From 08ed7da59db2e4d507c69d9011c7d645fec927c0 Mon Sep 17 00:00:00 2001 From: Tim-Jackins Date: Mon, 9 Sep 2019 12:45:22 -0400 Subject: [PATCH] Removed non utf-8 characters --- dungeonsheets/classes/barbarian.py | 10 +- dungeonsheets/classes/bard.py | 12 +- dungeonsheets/classes/cleric.py | 24 +-- dungeonsheets/classes/druid.py | 8 +- dungeonsheets/classes/fighter.py | 8 +- dungeonsheets/classes/monk.py | 4 +- dungeonsheets/classes/paladin.py | 32 ++-- dungeonsheets/classes/ranger.py | 6 +- dungeonsheets/classes/rogue.py | 4 +- dungeonsheets/classes/sorceror.py | 6 +- dungeonsheets/classes/warlock.py | 8 +- dungeonsheets/classes/wizard.py | 16 +- dungeonsheets/features/backgrounds.py | 12 +- dungeonsheets/features/barbarian.py | 64 +++---- dungeonsheets/features/bard.py | 50 +++--- dungeonsheets/features/cleric.py | 64 +++---- dungeonsheets/features/druid.py | 74 ++++---- dungeonsheets/features/feats.py | 12 +- dungeonsheets/features/fighter.py | 110 ++++++------ dungeonsheets/features/monk.py | 66 +++---- dungeonsheets/features/paladin.py | 18 +- dungeonsheets/features/races.py | 44 ++--- dungeonsheets/features/ranger.py | 84 ++++----- dungeonsheets/features/rogue.py | 104 +++++------ dungeonsheets/features/sorceror.py | 40 ++--- dungeonsheets/features/warlock.py | 102 +++++------ dungeonsheets/features/wizard.py | 97 +++++------ dungeonsheets/magic_items.py | 4 +- dungeonsheets/make_sheets.py | 9 +- dungeonsheets/parse_json.py | 2 +- dungeonsheets/spells/spells_a.py | 90 +++++----- dungeonsheets/spells/spells_b.py | 68 ++++---- dungeonsheets/spells/spells_c.py | 240 +++++++++++++------------- dungeonsheets/spells/spells_d.py | 130 +++++++------- dungeonsheets/spells/spells_e.py | 72 ++++---- dungeonsheets/spells/spells_f.py | 88 +++++----- dungeonsheets/spells/spells_g.py | 62 +++---- dungeonsheets/spells/spells_h.py | 48 +++--- dungeonsheets/spells/spells_i.py | 78 ++++----- dungeonsheets/spells/spells_j.py | 4 +- dungeonsheets/spells/spells_l.py | 32 ++-- dungeonsheets/spells/spells_m.py | 204 +++++++++++----------- dungeonsheets/spells/spells_n.py | 10 +- dungeonsheets/spells/spells_o.py | 12 +- dungeonsheets/spells/spells_p.py | 84 ++++----- dungeonsheets/spells/spells_r.py | 40 ++--- dungeonsheets/spells/spells_s.py | 174 +++++++++---------- dungeonsheets/spells/spells_t.py | 129 +++++++------- dungeonsheets/spells/spells_u.py | 2 +- dungeonsheets/spells/spells_v.py | 2 +- dungeonsheets/spells/spells_w.py | 98 +++++------ dungeonsheets/spells/spells_z.py | 6 +- 52 files changed, 1386 insertions(+), 1381 deletions(-) diff --git a/dungeonsheets/classes/barbarian.py b/dungeonsheets/classes/barbarian.py index fc8314d..0ca99ab 100644 --- a/dungeonsheets/classes/barbarian.py +++ b/dungeonsheets/classes/barbarian.py @@ -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 berserker’s 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 - world’s 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 zealots—warriors 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 diff --git a/dungeonsheets/classes/bard.py b/dungeonsheets/classes/bard.py index b4c9854..210a023 100644 --- a/dungeonsheets/classes/bard.py +++ b/dungeonsheets/classes/bard.py @@ -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 college’s 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 doesn’t 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 blade’s 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 bard’s 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 diff --git a/dungeonsheets/classes/cleric.py b/dungeonsheets/classes/cleric.py index b821898..21f7241 100644 --- a/dungeonsheets/classes/cleric.py +++ b/dungeonsheets/classes/cleric.py @@ -26,8 +26,8 @@ class ClericDomain(SubClass): class KnowledgeDomain(ClericDomain): - """The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and - Thoth—value 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 energy—one 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 light—including Helm, Lathander, Pholtus, Branchala, the Silver - Flame, Belenus, Apollo, and Re-Horakhty—promote 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 trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl - Glittergold, and Loki—are 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. They’re 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 diff --git a/dungeonsheets/classes/druid.py b/dungeonsheets/classes/druid.py index dc4faa1..c55fc71 100644 --- a/dungeonsheets/classes/druid.py +++ b/dungeonsheets/classes/druid.py @@ -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 circle’s 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 circle’s + 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 """ diff --git a/dungeonsheets/classes/fighter.py b/dungeonsheets/classes/fighter.py index c6732d0..e9bc75b 100644 --- a/dungeonsheets/classes/fighter.py +++ b/dungeonsheets/classes/fighter.py @@ -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 fighter’s + 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 - magic—infused 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 Samurai’s 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 """ diff --git a/dungeonsheets/classes/monk.py b/dungeonsheets/classes/monk.py index b5e2690..1203af0 100644 --- a/dungeonsheets/classes/monk.py +++ b/dungeonsheets/classes/monk.py @@ -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 master’s 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. diff --git a/dungeonsheets/classes/paladin.py b/dungeonsheets/classes/paladin.py index e1bf7c0..79d5d07 100644 --- a/dungeonsheets/classes/paladin.py +++ b/dungeonsheets/classes/paladin.py @@ -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 angels—the perfect servants o f - good—as 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. Don’t 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 things—leaves, antlers, or flowers—to + 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 can’t 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 - 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 + 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 can’t 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 isn’t 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 paladins—called hell knights—as + 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. Don’t 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 diff --git a/dungeonsheets/classes/ranger.py b/dungeonsheets/classes/ranger.py index 8c3fde3..e4e109e 100644 --- a/dungeonsheets/classes/ranger.py +++ b/dungeonsheets/classes/ranger.py @@ -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 - Hunter’s 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 multiverse—especially - benevolent dragons, fey, and elementals—that 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 """ diff --git a/dungeonsheets/classes/rogue.py b/dungeonsheets/classes/rogue.py index b60c0ba..7245b20 100644 --- a/dungeonsheets/classes/rogue.py +++ b/dungeonsheets/classes/rogue.py @@ -10,7 +10,7 @@ class Thief(SubClass): prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading - unfamiliar languages, and using magic items you normally couldn’t employ + unfamiliar languages, and using magic items you normally couldn't employ """ name = "Thief" @@ -133,7 +133,7 @@ class Scout(SubClass): class Swashbuckler(SubClass): """You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in - heavy armor, your method of fighting looks almost like a performance. Du— + heavy armor, your method of fighting looks almost like a performance. Du- elists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent diff --git a/dungeonsheets/classes/sorceror.py b/dungeonsheets/classes/sorceror.py index a244a8e..5f04288 100644 --- a/dungeonsheets/classes/sorceror.py +++ b/dungeonsheets/classes/sorceror.py @@ -47,8 +47,8 @@ class DivineSoul(SubClass): """Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial - connection to a divine being. Perhaps your ances— tor was an angel, - transformed into a mortal and sent to fight in a god’s name. Or your birth + connection to a divine being. Perhaps your ances- tor was an angel, + transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. @@ -101,7 +101,7 @@ class StormSorcery(SubClass): influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. - Storm sorcerers are invaluable members of a ship’s crew. Their magic allows + Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. diff --git a/dungeonsheets/classes/warlock.py b/dungeonsheets/classes/warlock.py index df13d2e..b3a8a3e 100644 --- a/dungeonsheets/classes/warlock.py +++ b/dungeonsheets/classes/warlock.py @@ -6,7 +6,7 @@ from collections import defaultdict # PHB class Archfey(SubClass): """Your patron is a lord or lady of the fey, a creature of legend who holds - secrets that were forgotten before the mortal races were born. This being’s + secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air @@ -28,7 +28,7 @@ class Fiend(SubClass): being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords - such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as + such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths @@ -92,7 +92,7 @@ class Celestial(SubClass): """Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being - allows you to experience the barest touch of the holy light that illu— + allows you to experience the barest touch of the holy light that illu- minates the multiverse. Being connected to such power can cause changes in your behavior and @@ -114,7 +114,7 @@ class Celestial(SubClass): class Hexblade(SubClass): - """You have made your pact with a mysterious entity from the Shadowfell—a force + """You have made your pact with a mysterious entity from the Shadowfell-a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy diff --git a/dungeonsheets/classes/wizard.py b/dungeonsheets/classes/wizard.py index 136288c..60dc5d5 100644 --- a/dungeonsheets/classes/wizard.py +++ b/dungeonsheets/classes/wizard.py @@ -93,7 +93,7 @@ class Illusion(SubClass): """You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some - illusionists—including many gnome w izards—are benign tricksters who use + illusionists-including many gnome wizards-are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. @@ -132,7 +132,7 @@ class Transmutation(SubClass): world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to - become a smith on reality’s forge. + become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others @@ -172,23 +172,23 @@ class Bladesinging(SubClass): # XGTE class WarMagic(SubClass): - """A variety of arcane colleges specialize in training wiz— ards for war. The + """A variety of arcane colleges specialize in training wiz- ards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches - techniques that empower a caster’s spells, while also providing methods for + techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil - their opponents“ attempts to counterattack. War mages are also adept at - turning other spellcasters’ magical energy against them. + their opponents" attempts to counterattack. War mages are also adept at + turning other spellcasters' magical energy against them. In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for - splitting their attention between offense and defense. A war mage’s typical - response: “What good is being able to throw a mighty fireball if I die + splitting their attention between offense and defense. A war mage's typical + response: "What good is being able to throw a mighty fireball if I die before I can cast it? """ diff --git a/dungeonsheets/features/backgrounds.py b/dungeonsheets/features/backgrounds.py index 0400ad7..4b2478f 100644 --- a/dungeonsheets/features/backgrounds.py +++ b/dungeonsheets/features/backgrounds.py @@ -35,7 +35,7 @@ class FalseIdentity(Feature): class CriminalContact(Feature): """You have a reliable and trustworthy contact who acts as your liaison to a - network o f other criminals. You know how to get messages to and from your + network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. @@ -47,7 +47,7 @@ class CriminalContact(Feature): class ByPopularDemand(Feature): """You can always find a place to perform, usually in an inn or tavern but - possibly with a circus, at a theater, or even in a noble’s court. At such a + possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a @@ -84,10 +84,10 @@ class GuildMembership(Feature): innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic - items to the guild’s coffers. + items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you - must make up back dues to remain in the guild’s good graces. + must make up back dues to remain in the guild's good graces. """ name = "Guild Membership" @@ -155,8 +155,8 @@ class ShipsPassage(Feature): """When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one - captained by a former crewmate). Because you’re calling in a favor, you - can’t be certain of a schedule or route that will meet your every + captained by a former crewmate). Because you're calling in a favor, you + can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage diff --git a/dungeonsheets/features/barbarian.py b/dungeonsheets/features/barbarian.py index 412647e..bbd0111 100644 --- a/dungeonsheets/features/barbarian.py +++ b/dungeonsheets/features/barbarian.py @@ -6,7 +6,7 @@ from .. import (weapons, armor) class Rage(Feature): """In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if - you aren’t wearing heavy armor: + you aren't wearing heavy armor: --You have advantage on Strength checks and Strength saving throws. @@ -19,9 +19,9 @@ class Rage(Feature): --You have resistance to bludgeoning, piercing, and slashing damage. - If you are able to cast spells, you can’t cast them or concentrate on them + If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are - knocked unconscious or if your turn ends and you haven’t attacked a hostile + knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian @@ -78,10 +78,10 @@ class RecklessAttack(Feature): class DangerSense(Feature): - """At 2nd level, you gain an uncanny sense of when things nearby aren’t as + """At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, - such as traps and spells. To gain this benefit, you can’t be blinded, + such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. """ @@ -99,7 +99,7 @@ class ExtraAttackBarbarian(Feature): class FastMovement(Feature): - """Starting at 5th level, your speed increases by 10 feet while you aren’t + """Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. """ @@ -110,7 +110,7 @@ class FastMovement(Feature): class FeralInstinct(Feature): """By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of - combat and aren’t incapacitated, you can act normally on your first turn, + combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. """ @@ -131,7 +131,7 @@ class BrutalCritical(Feature): class RelentlessRage(Feature): """Starting at 11th level, your rage can keep you fighting despite grievous - wounds. If you drop to 0 hit points while you’re raging and don’t die + wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC @@ -183,7 +183,7 @@ class Frenzy(Feature): class MindlessRage(Feature): - """Beginning at 6th level, you can’t be charmed or frightened while raging. If + """Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. @@ -241,7 +241,7 @@ class BearSpirit(Feature): class EagleSpirit(Feature): - """While you're raging and aren’t wearing heavy armor, other creatures have + """While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. @@ -392,10 +392,10 @@ class SpiritWalker(Feature): class BearAttunement(Feature): - """While you’re raging, any creature within 5 feet o f you that’s hostile to + """While you're raging, any creature within 5 feet o f you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if - it can’t see or hear you or if it can’t be frightened. + it can't see or hear you or if it can't be frightened. """ name = "Totemic Attunement (Bear)" @@ -413,7 +413,7 @@ class EagleAttunement(Feature): class WolfAttunement(Feature): - """Wolf. While you’re raging, you can use a bonus action on your turn to knock + """Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. """ @@ -516,10 +516,10 @@ class SpikedRetribution(Feature): # Ancestral Guardian class AncestralProtectors(Feature): """Starting when you choose this path at 3rd level, spectral warriors appear - when you enter your rage. While you’re raging, the first creature you hit + when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start ofyour next turn, that target has - disadvantage on any attack roll that isn’t against you, and when the target + disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early ifyour rage ends @@ -559,7 +559,7 @@ class ConsultTheSpirits(Feature): using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for - these spells. After you cast either spell in this way, you can’t use this + these spells. After you cast either spell in this way, you can't use this feature again until you finish a short or long rest """ @@ -586,7 +586,7 @@ class DesertAura(Feature): rage, and