt 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 DMs 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 cant 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 walls
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 walls
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 walls water doesnt 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 spells 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 spells duration.
ground. The sphere remains for the spell's duration.
Any creature in the
spheres 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 arent
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 creatures 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
creatures 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 arent secured to anything and that arent 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 cant 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 cant 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 cant 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 cant 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 dont 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 isnt 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 lichs 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 opponents successful save, a
foes critical hit, or a friends 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 items 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 cant be reduced or
prevented in any way. In addition, your Strength drops to 3, if it isnt 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 spells 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 spells 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 isnt 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 spells 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
+3 -3
View File
@@ -2,7 +2,7 @@ from .spells import Spell
class ZephyrStrike(Spell):
"""You move like the wind. Until the spell ends, your movement doesnt 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 spells 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
cant 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