you can activate the effect again on each of your turns as a bonus action. - Choose desert, sea, or tundra. Your aura’s effect depends on that chosen + Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitu- @@ -609,7 +609,7 @@ class SeaAura(Feature): rage, and you can activate the effect again on each of your turns as a bonus action. - Choose desert, sea, or tundra. Your aura’s effect depends on that chosen + Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitu- @@ -634,7 +634,7 @@ class TundraAura(Feature): rage, and you can activate the effect again on each of your turns as a bonus action. - Choose desert, sea, or tundra. Your aura’s effect depends on that chosen + Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitu- @@ -670,13 +670,13 @@ class StormAura(FeatureSelector): class DesertSoul(Feature): - """At 6th level, the storm grants you benefits even when your aura isn’t + """At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura. - **Desert**: You gain resistance to fire damage, and you don’t suffer the - effects of extreme heat, as described in the Dungeon Master’s - Guide. Moreover, as an action, you can touch a flammable object that isn’t + **Desert**: You gain resistance to fire damage, and you don't suffer the + effects of extreme heat, as described in the Dungeon Master's + Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire """ @@ -685,7 +685,7 @@ class DesertSoul(Feature): class SeaSoul(Feature): - """At 6th level, the storm grants you benefits even when your aura isn’t + """At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura. @@ -697,12 +697,12 @@ class SeaSoul(Feature): class TundraSoul(Feature): - """At 6th level, the storm grants you benefits even when your aura isn’t + """At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura. - **Tundra**: You gain resistance to cold damage, and you don’t suffer the - effects of extreme cold, as described in the Dungeon Master’s + **Tundra**: You gain resistance to cold damage, and you don't suffer the + effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube @@ -804,7 +804,7 @@ class RagingStorm(FeatureSelector): # Zealot class DivineFury(Feature): """Starting when you choose this path at 3rd level, you can channel divine - fury into your weapon strikes. While you’re raging, the first creature you + fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. @@ -823,7 +823,7 @@ class DivineFury(Feature): class WarriorOfTheGods(Feature): """At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not - undeath), the caster doesn’t need material components to cast the spell + undeath), the caster doesn't need material components to cast the spell on you """ @@ -833,7 +833,7 @@ class WarriorOfTheGods(Feature): class FanaticalFocus(Feature): """Starting at 6th level, the divine power that fuels your rage can protect - you. If you fail a saving throw while you’re raging, you can reroll it, and + you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. """ name = "Fanatical Focus" @@ -845,7 +845,7 @@ class ZealousPresence(Feature): others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet ofyou that can hear you gain advantage on attack rolls and saving throws until the - start of your next turn. Once you use this feature, you can’t use it again + start of your next turn. Once you use this feature, you can't use it again until you finish a long rest """ @@ -855,7 +855,7 @@ class ZealousPresence(Feature): class RageBeyondDeath(Feature): """Beginning at 14th level, the divine power that fuels your rage allows you - to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t + to shrug off fatal blows. While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until diff --git a/dungeonsheets/features/bard.py b/dungeonsheets/features/bard.py index 7b3e4e5..943e513 100644 --- a/dungeonsheets/features/bard.py +++ b/dungeonsheets/features/bard.py @@ -47,7 +47,7 @@ class BardicInspiration(Feature): class JackOfAllTrades(Feature): """Starting at 2nd level, you can add half your proficiency bonus, rounded - down, to any ability check you make that doesn’t already include your + down, to any ability check you make that doesn't already include your proficiency bonus. (Included in stats on Character Sheet above). """ @@ -155,10 +155,10 @@ class CuttingWords(Feature): you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the - number rolled from the creature’s roll. You can choose to use this feature + number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature - deals its damage. The creature is immune if it can’t hear you or if it’s + deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. """ @@ -169,7 +169,7 @@ class CuttingWords(Feature): class AdditionalMagicalSecrets(Feature): """At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or - a cantrip. The chosen spells count as bard spells for you but don’t count + a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. """ @@ -262,7 +262,7 @@ class EnthrallingPerformance(Feature): it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you - tried to charm it. Once you use this feature, you can’t use it again until + tried to charm it. Once you use this feature, you can't use it again until you finish a short or long rest """ @@ -280,7 +280,7 @@ class MantleOfMajesty(Feature): Any creature charmed by you automatically failfs its saving throw against the command you cast with this feature. Once you use this feature, you - can’t use it again until you finish a long rest + can't use it again until you finish a long rest """ name = "Mantle of Majesty" @@ -292,14 +292,14 @@ class UnbreakableMajesty(Feature): makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you - for the first time on a turn, the at— tacker must make a Charisma saving - throw against your spell save DC. On a failed save, it can’t attack you on + for the first time on a turn, the at- tacker must make a Charisma saving + throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next - turn. Once you assume this majestic presence, you can’t do so again until + turn. Once you assume this majestic presence, you can't do so again until you finish a short or long rest. """ @@ -351,10 +351,10 @@ class BladeFlourish(Feature): **Slashing Flourish**: You can expend one use ofyour Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature ofyour choice that you can see within 5 feet ofyou. The - damage equalsthe number you roll on the Bardic Inspi— ration die. + damage equalsthe number you roll on the Bardic Inspi- ration die. - **Mobile Flourish**: You can expend one use ofyour Bar— dic InSpiration to - cause the weapon to deal extra dam— age to the target you hit. The damage + **Mobile Flourish**: You can expend one use ofyour Bar- dic InSpiration to + cause the weapon to deal extra dam- age to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to @@ -368,7 +368,7 @@ class BladeFlourish(Feature): class MastersFlourish(Feature): """Starting at 14th level, whenever you use a Blade Flourish option, you can - roll a d6 and use it instead of expend— ing a Bardic Inspiration die. + roll a d6 and use it instead of expend- ing a Bardic Inspiration die. """ name = "Master's Flourish" source = "Bard (College of Swords)" @@ -377,7 +377,7 @@ class MastersFlourish(Feature): # College of Whispers class PsychicBlades(Feature): """When you join the College of Whispers at 3rd level, you gain the ability to - make your weapon attacks magically toxic to a creature’s mind. When you hit + make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use ofyour Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you @@ -407,7 +407,7 @@ class WordsOfTerror(Feature): least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature ofyour - choice. The target is frightened in this way for 1 hour, until it is at— + choice. The target is frightened in this way for 1 hour, until it is at- tacked or damaged, or until it witnesses its allies being attacked or damaged. @@ -421,22 +421,22 @@ class WordsOfTerror(Feature): class MantleOfWhispers(Feature): - """At 6th level, you gain the ability to adopt a humanoid’s persona. When a + """At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow - using your reac— tion. You retain this shadow until you use it or you + using your reac- tion. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive.This disguise lasts for 1 hour or until you end it as a bonus action. - While you’re in the disguise, you gain access to all information that the + While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information - includes general details on its background and personal life, but doesn’t + includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you - capture a shadow with this feature, you can’t capture another one with it + capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest. """ @@ -446,11 +446,11 @@ class MantleOfWhispers(Feature): class ShadowLore(Feature): """At 14th level, you gain the ability to weave dark magic into your words and - tap into a creature’s deepest fears. As an action, you magically whisper a + tap into a creature's deepest fears. As an action, you magically whisper a phrase that only one creature ofyour choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save - DC. It automatically succeeds if it doesn’t share a language with you or if - it can’t hear you. On a successful saving throw, your whisper sounds like + DC. It automatically succeeds if it doesn't share a language with you or if + it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours @@ -458,11 +458,11 @@ class ShadowLore(Feature): saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The charmed creature obeys your commands for fear - that you will reveal its secret. It won’t risk its life for you or fight + that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this - feature, you can’t use it again until / you finish a long rest. + feature, you can't use it again until / you finish a long rest. """ name = "Shadow Lore" diff --git a/dungeonsheets/features/cleric.py b/dungeonsheets/features/cleric.py index ceac93a..493a52f 100644 --- a/dungeonsheets/features/cleric.py +++ b/dungeonsheets/features/cleric.py @@ -42,9 +42,9 @@ class TurnUndead(Feature): turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you - as it can, and it can’t willingly move to a space within 30 feet of you. It - also can’t take reactions. For its action, it can use only the Dash action - or try to escape from an effect that prevents it from moving. If there’s + as it can, and it can't willingly move to a space within 30 feet of you. It + also can't take reactions. For its action, it can use only the Dash action + or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. """ @@ -81,13 +81,13 @@ class DivineIntervention(Feature): """Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. - Imploring your deity’s aid requires you to use your action. Describe the + Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. - If your deity intervenes, you can’t use this feature again for 7 + If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll @@ -137,11 +137,11 @@ class KnowledgeOfTheAncients(DivineIntervention): class ReadThoughts(DivineIntervention): - """At 6th level, you can use your Channel Divinity to read a creature’s - thoughts. You can then use your access to the creature’s mind to command + """At 6th level, you can use your Channel Divinity to read a creature's + thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature - succeeds on the saving throw, you can’t use this feature on it again until + succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those @@ -172,11 +172,11 @@ class VisionsOfThePast(Feature): minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that - time, as if you were casting a spell. Once you use this feature, you can’t + time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest. **Object Reading**: Holding an object as you meditate, you can see visions - of the object’s previous owner. After meditating for 1 minute, you learn + of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal @@ -202,7 +202,7 @@ class DiscipleOfLife(Feature): """Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 - + the spell’s level + + the spell's level """ name = "Disciple of Life" @@ -215,7 +215,7 @@ class PreserveLife(ChannelDivinity): energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than - half of its hit point maximum. You can’t use this feature on an undead or a + half of its hit point maximum. You can't use this feature on an undead or a construct. """ @@ -227,7 +227,7 @@ class BlessedHealer(Feature): """Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the - spell’s level. + spell's level. """ name = "Blessed Healer" @@ -262,7 +262,7 @@ class WardingFlare(Feature): attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or - misses. An attacker that can’t be blinded is immune to this feature. You + misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest @@ -455,7 +455,7 @@ class InvokeDuplicity(ChannelDivinity): bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. - For the duration, you can cast spells as though you were in the illusion’s + For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how @@ -478,7 +478,7 @@ class CloakOfShadows(ChannelDivinity): class DivineStrikeTrickery(DivineStrike): """At 8th level, you gain the ability to infuse your weapon strikes with - poison—a gift from your deity. Once on each of your turns when you hit a + poison-a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. @@ -627,8 +627,8 @@ class BlessingOfTheForge(Feature): armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting - a +1 bonus to AC if it’s armor or a +1 bo— nus to attack and damage rolls - if it’s a weapon. Once you use this feature, you can’t use it again until + a +1 bonus to AC if it's armor or a +1 bo- nus to attack and damage rolls + if it's a weapon. Once you use this feature, you can't use it again until you finish a long rest """ @@ -638,17 +638,17 @@ class BlessingOfTheForge(Feature): class ArtisansBlessing(Feature): """Starting at 2nd level, you can use your Channel Divinity to create simple - items. You conduct an hour—long ritual that crafts a nonmagi— cal item that + items. You conduct an hour-long ritual that crafts a nonmagi- cal item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal Object (see chapter - 5, “Equipment,” in the Player’s Handbook for examples of these items). The + 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and - transforms into the creation at the ritual’s end, magically forming even + transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. @@ -662,9 +662,9 @@ class SoulOfTheForge(Feature): """Starting at 6th level, your mastery of the forge grants you special abilities: - -- You gain resistance to fire damage. + • You gain resistance to fire damage. - -- While wearing heavy armor, you gain a +1 bonus to AC. + • While wearing heavy armor, you gain a +1 bonus to AC. """ name = "Soul of the Forge" @@ -686,9 +686,9 @@ class SaintOfForgeAndFire(Feature): """At 17th level, your blessed affinity with fire and metal becomes more powerful: - -- You gain immunity to fire damage. + • You gain immunity to fire damage. - -- While wearing heavy armor, you have resistance to bludgeoning, piercing, + • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks """ @@ -702,7 +702,7 @@ class CircleOfMortality(Feature): death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying - cantrip, which doesn’t count against the number of cleric cantrips you + cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action @@ -718,10 +718,10 @@ class EyesOfTheGrave(Feature): undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end ofyour next turn, you know the location of any undead within 60 feet of - you that isn’t behind total cover and that isn’t protected from divination + you that isn't behind total cover and that isn't protected from divination magic. - This sense doesn’t tell you anything about a creature's capabilities or + This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum Of once). You regain all expended uses when you finish a long rest @@ -738,7 +738,7 @@ class EyesOfTheGrave(Feature): class PathToTheGrave(ChannelDivinity): """Starting at 2nd level, you can use your Channel Divinity to mark another - creature’s life force for termination. As an action, you choose one + creature's life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end Of your next turn. The next time you or an ally Ofyours hits the cursed creature with an attack, the creature has vulnerability tO all of that @@ -750,7 +750,7 @@ class PathToTheGrave(ChannelDivinity): class SentinelAtDeathsDoor(Feature): - """At 6th level, you gain the ability to impede death’s progress. As a + """At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a @@ -771,8 +771,8 @@ class KeeperOfSouls(Feature): """Starting at 17th level. you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet - of you regains hit points equal to the enemy’s number of Hit Dice. You can - use this feature only if you aren’t incapacitated. Once you use it, you + of you regains hit points equal to the enemy's number of Hit Dice. You can + use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start ofyour next turn. """ diff --git a/dungeonsheets/features/druid.py b/dungeonsheets/features/druid.py index dcf4942..359a1d0 100644 --- a/dungeonsheets/features/druid.py +++ b/dungeonsheets/features/druid.py @@ -9,7 +9,7 @@ class WildShape(Feature): twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any - beast that has a challenge rating of 1/4 or lower that doesn’t have a + beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. 2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf) @@ -26,39 +26,39 @@ class WildShape(Feature): While you are transformed, the following rules apply: - -- Your game statistics are replaced by the statistics of the beast, but + • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is - higher than yours, use the creature’s bonus instead of yours. If the + higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. - -- When you transform, you assume the beast’s hit points and Hit Dice. When + • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point - left, you revert and take 9 damage. As long as the excess damage doesn’t - reduce your normal form to 0 hit points, you aren’t knocked unconscious. + left, you revert and take 9 damage. As long as the excess damage doesn't + reduce your normal form to 0 hit points, you aren't knocked unconscious. - -- You can’t cast spells, and your ability to speak or take any action that + • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast - form. Transforming doesn’t break your concentration on a spell you’ve + form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of - a spell, such as call lightning, that you’ve already cast. + a spell, such as call lightning, that you've already cast. - -- You retain the benefit of any features from your class, race, or other + • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing - so. However, you can’t use any of your special senses, such as darkvi- + so. However, you can't use any of your special senses, such as darkvi- sion, unless your new form also has that sense. - -- You choose whether your equipment falls to the ground in your space, + • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear - a piece of equipment, based on the creature’s shape and size. Your - equipment doesn’t change size or shape to match the new form, and any - equipment that the new form can’t wear must either fall to the ground or + a piece of equipment, based on the creature's shape and size. Your + equipment doesn't change size or shape to match the new form, and any + equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. @@ -85,7 +85,7 @@ class TimelessBody(Feature): class BeastSpells(Feature): """Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal - components of a druid spell while in a beast shape, but you aren’t able to + components of a druid spell while in a beast shape, but you aren't able to provide material components. """ @@ -98,7 +98,7 @@ class Archdruid(Feature): Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and - aren’t consumed by a spell. You gain this benefit in both your normal shape + aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape """ @@ -121,7 +121,7 @@ class NaturalRecovery(Feature): sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and - none of the slots can be 6th level or higher. You can’t use this feature + none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two @@ -137,12 +137,12 @@ class _CircleSpells(Feature): """Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that - land—arctic, coast, desert, forest, grassland, mountain, swamp, or - Underdark—and consult the associated list of spells. + land-arctic, coast, desert, forest, grassland, mountain, swamp, or + Underdark-and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it - doesn’t count against the number of spells you can prepare each day. If you - gain access to a spell that doesn’t appear on the druid spell list, the + doesn't count against the number of spells you can prepare each day. If you + gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. """ @@ -328,7 +328,7 @@ class LandsStride(Feature): class NaturesWard(Feature): - """When you reach 10th level, you can’t be charmed or frightened by elementals + """When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease """ @@ -438,12 +438,12 @@ class HearthOfMoonlightAndShadow(Feature): """At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gleaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an - invisible, 30-foot—radius sphere of magic appears, centered on that + invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in - the sphere (a campfire, torches, or the like) isn’t visible outside it. The + the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere """ @@ -477,8 +477,8 @@ class WalkerInDreams(Feature): This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you - haven*t taken a long rest on your current plane, the spell fails but isn’t - wasted. Once you use this feature, you can’t use it again until you finish + haven*t taken a long rest on your current plane, the spell fails but isn't + wasted. Once you use this feature, you can't use it again until you finish a long rest. """ @@ -493,7 +493,7 @@ class SpeechOfTheWoods(Feature): understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen - or heard in the recent past. This ability doesn’t grant you friendship with + or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. @@ -511,9 +511,9 @@ class SpiritTotem(Feature): creature it. represents. As a bonus action, you can move the spirit up to 60 feet to a point you can - see. The spirit persists for 1 minute or until you’re incapacitated. Once - you use this feature, you can’t use it again until you finish a short or - long rest. The effect of the spirit’s aura depends on the type of spirit + see. The spirit persists for 1 minute or until you're incapacitated. Once + you use this feature, you can't use it again until you finish a short or + long rest. The effect of the spirit's aura depends on the type of spirit you summon from the options below. **Bear Spirit**: The bear spirit grants you and your allies its might and @@ -524,13 +524,13 @@ class SpiritTotem(Feature): **Hawk Spirit**: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll - against a target in the spirit’s aura, you can use your reaction to grant + against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura **Unicorn Spirit**: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to - detect creatures in the spirit’s aura. In addition. if you cast a spell + detect creatures in the spirit's aura. In addition. if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. @@ -545,10 +545,10 @@ class MightySummoner(Feature): than normal. Any beast or fey summoned or created by a spell that you cast gains the. following benefits: - -- The creature appears with more hit points than normal: 2 extra hit + • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. - -- The damage from its natural weapons is considered magical for the + • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. @@ -560,7 +560,7 @@ class MightySummoner(Feature): class GuardianSpirit(Feature): """Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned - or created with a spell ends its turn in your Spirit Totem aura, that crea— + or created with a spell ends its turn in your Spirit Totem aura, that crea- ture regains a number of hit points equal to halfyour druid level. """ @@ -577,7 +577,7 @@ class FaithfulSummons(Feature): conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action - required). Once you use this feature, you can’t use it again until you + required). Once you use this feature, you can't use it again until you finish a long rest """ diff --git a/dungeonsheets/features/feats.py b/dungeonsheets/features/feats.py index f9d7285..9d78ee6 100644 --- a/dungeonsheets/features/feats.py +++ b/dungeonsheets/features/feats.py @@ -3,16 +3,16 @@ from .features import Feature # PHB class GreatWeaponMaster(Feature): - """You’ve learned to put the weight of a weapon to your advantage, letting its + """You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: - -- On your turn, when you score a critical hit with a melee weapon or + • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. - -- Before you make a melee attack with a heavy weapon that you are + • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack - roll. If the attack hits, you add +10 to the attack’s damage + roll. If the attack hits, you add +10 to the attack's damage """ name = "Great Weapon Master" @@ -22,9 +22,9 @@ class GreatWeaponMaster(Feature): class Actor(Feature): """Skilled at mimicry and dramatics, you gain the following benefits: - -- Increase your Charisma score by 1, to a maximum of 20. + • Increase your Charisma score by 1, to a maximum of 20. - -- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. + • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. --You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature diff --git a/dungeonsheets/features/fighter.py b/dungeonsheets/features/fighter.py index 5f0fe94..9d0c892 100644 --- a/dungeonsheets/features/fighter.py +++ b/dungeonsheets/features/fighter.py @@ -105,7 +105,7 @@ class ExtraAttackFighter(Feature): class Indomitable(Feature): """Beginning at 9th level, you can reroll a saving throw that you fail. If you - do so, you must use the new roll, and you can’t use this feature again + do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level @@ -138,7 +138,7 @@ class ImprovedCritical(Feature): class RemarkableAthelete(Feature): """Starting at 7th level, you can add half your proficiency bonus (round up) - to any Strength, Dexterity, or Constitution check you make that doesn’t + to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover @@ -190,7 +190,7 @@ class Survivor(Feature): """At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points - left. You don’t gain this benefit if you have 0 hit points. + left. You don't gain this benefit if you have 0 hit points. """ name = "Survivor" @@ -203,7 +203,7 @@ class CombatSuperiority(Feature): fueled by special dice called superiority dice. **Maneuvers**: You learn three maneuvers of your choice, which are detailed - under “Maneuvers” below. Many maneuvers enhance an attack in some way. You + under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. @@ -214,7 +214,7 @@ class CombatSuperiority(Feature): another superiority die at 7th level and one more at 15th level. **Saving Throws**: Some of your maneuvers require your target to make a - saving throw to resist the maneuver’s effects. The saving throw DC is + saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity @@ -235,7 +235,7 @@ class CombatSuperiority(Feature): class StudentOfWar(Feature): - """At 3rd level, you gain proficiency with one type of artisan’s tools of your + """At 3rd level, you gain proficiency with one type of artisan's tools of your choice. """ @@ -292,7 +292,7 @@ class CommandersStrike(Maneuver): strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the - attack’s damage roll. + attack's damage roll. """ name = "Commander's Strike" @@ -301,8 +301,8 @@ class CommandersStrike(Maneuver): class DisarmingAttack(Maneuver): """When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one - item o f your choice that it’s holding. You add the superiority die to the - attack’s damage roll, and the target must make a Strength saving throw. On + item o f your choice that it's holding. You add the superiority die to the + attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. @@ -313,7 +313,7 @@ class DisarmingAttack(Maneuver): class DistractingStrike(Maneuver): """When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an - opening. You add the superiority die to the attack’s damage roll. The next + opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. @@ -333,7 +333,7 @@ class FeintingAttack(Maneuver): """You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack - hits, add the superiority die to the attack’s damage roll. + hits, add the superiority die to the attack's damage roll. """ name = "Feinting Attack" @@ -342,7 +342,7 @@ class FeintingAttack(Maneuver): class GoadingAttack(Maneuver): """When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add - the superiority die to the attack’s damage roll, and the target must make a + the superiority die to the attack's damage roll, and the target must make a W isdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. @@ -354,7 +354,7 @@ class GoadingAttack(Maneuver): class LungingAttack(Maneuver): """When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you - hit, you add the superiority die to the attack’s damage roll. + hit, you add the superiority die to the attack's damage roll. """ name = "Lunging Attack" @@ -363,7 +363,7 @@ class LungingAttack(Maneuver): class ManeuveringAttack(Maneuver): """When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one o f your comrades into a more advantageous - position. You add the superiority die to the attack’s damage roll, and you + position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. @@ -375,7 +375,7 @@ class ManeuveringAttack(Maneuver): class MenacingAttack(Maneuver): """When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority - die to the attack’s damage roll, and the target must make a Wisdom saving + die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end o f your next turn. @@ -448,7 +448,7 @@ class SweepingAttack(Maneuver): class TripingAttack(Maneuver): """When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the - superiority die to the attack’s damage roll, and if the target is Large or + superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone @@ -474,7 +474,7 @@ class EldritchKnightSpellcasting(Feature): Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell o f your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and - it must be an abjuration or evocation spell, unless you’re replacing the + it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. """ @@ -489,7 +489,7 @@ class WeaponBond(Feature): throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. - Once you have bonded a weapon to yourself, you can’t be disarmed of that + Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. @@ -514,7 +514,7 @@ class WarMagic(Feature): class EldritchStrike(Feature): """At 10th level, you learn how to make your weapon strikes undercut a - creature’s resistance to your spells. When you hit a creature with a weapon + creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. @@ -608,8 +608,8 @@ class Bulwark(Feature): # Arcane Archer class ArcaneArcherLore(Feature): """At 3rd level, you learn magical theory or some of the secrets of - nature—typical for practitioners of this elven martial tradition. You - choose to gain proficiency in ei— ther the Arcana or the Nature skill, and + nature-typical for practitioners of this elven martial tradition. You + choose to gain proficiency in ei- ther the Arcana or the Nature skill, and you choose to learn either the prestidigr'tation or the drufdcraft cantrip """ @@ -620,20 +620,20 @@ class ArcaneArcherLore(Feature): class ArcaneShot(Feature): """At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options - of your choice (see “Arcane Shot Options” below). + of your choice (see "Arcane Shot Options" below). Add all Arcane Shot options under "features" in your .py file Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, - unless the option doesn’t involve an attack roll. You have two uses of this + unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option - also improves when you become an 18th—level fighter + also improves when you become an 18th-level fighter If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier @@ -680,7 +680,7 @@ class BanishingArrow(Feature): """You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this - way, the target’s speed is 0, and it is incapacitated. At the end of its + way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the Space it vacated or in the nearest unoccupied space if that space is occupied. @@ -697,7 +697,7 @@ class BeguilingArrow(Feature): target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one ofyour allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until - the start ofyour next turn. This effect ends early if the chosen ally at— + the start ofyour next turn. This effect ends early if the chosen ally at- tacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class. @@ -710,7 +710,7 @@ class BeguilingArrow(Feature): class BurstingArrow(Feature): """You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the - ar— row hits the creature, the target and all other creatures within 10 + ar- row hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class @@ -735,7 +735,7 @@ class GraspingArrow(Feature): """When this arrow strikes its target, conjuration magic creates grasping, poisonous brams bles, which wrap around the target. The creature hit by the arrow takes an extra 2(16 poison damage, its speed is reduced by 10 feet, - and it takes 2d6 slashing dam— age the first time on each turn it moves 1 + and it takes 2d6 slashing dam- age the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the @@ -750,7 +750,7 @@ class GraspingArrow(Feature): class PiercingArrow(Feature): """You use transmutation magic to give your arrow an ethereal quality. When - you use this option, you don’t make an attack roll for the attack. Instead, + you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a @@ -766,16 +766,16 @@ class PiercingArrow(Feature): class SeekingArrow(Feature): """Using divination magic, you grant your arrow the ability to seek out a - target. When you use this option, you don’t make an attack roll for the + target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the - weapon’s range and there is a path large enough for the arrow to travel to + weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force - damage, and you learn the target’s current location. On a successful save, - the target takes half as much damage, and you don’t learn its location. The + damage, and you learn the target's current location. On a successful save, + the target takes half as much damage, and you don't learn its location. The force damage increases to 2d6 when you reach 18th level in this class. """ @@ -812,7 +812,7 @@ class BornToTheSaddle(Feature): """Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. Ifyou fall off your mount and descend no more than 10 feet, you can land on your feet - if you’re not incapacitated. Finally, mounting or dismounting a creature + if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. """ @@ -828,7 +828,7 @@ class UnwaveringMark(Feature): someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage - on any attack roll that doesn’t target you. In addition, if a creature + on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the @@ -852,10 +852,10 @@ class UnwaveringMark(Feature): class WardingManeuver(Feature): """At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet - of you is hit by an attack, you can roll ld8 as a reaction if you’re + of you is hit by an attack, you can roll ld8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number - rolled to the target’s AC against that attack. If the attack still hits, - the target has resistance against the attack’s damage. + rolled to the target's AC against that attack. If the attack still hits, + the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you @@ -875,7 +875,7 @@ class HoldTheLine(Feature): """At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, - the target’s speed is reduced to 0 until the end of the current turn. + the target's speed is reduced to 0 until the end of the current turn. """ name = "Hold the Line" @@ -883,7 +883,7 @@ class HoldTheLine(Feature): class FerociousCharger(Feature): - """Starting at 15th level, you can run down your foes, whether you’re mounted + """Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your @@ -898,8 +898,8 @@ class FerociousCharger(Feature): class VigilantDefender(Feature): """Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on - every creature’s turn, except your turn. You can use this special reaction - only to make an opportunity attack, and you can’t use it on the same turn + every creature's turn, except your turn. You can use this special reaction + only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction """ @@ -911,7 +911,7 @@ class VigilantDefender(Feature): class BonusProficiencySamurai(Feature): """When you choose this archetype at 3rd level, you gain proficiency in one of the following skills ofyour choice: History, Insight, Performance, or - Persuasion. Alterna— tively, you learn one language of your choice. + Persuasion. Alterna- tively, you learn one language of your choice. """ name = "Bonus Proficiency" @@ -934,7 +934,7 @@ class FightingSpirit(Feature): class ElegantCourtier(Feature): - """Starting at 7th level, your discipline and attention to de— tail allow you + """Starting at 7th level, your discipline and attention to de- tail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving @@ -970,13 +970,13 @@ class RapidStrike(Feature): class StrengthBeforeDeath(Feature): """Starting at 18th level, your fighting spirit can delay the grasp of - death. If you take damage that reduces you to 0 hit points and doesn’t kill + death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious - ifyou still have 0 hit points. Once you use this feature, you can’t use it + ifyou still have 0 hit points. Once you use this feature, you can't use it again until you finish a long rest. """ @@ -1016,11 +1016,11 @@ class AdeptMarksman(Feature): Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a - firearm to a creature of significant threat (DM’s discretion). You regain + firearm to a creature of significant threat (DM's discretion). You regain all expended grit points after a short or long rest. Saving Throws. Some of your trick shots require your targets to make a - saving throw to resist the trick shot’s effects. The saving throw DC is + saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows: Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier @@ -1029,20 +1029,20 @@ class AdeptMarksman(Feature): bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in - the Dungeon Master’s Guide. Firearms are ranged weapons. + the Dungeon Master's Guide. Firearms are ranged weapons. Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. Misfire. Whenever you make an attack roll with a firearm, and the dice roll - is equal to or lower than the weapon’s Misfire score, the weapon + is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make - a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your + a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without - being proficient increase the weapon’s misfire score by 1. + being proficient increase the weapon's misfire score by 1. Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your @@ -1052,7 +1052,7 @@ class AdeptMarksman(Feature): Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition - yourself using your Tinker’s Tools at half the cost. Each firearm uses its + yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. @@ -1164,7 +1164,7 @@ class ForcefulShot(Feature): class PiercingShot(Feature): """When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack - gains a +1 to the firearm’s misfire score. On a hit, the creature suffers + gains a +1 to the firearm's misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire. @@ -1187,7 +1187,7 @@ class WingingShot(Feature): class ViolentShot(Feature): """When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit - point expended, the attack gains a +2 to the firearm’s misfire score. If + point expended, the attack gains a +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage. diff --git a/dungeonsheets/features/monk.py b/dungeonsheets/features/monk.py index 9be1736..83e959a 100644 --- a/dungeonsheets/features/monk.py +++ b/dungeonsheets/features/monk.py @@ -16,18 +16,18 @@ class UnarmoredDefenseMonk(Feature): class MartialArts(Feature): """At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and - any simple melee weapons that don’t have the two-handed or heavy + any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding - only monk weapons and you aren’t wearing armor or wielding a shield: + only monk weapons and you aren't wearing armor or wielding a shield: - -- You can use Dexterity instead of Strength for the attack and damage rolls + • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. - -- You can roll a d4 in place of the normal damage of your unarmed strike or + • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. - -- When you use the Attack action with an unarmed strike or a monk weapon on + • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter- staff, you can also make an unarmed strike as a bonus action, assuming you haven't already @@ -81,7 +81,7 @@ class Ki(Feature): meditating to regain your ki points. Some of your ki features require your target to make a saving throw to - resist the feature’s effects. The saving throw DC is calculated as follows: + resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier """ @@ -194,7 +194,7 @@ class ExtraAttackMonk(Feature): class StunningStrike(Feature): """Starting at 5th level, you can interfere with the flow of ki in an - opponent’s body. When you hit another creature with a melee weapon attack, + opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn @@ -267,7 +267,7 @@ class EmptyBody(Feature): become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When - you do so, you can’t take any other creatures with you. + you do so, you can't take any other creatures with you. """ name = "Empty Body" @@ -286,16 +286,16 @@ class PerfectSelf(Feature): # Way of the Open Hand class OpenHandTechnique(Feature): """Starting when you choose this tradition at 3rd level, you can manipulate - your enemy’s ki when you harness your own. Whenever you hit a creature with + your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: - -- It must succeed on a Dexterity saving throw or be knocked prone. + • It must succeed on a Dexterity saving throw or be knocked prone. - -- It must make a Strength saving throw. If it fails, you can push it up to + • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. - -- It can’t take reactions until the end of your next turn + • It can't take reactions until the end of your next turn """ name = "Open Hand Technique" @@ -326,7 +326,7 @@ class Tranquility(Feature): class QuiveringPalm(Feature): """At 17th level, you gain the ability to set up lethal vibrations in - someone’s body. When you hit a creature with an unarmed strike, you can + someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on @@ -347,7 +347,7 @@ class ShadowArts(Feature): to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor - illusion cantrip if you don’t already know it. + illusion cantrip if you don't already know it. """ name = "Shadow Arts" @@ -394,7 +394,7 @@ class DiscipleOfTheElements(Feature): that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are - detailed in the “Elemental Disciplines” section below. + detailed in the "Elemental Disciplines" section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also @@ -405,14 +405,14 @@ class DiscipleOfTheElements(Feature): **Casting Elemental Spells**: Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one o - f these spells, you use its casting time and other rules, but you don’t + f these spells, you use its casting time and other rules, but you don't need to provide material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, - you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s + you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1). The maximum number of ki points you can spend to cast a spell in this way @@ -437,16 +437,16 @@ class ElementalAttunement(Feature): """You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice: - -- Create a harmless, instantaneous sensory effect related to air, earth, + • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray o f light mist, or a gentle rumbling of stone. - -- Instantaneously light or snuff out a candle, a torch, or a small + • Instantaneously light or snuff out a candle, a torch, or a small campfire. - -- Chill or warm up to 1 pound of nonliving material for up to 1 hour. + • Chill or warm up to 1 pound of nonliving material for up to 1 hour. - -- Cause earth, fire, water, or mist that can fit within a 1-foot cube to + • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you desig nate for 1 minute. """ @@ -515,7 +515,7 @@ class FistOfUnbrokenAir(Feature): failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a - successful save, the creature takes half as much damage, and you don’t push + successful save, the creature takes half as much damage, and you don't push it or knock it prone. """ @@ -591,12 +591,12 @@ class ShapeTheFlowingRiver(Feature): """As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet o f you. You can change water to ice within the area and vice versa, and you can reshape ice in the area - in any manner you choose. You can raise or lower the ice’s elevation, + in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The - extent of any such changes can’t exceed half the area’s largest + extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a - pillar up to 15 feet high, raise or lower the square’s elevation by up to - 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the + pillar up to 15 feet high, raise or lower the square's elevation by up to + 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area. """ @@ -620,7 +620,7 @@ class WaterWhip(Feature): failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a - successful save, the creature takes half as much damage, and you don’t pull + successful save, the creature takes half as much damage, and you don't pull it or knock it prone """ @@ -769,7 +769,7 @@ class TipsySway(Feature): """Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. - **Leap to Your Feet**: When you’re prone, you can stand up + **Leap to Your Feet**: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. **Redirect Attack**: When a creature misses you with a melee attack roll, @@ -816,10 +816,10 @@ class PathOfTheKensei(Feature): one melee weapon and one ranged weapon. Each of these weapons can be any sim- ple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if - you don’t already have it. Weapons of the chosen types are monk weapons for - you. Many of this tradition’s features work only with your kensei + you don't already have it. Weapons of the chosen types are monk weapons for + you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class. you can - choose another type of weapon—either melee or ranged—to be a kensei weapon + choose another type of weapon-either melee or ranged-to be a kensei weapon for you. following the criteria above. **Agile Parry**: If you make an unarmed strike as part of the Attack action @@ -828,10 +828,10 @@ class PathOfTheKensei(Feature): of your next turn, while the weapon is in your hand and you aren't incapacitated. - **Kensei’s Shot**: You can use a bonus action on your turn to make your + **Kensei's Shot**: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 - damage of the weapons type. You retain this benefit un— til the end of the + damage of the weapons type. You retain this benefit un- til the end of the current turn. **Way ofthe Brush**: You gain proficiency with your choice of diff --git a/dungeonsheets/features/paladin.py b/dungeonsheets/features/paladin.py index 77f96ba..b10ffb7 100644 --- a/dungeonsheets/features/paladin.py +++ b/dungeonsheets/features/paladin.py @@ -79,7 +79,7 @@ class PaladinFightingStyle(FeatureSelector): class DivineSmite(Feature): """Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, - in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level + in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. @@ -119,7 +119,7 @@ class AuraOfProtection(Feature): class AuraOfCourage(Feature): """Starting at 10th level, you and friendly creatures within 10 feet of you - can’t be frightened while you are conscious. + can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet @@ -198,9 +198,9 @@ class TurnTheUnholy(Feature): until it takes damage. A turned creature must spend its turns trying to move as far away from you - as it can, and it can’t willingly move to a space within 30 feet of you. It - also can’t take reactions. For its action, it can use only the Dash action - or try to escape from an effect that prevents it from moving. If there’s + as it can, and it can't willingly move to a space within 30 feet of you. It + also can't take reactions. For its action, it can use only the Dash action + or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. """ @@ -210,7 +210,7 @@ class TurnTheUnholy(Feature): class AuraOfDevotion(Feature): """Starting at 7th level, you and friendly creatures within 10 feet of you - can’t be charmed while you are conscious. At 18th level, the range of this + can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. """ @@ -236,7 +236,7 @@ class HolyNimbus(Feature): creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against - spells cast by fiends or undead. Once you use this feature, you can’t use + spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest. """ @@ -272,7 +272,7 @@ class RebukeTheViolent(Feature): class AuraOfTheGuardian(Feature): """Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use - your reaction to magically take that damage, instead of that creature tak— + your reaction to magically take that damage, instead of that creature tak- ing it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet. @@ -296,7 +296,7 @@ class ProtectiveSpirit(Feature): class EmissaryOfRedemption(Feature): """At 20th level, you become an avatar of peace, which gives you two benefits: - --You have resistance to all damage dealt by other crea— tures (their + --You have resistance to all damage dealt by other crea- tures (their attacks, spells, and other effects). --Whenever a creature hits you with an attack, it takes radiant damage diff --git a/dungeonsheets/features/races.py b/dungeonsheets/features/races.py index abb1ca2..6ce3440 100644 --- a/dungeonsheets/features/races.py +++ b/dungeonsheets/features/races.py @@ -6,7 +6,7 @@ from .. import armor, spells class Darkvision(Feature): """Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were - bright light, and in darkness as if it were dim light. You can’t discern + bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. """ @@ -17,7 +17,7 @@ class Darkvision(Feature): class SuperiorDarkvision(Feature): """Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were - bright light, and in darkness as if it were dim light. You can’t discern + bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. """ @@ -76,7 +76,7 @@ class DwarvenToughness(Feature): # Elves class FeyAncestry(Feature): - """You have advantage on saving throws against being charmed, and magic can’t + """You have advantage on saving throws against being charmed, and magic can't put you to sleep. """ @@ -85,9 +85,9 @@ class FeyAncestry(Feature): class Trance(Feature): - """Elves don’t need to sleep. Instead, they meditate deeply, remaining + """Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is - “trance.”) While meditating, you can dream after a fashion; such dreams are + "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. @@ -190,27 +190,27 @@ class DraconicAncestry(Feature): Ancestry table. Your breath weapon and damage resistance are determined by the dragon type. - Dragon -- Damage Type -- Breath Weapon + Dragon • Damage Type • Breath Weapon - Black -- Acid -- 5 by 30 ft. line (DEX save) + Black • Acid • 5 by 30 ft. line (DEX save) - Blue -- Lightning -- 5 by 30 ft. line (DEX save) + Blue • Lightning • 5 by 30 ft. line (DEX save) - Brass -- Fire -- 5 by 30 ft. line (DEX save) + Brass • Fire • 5 by 30 ft. line (DEX save) - Bronze -- Lightning -- 5 by 30 ft. line (DEX save) + Bronze • Lightning • 5 by 30 ft. line (DEX save) - Copper -- Acid -- 5 by 30 ft. line (DEX save) + Copper • Acid • 5 by 30 ft. line (DEX save) - Gold -- Fire -- 15 ft. cone (DEX save) + Gold • Fire • 15 ft. cone (DEX save) - Green -- Poison -- 15 ft. cone (CON save) + Green • Poison • 15 ft. cone (CON save) - Red -- Fire -- 15 ft. cone (DEX save) + Red • Fire • 15 ft. cone (DEX save) - Silver -- Cold -- 15 ft. cone (CON save) + Silver • Cold • 15 ft. cone (CON save) - White -- White -- 15 ft. cone (CON save) + White • White • 15 ft. cone (CON save) """ name = "Draconic Ancestry" @@ -226,7 +226,7 @@ class BreathWeapon(Feature): modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use - your breath weapon, you can’t use it again until you complete a short or + your breath weapon, you can't use it again until you complete a short or long rest. Damage """ @@ -285,7 +285,7 @@ class ArtificersLore(Feature): class Tinker(Feature): - """You have proficiency with artisan’s tools (tinker’s tools). Using those + """You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device @@ -303,7 +303,7 @@ class Tinker(Feature): light a candle, torch, or campfire. Using the device requires your action. *Music Box*: When opened, this music box plays a single song at a moderate - volume. The box stops playing when it reaches the song’s end or when + volume. The box stops playing when it reaches the song's end or when """ @@ -321,7 +321,7 @@ class StoneCamouflage(Feature): # Half-Orcs class RelentlessEndurance(Feature): """When you are reduced to 0 hit points but not killed outright, you can drop - to 1 hit point instead. You can’t use this feature again until you finish a + to 1 hit point instead. You can't use this feature again until you finish a long rest. """ @@ -331,7 +331,7 @@ class RelentlessEndurance(Feature): class SavageAttacks(Feature): """When you score a critical hit with a melee weapon attack, you can roll one - of the weapon’s damage dice one additional time and add it to the extra + of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. """ @@ -636,7 +636,7 @@ class GuardiansOfTheDepths(Feature): # Genasi class UnendingBreath(Feature): - """You can hold your breath indefinitely while you’re not incapacitated. + """You can hold your breath indefinitely while you're not incapacitated. """ name = "Unending Breath" diff --git a/dungeonsheets/features/ranger.py b/dungeonsheets/features/ranger.py index 25e5e92..c83d849 100644 --- a/dungeonsheets/features/ranger.py +++ b/dungeonsheets/features/ranger.py @@ -36,21 +36,21 @@ class NaturalExplorer(Feature): When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that - you’re proficient in. While traveling for an hour or more in your favored + you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: - -- Difficult terrain doesn’t slow your group’s travel. + • Difficult terrain doesn't slow your group's travel. - -- Your group can’t become lost except by magical means. + • Your group can't become lost except by magical means. - -- Even when you are engaged in another activity while traveling + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - -- If you are traveling alone, you can move stealthily at a normal pace. + • If you are traveling alone, you can move stealthily at a normal pace. - -- When you forage, you find twice as much food as you normally would. + • When you forage, you find twice as much food as you normally would. - -- While tracking other creatures, you also learn their exact number, their + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. """ @@ -137,8 +137,8 @@ class PrimevalAwareness(Feature): level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, - dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal - the creatures’ location or number. + dragons, elementals, fey, fiends, and undead. This feature doesn't reveal + the creatures' location or number. """ name = "Primeval Awareness" @@ -173,7 +173,7 @@ class HideInPlainSight(Feature): class Vanish(Feature): """Starting at 14th level, you can use the Hide action as a bonus action on - your turn. Also, you can’t be tracked by nonmagical means, unless you + your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. """ @@ -183,10 +183,10 @@ class Vanish(Feature): class FeralSenses(Feature): """At 18th level, you gain preternatural senses that help you fight creatures - you can’t see. When you attack a creature you can’t see, your inability to - see it doesn’t impose disadvantage on your attack rolls against it. You are + you can't see. When you attack a creature you can't see, your inability to + see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, - provided that the creature isn’t hidden from you and you aren’t blinded or + provided that the creature isn't hidden from you and you aren't blinded or deafened """ @@ -209,7 +209,7 @@ class FoeSlayer(Feature): # Hunter class ColossusSlayer(Feature): """Your tenacity can wear down the most potent foes. When you hit a creature - with a weapon attack, the creature takes an extra 1d8 damage if it’s below + with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. """ @@ -300,7 +300,7 @@ class DefensiveTactics(FeatureSelector): class Volley(Feature): """You can use your action to make a ranged attack against any number of - creatures within 10 feet o f a point you can see within your weapon’s + creatures within 10 feet o f a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target @@ -367,13 +367,13 @@ class RangersCompanion(Feature): adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as - examples). Add your proficiency bonus to the beast’s AC, attack rolls, and + examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your - initiative, though it doesn’t take an action unless you command it to. On + initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra @@ -382,7 +382,7 @@ class RangersCompanion(Feature): While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another - one by spending 8 hours magically bonding with another beast that isn’t + one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. """ @@ -392,7 +392,7 @@ class RangersCompanion(Feature): class ExceptionalTraining(Feature): """Beginning at 7th level, on any of your turns when your beast companion - doesn’t attack, you can use a bonus action to command the beast to take the + doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn """ @@ -447,7 +447,7 @@ class UmbralSight(Feature): class IronMind(Feature): - """By 7th level, you have honed your ability to resist the mind—altering + """By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. Ifyou already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice) @@ -475,7 +475,7 @@ class StalkersFlurry(Feature): class ShadowyDodge(Feature): """Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll - against you and doesn’t have advantage on the roll, you can use your + against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. @@ -489,7 +489,7 @@ class DetectPortal(Feature): """At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you - can’t use it again until you finish a short or long rest. + can't use it again until you finish a short or long rest. """ name = "Detect Portal" @@ -520,7 +520,7 @@ class EtherealStep(Feature): """At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealncss spell with this feature, without expending a spell slot, but the spell ends at the end of the current - turn. Once you use this feature, you can’t use it again until you finish a + turn. Once you use this feature, you can't use it again until you finish a short or long rest """ @@ -544,7 +544,7 @@ class SpectralDefense(Feature): """At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to - give yourself resistance to all of that attack’s damage on this turn + give yourself resistance to all of that attack's damage on this turn """ name = "Spectral Defense" @@ -558,7 +558,7 @@ class HuntersSense(Feature): within 60 feet ofyou. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and What they are. If the creature is hidden from divination magic, you sense that it has no - damage immunities, re— sistances, or vulnerabilities. You can use this + damage immunities, re- sistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. @@ -586,8 +586,8 @@ class SlayersPrey(Feature): class SupernaturalDefense(Feature): - """At 7th level, you gain extra resilience against your prey’s assaults on - your mind and body. Whenever the target of your Slayer’s Prey forces you to + """At 7th level, you gain extra resilience against your prey's assaults on + your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll @@ -597,11 +597,11 @@ class SupernaturalDefense(Feature): class MagicUsersNemesis(Feature): - """At 11th level, you gain the ability to thwart someone else’s magic. When + """At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell - or teleport fails and is wasted. Once you use this feature, you can’t use + or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest. """ @@ -611,11 +611,11 @@ class MagicUsersNemesis(Feature): class SlayersCounter(Feature): """At 15th level, you gain the ability to counterattack when your prey tries - to sabotage you. If the target of your Slayer’s Prey forces you to make a + to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatir cally succeeds, in addition - to the attack’s normal effects + to the attack's normal effects """ name = "Slayer's Counter" @@ -657,9 +657,9 @@ class NaturalExplorerRevised(Feature): In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - --Difficult terrain doesn’t slow your group’s travel. + --Difficult terrain doesn't slow your group's travel. - --Your group can’t become lost except by magical means. + --Your group can't become lost except by magical means. --Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. @@ -695,7 +695,7 @@ class PrimevalAwarenessRevised(Feature): concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, - and the creatures’ general direction and distance (in miles) from you. + and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. @@ -763,12 +763,12 @@ class AnimalCompanion(Feature): of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the - benefits of your Companion’s Bond ability. You can have only one animal + benefits of your Companion's Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp - worth of rare herbs and fine food, you call forth your companion’s spirit + worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. @@ -802,16 +802,16 @@ class CompanionsBond(Feature): also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement - class feature, your companion’s abilities also improve. Your companion can + class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two - ability scores of your choice by 1. As normal, your companion can’t + ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion - shares your ideal, and its bond is always, \“The ranger who travels with me - is a beloved companion for whom I would gladly give my life.\” + shares your ideal, and its bond is always, \"The ranger who travels with me + is a beloved companion for whom I would gladly give my life.\" """ name = "Companions Bond" @@ -848,7 +848,7 @@ class StormOfClawsAndFangs(Feature): class SuperiorBeastsDefense(Feature): """At 15th level, whenever an attacker that your companion can see hits it - with an attack, it can use its reaction to halve the attack’s damage + with an attack, it can use its reaction to halve the attack's damage against it. """ @@ -873,7 +873,7 @@ class UnderdarkScout(Feature): class StalkersDodge(Feature): """At 15th level, whenever a creature attacks you and does not have advantage, - you can use your reaction to impose disadvantage on the creature’s attack + you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined diff --git a/dungeonsheets/features/rogue.py b/dungeonsheets/features/rogue.py index 82b6f60..a5b03e5 100644 --- a/dungeonsheets/features/rogue.py +++ b/dungeonsheets/features/rogue.py @@ -5,12 +5,12 @@ from math import ceil # PHB class RogueExpertise(Feature): """At 1st level, choose two of your skill proficiencies, or one of your skill - proficiencies and your proficiency with thieves’ tools. Your proficiency + proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your - proficiencies (in skills or with thieves’ tools) to gain this benefit. + proficiencies (in skills or with thieves' tools) to gain this benefit. Add these skills to "skill_expertise" in your character.py file @@ -20,13 +20,13 @@ class RogueExpertise(Feature): class SneakAttack(Feature): - """Beginning at 1st level, you know how to strike subtly and exploit a foe’s + """Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. - You don’t need advantage on the attack roll if another enemy of the target - is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have + You don't need advantage on the attack roll if another enemy of the target + is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, @@ -56,7 +56,7 @@ class CunningAction(Feature): class UncannyDodge(Feature): """Starting at 5th level, when an attacker that you can see hits you with an - attack, you can use your reaction to halve the attack’s damage against you. + attack, you can use your reaction to halve the attack's damage against you. """ name = "Uncanny Dodge" @@ -65,7 +65,7 @@ class UncannyDodge(Feature): class Evasion(Feature): """Beginning at 7th level, you can nimbly dodge out o f the way of certain - area effects, such as a red dragon’s fiery breath or an ice storm + area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. @@ -105,7 +105,7 @@ class SlipperyMind(Feature): class Elusive(Feature): """Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you - aren’t incapacitated. + aren't incapacitated. """ name = "Elusive" @@ -118,7 +118,7 @@ class StrokeOfLuck(Feature): into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. - Once you use this feature, you can’t use it again until you finish a short + Once you use this feature, you can't use it again until you finish a short or long rest. """ @@ -129,7 +129,7 @@ class StrokeOfLuck(Feature): # Thief class FastHands(Feature): """Starting at 3rd level, you can use the bonus action granted by your Cunning - Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools + Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. """ @@ -171,7 +171,7 @@ class ThiefsReflexes(Feature): """When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your - second turn at your initiative minus 10. You can’t use this feature when + second turn at your initiative minus 10. You can't use this feature when you are surprised. """ @@ -183,7 +183,7 @@ class ThiefsReflexes(Feature): class Assassinate(Feature): """Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that - hasn’t taken a turn in the combat yet. In addition, any hit you score + hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. """ @@ -194,7 +194,7 @@ class Assassinate(Feature): class InfiltrationExpertise(Feature): """Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, - profession, and affiliations for an identity. You can’t establish an + profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a @@ -209,9 +209,9 @@ class InfiltrationExpertise(Feature): class Imposter(Feature): - """At 13th level, you gain the ability to unerringly mimic another person’s + """At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying - these three components of the person’s behavior, listening to speech, + these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid @@ -238,17 +238,17 @@ class MageHandLegerdemain(Feature): """Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: - -- You can stow one object the hand is holding in a container worn or + • You can stow one object the hand is holding in a container worn or carried by another creature. - -- You can retrieve an object in a container worn or carried by another + • You can retrieve an object in a container worn or carried by another creature. - --You can use thieves’ tools to pick locks and disarm traps at range + --You can use thieves' tools to pick locks and disarm traps at range You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the - creature’s Wisdom (Perception) check. In addition, you can use the bonus + creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. """ @@ -284,12 +284,12 @@ class SpellThief(Feature): can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. - On a failed save, you negate the spell’s effect against you, and you steal + On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you - can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you - know the spell and can cast it using your spell slots. The creature can’t + can cast (it doesn't need to be a wizard spell). For the next 8 hours, you + know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, - you can’t use it again until you finish a long rest + you can't use it again until you finish a long rest """ name = "Spell Thief" @@ -298,7 +298,7 @@ class SpellThief(Feature): # Inquisitive class EarForDeceit(Feature): - """When you choose this archetype at 3rd level, you de— velop a talent for + """When you choose this archetype at 3rd level, you de- velop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the c120 as an 8. @@ -321,9 +321,9 @@ class EyeForDetail(Feature): class InsightfulFighting(Feature): """At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom - (Insight) check against a creature you can see that isn’t incapacitated, - contested by the target’s Charisma (Deception) check. If you suc— ceed, you - can use your Sneak Attack against that target even ifyou don’t have + (Insight) check against a creature you can see that isn't incapacitated, + contested by the target's Charisma (Deception) check. If you suc- ceed, you + can use your Sneak Attack against that target even ifyou don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target @@ -347,7 +347,7 @@ class UnerringEye(Feature): """Beginning at 13th level, your senses are almost im« possible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 - feet ofyou, provided you aren’t blinded or deafened. You sense that an + feet ofyou, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all @@ -359,7 +359,7 @@ class UnerringEye(Feature): class EyeForWeakness(Feature): - """At 17th level, you learn to exploit a creature’s weak— nesses by carefully + """At 17th level, you learn to exploit a creature's weak- nesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6 @@ -397,20 +397,20 @@ class MasterOfTactics(Feature): class InsightfulManipulator(Feature): """Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain - information about its ca— pabilities compared to your own. The DM tells you + information about its ca- pabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - -- Intelligence score + • Intelligence score - -- Wisdom score + • Wisdom score - -- Charisma score + • Charisma score --Class levels (if any) - At the DM’s option, you might also realize you know a piece of the - creature’s history or one of its personality traits, if it has any + At the DM's option, you might also realize you know a piece of the + creature's history or one of its personality traits, if it has any """ name = "Insightful Manipulator" @@ -421,7 +421,7 @@ class Misdirection(Feature): """Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, - you can use your reaction to have the attack target that crea— ture instead + you can use your reaction to have the attack target that crea- ture instead of you """ @@ -430,12 +430,12 @@ class Misdirection(Feature): class SoulOfDeceit(Feature): - """Starting at 17th level, your thoughts can’t be read by telepathy or other + """Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on - a Charisma (Deception) check contested by the mind reader’s Wis— dom + a Charisma (Deception) check contested by the mind reader's Wis- dom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if - you so choose, and you can’t be compelled to tell the truth by magic + you so choose, and you can't be compelled to tell the truth by magic """ name = "Soul of Deceit" @@ -446,7 +446,7 @@ class SoulOfDeceit(Feature): class Skirmisher(Feature): """Starting at 3rd level, you are difficult to pin down during a fight. You can move up to halfyour speed as a reaction when an enemy ends its turn - within 5 feet of you. This movement doesn’t provoke opportunity attacks + within 5 feet of you. This movement doesn't provoke opportunity attacks """ name = "Skirmisher" @@ -455,9 +455,9 @@ class Skirmisher(Feature): class Survivalist(Feature): """When you choose this archetype at 3rd level, you gain proficiency in the - Nature and Survival skills if you don’t already have it. Your proficiency + Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those - pro— ficiencies + pro- ficiencies """ @@ -492,7 +492,7 @@ class SuddenStrike(Feature): """Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have - already used it this turn, but you can’t use your Sneak Attack against the + already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn """ @@ -504,7 +504,7 @@ class SuddenStrike(Feature): class FancyFootwork(Feature): """When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee - attack against a creature, that creature can’t make opportunity attacks + attack against a creature, that creature can't make opportunity attacks against you for the rest ofyour turn """ @@ -516,9 +516,9 @@ class RakishAudacity(Feature): """Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you - don’t need advantage on the attack roll to use your Sneak Attack against a + don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 - feet of you, and you don’t have disadvantage on the attack roll. All the + feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. """ @@ -527,17 +527,17 @@ class RakishAudacity(Feature): class Panache(Feature): - """At 9th level, your charm becomes extraordinarily be— guiling. As an action, - you can make a Charisma (Persuasion) check contested by a creature’s + """At 9th level, your charm becomes extraordinarily be- guiling. As an action, + you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two ofyou must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against - targets other than you and can’t make opportunity attacks against targets + targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more - than 60 feet apart. If you succeed on the check and the creature isn’t + than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it @@ -549,7 +549,7 @@ class Panache(Feature): class ElegantManeuver(Feature): """Starting at 13th level, you can use a bonus action on your turn to gain - advantage on the next Dexterity (Ac— robatics) or Strength (Athletics) + advantage on the next Dexterity (Ac- robatics) or Strength (Athletics) check you make during the same turn """ @@ -560,7 +560,7 @@ class ElegantManeuver(Feature): class MasterDuelist(Feature): """Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. Ifyou miss with an attack roll, you can roll it - again with advantage. Once you do so, you can’t use this feature again + again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest """ diff --git a/dungeonsheets/features/sorceror.py b/dungeonsheets/features/sorceror.py index 20271b1..9f15374 100644 --- a/dungeonsheets/features/sorceror.py +++ b/dungeonsheets/features/sorceror.py @@ -20,7 +20,7 @@ class FontOfMagic(Feature): a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. As a bonus action on your turn, you can expend - one spell slot and gain a number of sorcery points equal to the slot’s + one spell slot and gain a number of sorcery points equal to the slot's level. 1st Level Slot <--> 2 sorcery points @@ -61,7 +61,7 @@ class SorcerousRestoration(Feature): # Metamagic class CarefulSpell(Metamagic): """When you cast a spell that forces other creatures to make a saving throw, - you can protect some of those creatures from the spell’s full force. To do + you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number o f those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. @@ -127,9 +127,9 @@ class SubtleSpell(Metamagic): class TwinnedSpell(Metamagic): - """When you cast a spell that targets only one creature and doesn’t have a + """When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the - spell’s level to target a second creature in range with the same spell (1 + spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip) """ @@ -167,7 +167,7 @@ class BendLuck(Feature): magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your - choice) to the creature’s roll. You can do so after the creature rolls but + choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. """ @@ -203,7 +203,7 @@ class DraconicResilience(Feature): and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like - scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity + scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. This bonus is computed in the AC given on the Character Sheet above. @@ -263,7 +263,7 @@ class DragonWings(Feature): """At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you - dismiss them as a bonus action on your turn. You can’t manifest your wings + dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them @@ -301,7 +301,7 @@ class DivineMagic(Feature): In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it - doesn’t count against your number of sorcerer spells known. If you later + doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a Spell from the cleric spell list @@ -360,7 +360,7 @@ class UnearthlyRecovery(Feature): """At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point - maximum. Once you use this feature, you can’t use it again until you finish + maximum. Once you use this feature, you can't use it again until you finish a long rest """ @@ -371,7 +371,7 @@ class UnearthlyRecovery(Feature): class EyesOfTheDark(Feature): """Starting at lst level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which - doesn’t count against your number of sorcerer spells known. In addition, + doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. @@ -387,9 +387,9 @@ class StrengthOfTheGrave(Feature): """Starting at lst level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On - a success, you instead drop to 1 hit point. You can’t use this feature if + a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical - hit. After the saving throw succeeds, you can’t use this feature again + hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest """ @@ -401,21 +401,21 @@ class HoundOfIllOmen(Feature): """At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you - can see within 120 feet of you. The hound uses the dire wolf’s statistics - (see the Monster Manual or appendix C in the Player’s Handbook), with the + can see within 120 feet of you. The hound uses the dire wolf's statistics + (see the Monster Manual or appendix C in the Player's Handbook), with the following changes: - -- The hound is size Medium, not Large, and it counts as a monstrosity, not + • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. - -- It appears with a number of temporary hit points equal to half your + • It appears with a number of temporary hit points equal to half your sorcerer level. - -- It can move through other creatures and objects as if they were + • It can move through other creatures and objects as if they were difficult terrain. The bound takes 5 force damage if it ends its turn inside an object. - -- At the start of its turn, the hound automatically knows its target's + • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of @@ -485,7 +485,7 @@ class HeartOfTheStorm(Feature): class StormGuide(Feature): """At 6th level, you gain the ability to subtly control the weather around you. Ifit is raining, you can use an action to cause the rain to stop - falling in a 20-foot—radius sphere centered on you. You can end this effect + falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a IOO-foot-radius sphere centered on you. The wind blows in that direction until the end ofyour next @@ -514,7 +514,7 @@ class WindSoul(Feature): flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet ofyou equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your - flying speed in this way, you can’t do so again until you finish a short or + flying speed in this way, you can't do so again until you finish a short or long rest """ diff --git a/dungeonsheets/features/warlock.py b/dungeonsheets/features/warlock.py index 646673e..d303472 100644 --- a/dungeonsheets/features/warlock.py +++ b/dungeonsheets/features/warlock.py @@ -24,7 +24,7 @@ class EldritchInvocation(Feature): class PactOfTheChain(Feature): """You learn the find familiar spell and can cast it as a ritual. The spell - doesn’t count against your number of spells known. + doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, @@ -52,7 +52,7 @@ class PactOfTheBlade(Feature): special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it - appears whenever you create your pact weapon thereafter. You can’t affect + appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon @@ -66,8 +66,8 @@ class PactOfTheBlade(Feature): class PactOfTheTome(Feature): """Your patron gives you a grimoire called a Book of Shadows. When you gain - this feature, choose three cantrips from any class’s spell list. While the - book is on your person, you can cast those cantrips at will. They don’t + this feature, choose three cantrips from any class's spell list. While the + book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to @@ -139,7 +139,7 @@ class FeyPresence(Feature): The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this - feature, you can’t use it again until you finish a short or long rest. + feature, you can't use it again until you finish a short or long rest. """ name = "Fey Presence" @@ -212,9 +212,9 @@ class DarkOnesOwnLuck(Feature): """Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial - roll but before any o f the roll’s effects occur. + roll but before any o f the roll's effects occur. - Once you use this feature, you can’t use it again until you finish a short + Once you use this feature, you can't use it again until you finish a short or long rest. """ @@ -242,7 +242,7 @@ class HurlThroughHell(Feature): occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. - Once you use this feature, you can’t use it again until you finish a long + Once you use this feature, you can't use it again until you finish a long rest. """ @@ -254,7 +254,7 @@ class HurlThroughHell(Feature): class AwakenedMind(Feature): """Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any - creature you can see within 30 feet of you. You don’t need to share a + creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language @@ -265,11 +265,11 @@ class AwakenedMind(Feature): class EntropicWard(Feature): """At 6th level, you learn to magically ward yourself against attack and to - turn an enemy’s failed strike into good luck for yourself. When a creature + turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your - next turn. Once you use this feature, you can’t use it again until you + next turn. Once you use this feature, you can't use it again until you finish a short or long rest. """ @@ -278,7 +278,7 @@ class EntropicWard(Feature): class ThoughtShield(Feature): - """Starting at 10th level, your thoughts can’t be read by telepathy or other + """Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do @@ -289,7 +289,7 @@ class ThoughtShield(Feature): class CreateThrall(Feature): - """At 14th level, you gain the ability to infect a humanoid’s mind with the + """At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you @@ -395,7 +395,7 @@ class RadiantSoul(Feature): class CelestialResilience(Feature): """Starting at 10th level, you gain temporary hit points whenever you finish a - short or long rest. These tempo— rary hit points equal your warlock level + + short or long rest. These tempo- rary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier @@ -413,7 +413,7 @@ class SearingVengeance(Feature): then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. Once you use - this feature, you can’t use it again until you finish a long rest. + this feature, you can't use it again until you finish a long rest. """ name = "Searing Vengeance" @@ -422,22 +422,22 @@ class SearingVengeance(Feature): # Hexblade class HexbladesCurse(Feature): - """Starting at lst level, you gain the ability to place a bale— ful curse on + """Starting at lst level, you gain the ability to place a bale- ful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: - -- You gain a bonus to damage rolls against the + • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. - -- Any attack roll you make against the cursed target is a critical hit on + • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. --If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). - You can’t use this feature again until you finish a short or long rest. + You can't use this feature again until you finish a short or long rest. """ name = "Hexblades Curse" @@ -456,7 +456,7 @@ class HexWarrior(Feature): modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon - you conjure with that feature, no matter the weapon’s type + you conjure with that feature, no matter the weapon's type """ name = 'Hex Warrior' @@ -490,7 +490,7 @@ class AccursedSpecter(Feature): The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. - Once you bind a specter with this feature, you can’t use the feature again + Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. """ @@ -500,7 +500,7 @@ class AccursedSpecter(Feature): class ArmorOfHexes(Feature): """At 10th level, your hex grows more powerful. If the target cursed by your - Hexblade’s Curse hits you with an attack roll, you can use your reaction to + Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. @@ -510,11 +510,11 @@ class ArmorOfHexes(Feature): class MasterOfHexes(Feature): - """Starting at 14th level, you can spread your Hexblade’s Curse from a slain - creature to another creature. When the creature cursed by your Hexblade’s + """Starting at 14th level, you can spread your Hexblade's Curse from a slain + creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see - within 30 feet of you, provided you aren’t incapacitated. When you apply - the curse in this way, you don’t regain hit points from the death of the + within 30 feet of you, provided you aren't incapacitated. When you apply + the curse in this way, you don't regain hit points from the death of the previously cursed creature. """ @@ -593,7 +593,7 @@ class BeguilingInfluence(Invocation): class BewitchingWhispers(Invocation): - """You can cast compulsion once using a warlock spell slot. You can’t do so + """You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest **Prerequisite**: 7th Level @@ -603,16 +603,16 @@ class BewitchingWhispers(Invocation): class BookOfAncientSecrets(Invocation): """You can now inscribe magical rituals in your Book of Shadows. Choose two - 1st-level spells that have the ritual tag from any class’s spell list. The - spells appear in the book and don’t count against the number of spells you + 1st-level spells that have the ritual tag from any class's spell list. The + spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as - rituals. You can’t cast the spells except as rituals, unless you’ve learned + rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book o f Shadows. When you find such a spell, you can add it to the book if the - spell’s level is equal to or less than half your warlock level (rounded up) + spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it @@ -622,8 +622,8 @@ class BookOfAncientSecrets(Invocation): class ChainsOfCarceri(Invocation): - """You can cast hold monster at will—targeting a celestial, fiend, or - elemental—without expending a spell slot or material components. You must + """You can cast hold monster at will-targeting a celestial, fiend, or + elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. @@ -641,7 +641,7 @@ class DevilsSight(Invocation): class DreadfulWord(Invocation): - """You can cast confusion once using a warlock spell slot. You can’t do so + """You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest. """ @@ -685,7 +685,7 @@ class GazeOfTwoMinds(Invocation): its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of - your next turn. While perceiving through the other creature’s senses, you + your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. @@ -722,7 +722,7 @@ class MasterOfMyriadForms(Invocation): class MinionsOfChaos(Invocation): - """You can cast conjure elemental once using a warlock spell slot. You can’t + """You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest. **Prerequisite**: 9th Level @@ -731,7 +731,7 @@ class MinionsOfChaos(Invocation): class MireTheMind(Invocation): - """You can cast slow once using a warlock spell slot. You can’t do so again + """You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest. """ @@ -776,7 +776,7 @@ to 10 feet away from you in a straight line. class SculptorOfFlesh(Invocation): - """You can cast polymorph once using a warlock spell slot. You can’t do so + """You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest. **Prerequisite**: 7th Level @@ -785,7 +785,7 @@ class SculptorOfFlesh(Invocation): class SignOfIllOmen(Invocation): - """You can cast bestow curse once using a warlock spell slot. You can’t do so + """You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest. **Prerequisite**: 5th Level @@ -795,7 +795,7 @@ class SignOfIllOmen(Invocation): class ThiefOfFiveFates(Invocation): - """You can cast bane once using a warlock spell slot. You can’t do so again + """You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest. """ @@ -823,8 +823,8 @@ class VisionsOfDistantRealms(Invocation): class VoiceOfTheChainMaster(Invocation): """You can communicate telepathically with your familiar and perceive through - your familiar’s senses as long as you are on the same plane of - existence. Additionally, while perceiving through your familiar’s senses, + your familiar's senses as long as you are on the same plane of + existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. @@ -855,7 +855,7 @@ class WitchSight(Invocation): # XGTE class AspectOfTheMoon(Invocation): - """You no longer need to sleep and can’t be forced to sleep by any means. To + """You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. @@ -867,7 +867,7 @@ class AspectOfTheMoon(Invocation): class CloakOfFlies(Invocation): """As a bonus action, you can surround yourselfwith a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, - but not through total cover. It lasts until you’re incapacitated or you + but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma @@ -875,7 +875,7 @@ class CloakOfFlies(Invocation): other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of O damage). - Once you use this invocation, you can’t use it again until you finish a + Once you use this invocation, you can't use it again until you finish a short or long rest. **Prerequisite**: 5th level @@ -897,12 +897,12 @@ class EldritchSmite(Invocation): class GhostlyGaze(Invocation): """As an action, you gain the ability to see through solid objects to a range - of 30 feet. Within that range, you have darkvision if you don’t already + of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. - Once you use this invocation, you can’t use it again until you finish a + Once you use this invocation, you can't use it again until you finish a short or long rest. **Prerequisite**: 7th level @@ -963,7 +963,7 @@ class ImprovedPactWeapon(Invocation): class LanceOfLethargy(Invocation): """Once on each of your turns when you hit a creature with your eldritch - blast, you can reduce that creature’s speed by 10 feet until the end ofyour + blast, you can reduce that creature's speed by 10 feet until the end ofyour next turn. """ @@ -972,7 +972,7 @@ class LanceOfLethargy(Invocation): class MaddeningHex(Invocation): """As a bonus action, you cause a psychic disturbance around the target cursed - by your hex spell or by a warlock feature of yours, such as Hexblade’s + by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 @@ -988,7 +988,7 @@ class RelentlessHex(Invocation): """Your curse creates a temporary bond between you and your target. As a bonus action, you can magically telerport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a - warlock feature ofyours, such as Hexblade’s Curse or Sign of 111 Omen. To + warlock feature ofyours, such as Hexblade's Curse or Sign of 111 Omen. To teleport in this way, you must be able to see the cursed target. """ @@ -1014,7 +1014,7 @@ class TombOfLevistus(Invocation): effects, including any remaining temporary hit points, all end when the ice melts. - Once you use this invocation, you can’t use it again until you finish a + Once you use this invocation, you can't use it again until you finish a short or long rest. **Prerequisite**: 5th Level diff --git a/dungeonsheets/features/wizard.py b/dungeonsheets/features/wizard.py index 96a434c..1494192 100644 --- a/dungeonsheets/features/wizard.py +++ b/dungeonsheets/features/wizard.py @@ -8,7 +8,7 @@ class ArcaneRecovery(Feature): spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none - of the slots can be 6th level or higher. For example, if you’re a 4th-level + of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth o f spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots @@ -35,9 +35,9 @@ class SignatureSpells(Feature): """When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells - prepared, they don’t count against the number of spells you have prepared, + prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell - slot. When you do so, you can’t do so again until you finish a short or + slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. @@ -59,12 +59,12 @@ class AbjurationSavant(Feature): class ArcaneWard(Feature): """Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you - can simultaneously use a strand of the spell’s magic to create a magical + can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining - damage. While the ward has 0 hit points, it can’t absorb damage, but its + damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you @@ -135,7 +135,7 @@ class BenignTransposition(Feature): an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this - feature, you can’t use it again until you finish a long rest or you cast a + feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. """ @@ -145,7 +145,7 @@ class BenignTransposition(Feature): class FocusedConjuration(Feature): """Beginning at 10th level, while you are concentrating on a conjuration - spell, your concentration can’t be broken as a result of taking damage + spell, your concentration can't be broken as a result of taking damage """ name = "Focused Conjuration" @@ -191,7 +191,7 @@ class ExpertDivination(Feature): that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than - the spell you cast and can’t be higher than 5th level. + the spell you cast and can't be higher than 5th level. """ name = "Expert Divination" @@ -202,7 +202,7 @@ class TheThirdEye(Feature): """Starting at 10th level, you can use your action to increase your powers o f perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You - can’t use the feature again until you finish a rest. + can't use the feature again until you finish a rest. **Darkvision**: You gain darkvision out to a range of 60 feet, as described in chapter 8. @@ -246,7 +246,7 @@ class HypnoticGaze(Feature): choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next - turn. The charmed creature’s speed drops to 0, and the creature is + turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, @@ -254,7 +254,7 @@ class HypnoticGaze(Feature): ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw - against this effect, you can’t use this feature on that creature again + against this effect, you can't use this feature on that creature again until you finish a long rest """ @@ -265,14 +265,14 @@ class HypnoticGaze(Feature): class InstinctiveGaze(Feature): """Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the - attack, provided that another creature is within the attack’s range. The + attack, provided that another creature is within the attack's range. The attacker must make a W isdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the - attacker chooses which one to target. On a successful save, you can’t use + attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or - misses. Creatures that can’t be charmed are immune to this effect. + misses. Creatures that can't be charmed are immune to this effect. """ name = "Instinctive Gaze" @@ -292,14 +292,14 @@ class SplitEnchantment(Feature): class AlterMemories(Feature): """At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or - more creatures, you can alter one creature’s understanding so that it + more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of - time can’t exceed the duration of your enchantment spell. + time can't exceed the duration of your enchantment spell. """ _name = "Alter Memories" @@ -325,7 +325,7 @@ class SculptSpells(Feature): """Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them - equal to 1 + the spell’s level. The chosen creatures automatically succeed + equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save @@ -337,7 +337,7 @@ class SculptSpells(Feature): class PotentCantrip(Feature): """Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw - against your cantrip, the creature takes half the cantrip’s damage (if any) + against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip """ @@ -382,7 +382,7 @@ class IllusionSavant(Feature): class ImprovedMinorIllusion(Feature): """When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard - cantrip of your choice. The cantrip doesn’t count against your number of + cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting o f the spell. @@ -394,7 +394,7 @@ class ImprovedMinorIllusion(Feature): class MalleableIllusions(Feature): """Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that - illusion (using the spell’s normal parameters for the illusion), provided + illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion """ @@ -408,7 +408,7 @@ class IllusorySelf(Feature): an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically m isses you, then the illusion dissipates. Once you use this - feature, you can’t use it again until you finish a short or long rest. + feature, you can't use it again until you finish a short or long rest. """ name = "Illusory Self" @@ -423,7 +423,7 @@ class IllusoryReality(Feature): this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to - cross. The object can’t deal damage or otherwise directly harm anyone + cross. The object can't deal damage or otherwise directly harm anyone """ name = "Illusory Reality" @@ -444,8 +444,8 @@ class GrimHarvest(Feature): """At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice - the spell’s level, or three times its level if the spell belongs to the - School of Necromancy. You don’t gain this benefit for killing constructs or + the spell's level, or three times its level if the spell belongs to the + School of Necromancy. You don't gain this benefit for killing constructs or undead """ name = "Grim Harvest" source = "Wizard (School of Necromancy)" @@ -458,10 +458,10 @@ class UndeadThralls(Feature): appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: - -- The creature’s hit point maximum is increased by an amount equal to your + • The creature's hit point maximum is increased by an amount equal to your wizard level. - -- The creature adds your proficiency bonus to its weapon damage rolls + • The creature adds your proficiency bonus to its weapon damage rolls """ name = "Undead Thralls" @@ -485,7 +485,7 @@ class CommandUndead(Feature): control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, - you can’t use this feature on it again. If it fails, it becomes friendly to + you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it @@ -525,23 +525,24 @@ class MinorAlchemy(Feature): class TransmutersStone(Feature): - """Starting at 6th level, you can spend 8 hours creating a transmuter’s stone + """Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as - long as the stone is in the creature’s possession. When you create the + long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: - -- Darkvision out to a range of 60 feet, as described in chapter 8 + • Darkvision out to a range of 60 feet, as described in chapter 8 - -- An increase to speed of 10 feet while the creature is unencumbered • - Proficiency in Constitution saving throws + • An increase to speed of 10 feet while the creature is unencumbered + + • Proficiency in Constitution saving throws - -- Resistance to acid, cold, fire, lightning, or thunder damage (your + • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit) Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you - create a new transmuter’s stone, the previous one ceases to function + create a new transmuter's stone, the previous one ceases to function """ name = "Transmuter's Stone" @@ -553,7 +554,7 @@ class Shapechanger(Feature): there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you - can’t do so again until you finish a short or long rest, though you can + can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot """ @@ -564,27 +565,27 @@ class Shapechanger(Feature): class MasterTransmuter(Feature): """Starting at 14th level, you can use your action to consume the reserve of - transmutation magic stored within your transmuter’s stone in a single + transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your - transmuter’s stone is destroyed and can’t be remade until you finish a long + transmuter's stone is destroyed and can't be remade until you finish a long rest. - **Major Transformation**: You can transmute one nonmagical object—no - larger than a 5-foot cube—into another nonmagical object of similar size + **Major Transformation**: You can transmute one nonmagical object-no + larger than a 5-foot cube-into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. **Panacea**: You remove all curses, diseases, and poisons affecting a creature - that you touch with the transmuter’s stone. The creature also regains all + that you touch with the transmuter's stone. The creature also regains all its hit points. **Restore Life**: You cast the raise dead spell on a creature you touch - with the transmuter’s stone, without expending a spell slot or needing to + with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook. - **Restore Youth**: You touch the transmuter’s stone to a willing creature, - and that creature’s apparent age is reduced by 3d10 years, to a minimum of - 13 years. This effect doesn’t extend the creature’s lifespan + **Restore Youth**: You touch the transmuter's stone to a willing creature, + and that creature's apparent age is reduced by 3d10 years, to a minimum of + 13 years. This effect doesn't extend the creature's lifespan """ name = "Master Transmuter" @@ -603,14 +604,14 @@ class Bladesong(Feature): While your Bladesong is active, you gain the follow- ing benefits: - -- You gain a bonus to your AC equal to your Intelligence modifier (minimum + • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). - -- Your walking speed increases by 10 feet. + • Your walking speed increases by 10 feet. - -- You have advantage on Dexterity (Acrobatics) checks. + • You have advantage on Dexterity (Acrobatics) checks. - -- You gain a bonus to any Constitution saving throw you make to maintain + • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l). diff --git a/dungeonsheets/magic_items.py b/dungeonsheets/magic_items.py index f45e8d9..f71d03f 100644 --- a/dungeonsheets/magic_items.py +++ b/dungeonsheets/magic_items.py @@ -106,7 +106,7 @@ class EyesOfCharming(MagicItem): class CharlattansDie(MagicItem): - """Whenever you roll this six—sided die, you can control which number it + """Whenever you roll this six-sided die, you can control which number it rolls. """ @@ -116,7 +116,7 @@ class CharlattansDie(MagicItem): class PipeOfSmokeMonsters(MagicItem): """While smoking this pipe, you can use an action to ex- hale a puff of smoke - that takes the form of a single crea— ture, such as a dragon, a flumph, or + that takes the form of a single crea- ture, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordi- nary puff of smoke. diff --git a/dungeonsheets/make_sheets.py b/dungeonsheets/make_sheets.py index d722a50..6845ccc 100644 --- a/dungeonsheets/make_sheets.py +++ b/dungeonsheets/make_sheets.py @@ -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_): diff --git a/dungeonsheets/parse_json.py b/dungeonsheets/parse_json.py index 9dd5451..b377b83 100644 --- a/dungeonsheets/parse_json.py +++ b/dungeonsheets/parse_json.py @@ -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) diff --git a/dungeonsheets/spells/spells_a.py b/dungeonsheets/spells/spells_a.py index be3f358..1f595d6 100644 --- a/dungeonsheets/spells/spells_a.py +++ b/dungeonsheets/spells/spells_a.py @@ -4,11 +4,11 @@ from .spells import Spell class AbiDalzimsHorridWilting(Spell): """You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution - saving throw. Constructs and undead aren’t affected, and plants and water + saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. - Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, + Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly. """ name = "Abi-Dalzims Horrid Wilting" @@ -56,7 +56,7 @@ class AcidSplash(Spell): succeed on a Dexterity saving throw or take 1d6 acid damage. At Higher Levels: - This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level + This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). """ name = "Acid Splash" @@ -87,7 +87,7 @@ class AganazzarsScorcher(Spell): casting_time = "1 action" casting_range = "30 feet" components = ('V', 'S', 'M') - materials = """A red dragon’s scale""" + materials = """A red dragon's scale""" duration = "Instantaneous" ritual = False magic_school = "Evocation" @@ -97,11 +97,11 @@ class AganazzarsScorcher(Spell): class Aid(Spell): """Your spell bolsters your allies with toughness and resolve. Choose up to three - creatures within range. Each target’s hit point maximum and current hit points + creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels: When you cast this spell - using a spell slot of 3rd level or higher, a target’s hit points increase by an + using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. """ name = "Aid" @@ -121,7 +121,7 @@ class Alarm(Spell): Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the - warded area. When you cast the spell, you can designate creatures that won’t set + warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A @@ -157,8 +157,8 @@ class AlterSelf(Spell): including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics - change. You also don’t appear as a creature of a different size than you, and - your basic shape stays the same; if you're bipedal, you can’t use this spell to + change. You also don't appear as a creature of a different size than you, and + your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural @@ -183,9 +183,9 @@ class AlterSelf(Spell): class AnimalFriendship(Spell): """This spell lets you convince a beast that you mean it no harm. Choose a beast - that you can see within range. It must see and hear you. If the beast’s + that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed - on a Wisdom saving throw or be charmed by you for the spell’s duration. If you + on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels: @@ -218,7 +218,7 @@ class AnimalMessenger(Spell): When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description - you gave. If the messenger doesn’t reach its destination before the spell ends, + you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell. @@ -248,18 +248,18 @@ class AnimalShapes(Spell): The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. - A target’s game statistics are replaced by the statistics of the chosen beast, + A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess - damage carries over to its normal form. As long as the excess damage doesn’t - reduce the creature’s normal form to 0 hit points, it isn’t knocked unconcious. + damage carries over to its normal form. As long as the excess damage doesn't + reduce the creature's normal form to 0 hit points, it isn't knocked unconcious. The creature is limited in the actions it can perform by the nature of its new - form, and it can’t speak or cast spells. + form, and it can't speak or cast spells.   - The target’s gear melds into the new - form. The target can’t activate, wield, or otherwise benefit from any of its + The target's gear melds into the new + form. The target can't activate, wield, or otherwise benefit from any of its equipment. """ name = "Animal Shapes" @@ -279,7 +279,7 @@ class AnimateDead(Spell): Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton - if you chose bones or a zombie if you chose a corpse (the DM has the creature’s + if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). On each of your turns, you can use a bonus action to @@ -293,7 +293,7 @@ class AnimateDead(Spell): until its task is complete. The creature is under your control for 24 hours, - after which it stops obeying any command you’ve given it. To maintain the + after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this @@ -321,7 +321,7 @@ class AnimateObjects(Spell): Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight - objects. You can’t animate any object larger than Huge. Each target animates and + objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. @@ -406,13 +406,13 @@ class AntimagicField(Spell): """A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffeses the multiverse. Within the - sphere, spells can’t be cast, summoned creatures disappear, and even magic items + sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the spere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a - deity, are suppressed in the sphere and can’t protrude into it. A slot expended + deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it - doesn’t function, but the time it spends suppressed counts against its duration. + doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. @@ -422,7 +422,7 @@ class AntimagicField(Spell): Areas of Magic. The area of another spell or magical effect, - such as fireball, can’t extend into the sphere. If the sphere overlaps an area + such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. @@ -436,7 +436,7 @@ class AntimagicField(Spell): The properties and powers of magic items are suppressed in the sphere. Forexample, a +1 longsword in the sphere functions as a nonmagical longsword. A magic - weapon’s properties and powers are suppressed if it is used against a target in + weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the @@ -459,7 +459,7 @@ class AntimagicField(Spell): Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by - different antimagic field spells don’t nullify each other. + different antimagic field spells don't nullify each other. """ name = "Antimagic Field" level = 8 @@ -480,7 +480,7 @@ class Antipathysympathy(Spell): larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose - antipathy or sympathy as the aura’s effect.  + antipathy or sympathy as the aura's effect.  Antipathy. The enchantment causes @@ -489,8 +489,8 @@ class Antipathysympathy(Spell): feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must - use its movement to move to the nearest safe spot from which it can’t see the - target. If the creature moves more than 60 feet from the target and can’t see + use its movement to move to the nearest safe spot from which it can't see the + target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.  @@ -501,7 +501,7 @@ class Antipathysympathy(Spell): such a creature can see the target or comes within 60 feet o fit, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done - so, it can’t willingly move away from the target. If the target damages or + so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.  @@ -535,8 +535,8 @@ class ArcaneEye(Spell): normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. - There is no limit to how far away from you the eye can move, but it can’t enter - another plane of existence. A solid barrier blocks the eye’s movement, but the + There is no limit to how far away from you the eye can move, but it can't enter + another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. """ name = "Arcane Eye" @@ -636,7 +636,7 @@ class ArmsOfHadar(Spell): Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 - necrotic damage and can’t take reactions until its next turn. On a successful + necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher @@ -660,7 +660,7 @@ class AstralProjection(Spell): into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and - in a state of suspended animation; it doesn’t need food or air and doesn’t age.  + in a state of suspended animation; it doesn't need food or air and doesn't age.  Your astral body resembles your mortal form in almost every way, replicating @@ -685,9 +685,9 @@ class AstralProjection(Spell): The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for - that creature. If a creature’s original body or its astral form drops to 0 hit + that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord - is intact, the cord pulls the creature’s astral form back to its body, ending + is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. @@ -711,14 +711,14 @@ class Augury(Spell): within the next 30 minutes. The DM chooses from the following possible omens: - • Weal, for good results - • Woe, for bad results - • Weal and woe, for both good + - Weal, for good results + - Woe, for bad results + - Weal and woe, for both good and bad results - • Nothing, for results that aren’t especially good or bad + - Nothing, for results that aren't especially good or bad The - spell doesn’t take into account any possible circumstances that might change + spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after @@ -741,7 +741,7 @@ class AuraOfLife(Spell): Until the spll ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its - hit point maximum can’t be reduced. In addition, a nonhostile, living creature + hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the arua with 0 hit points. """ name = "Aura Of Life" @@ -760,7 +760,7 @@ class AuraOfPurity(Spell): """Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature - in the aura (including you) can’t become diseased, has resistance to poison + in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blnded, charmed, deafended, frightened, paralyzed, poisoned, and stunned. @@ -802,7 +802,7 @@ class Awaken(Spell): either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, - roots, vinces, creepers, and so forth, and it gains senses similar to a huamn’s. + roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. diff --git a/dungeonsheets/spells/spells_b.py b/dungeonsheets/spells/spells_b.py index 33e7311..c106fb8 100644 --- a/dungeonsheets/spells/spells_b.py +++ b/dungeonsheets/spells/spells_b.py @@ -28,8 +28,8 @@ class BanishingSmite(Spell): your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of - existence than the on you’re on, the target disappears, returning to its home - plane. If the target is native to the plane you’re on, the creature vanishes + existence than the on you're on, the target disappears, returning to its home + plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. @@ -51,18 +51,18 @@ class Banishment(Spell): of existence. The target must succeed on a Charisma saving throw or be banished. - If the target is native to the plane of existence you’re on, you banish the + If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the - one you’re on, the target is banished with a faint popping noise, returning to + one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space - is occupied. Otherwise, the target doesn’t return. + is occupied. Otherwise, the target doesn't return. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one @@ -81,8 +81,8 @@ class Banishment(Spell): class Barkskin(Spell): - """You touch a willing creature. Until the spellends, the target’s skin has a - rough, bark-like appearance, and the target’s AC can’t be less than 16, + """You touch a willing creature. Until the spellends, the target's skin has a + rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. """ name = "Barkskin" @@ -117,7 +117,7 @@ class BeaconOfHope(Spell): class BeastBond(Spell): """You establish a telepathic link with one beast you touch that is friendly to you - or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. + or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions @@ -138,7 +138,7 @@ class BeastBond(Spell): class BeastSense(Spell): """You touch a willing beast. For the duration of the spell, you can use your - action to see through the beast’s eyes and hear what it hears, and continue to + action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. """ name = "Beast Sense" @@ -165,21 +165,21 @@ class BestowCurse(Spell): extra 1d8 necrotic damage to the target. A remove curse spell ends this - effect. At the DM’s option, you may choose an alternative curse effect, but it + effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on - such a curse’s effect. + such a curse's effect. At Higher Levels: If you cast this spell using a spell - slot of 4th level or higher, the duration is concentration, up to 10 minutes. + slot of 4th level or higher, the duration is concentration, up to 10 minutes. - If you use a spell slot of 5th level or higher, the duration is 8 hours. + If you use a spell slot of 5th level or higher, the duration is 8 hours. If - you use a spell slot of 7th level or higher, the duration is 24 hours. + you use a spell slot of 7th level or higher, the duration is 24 hours. If you - use a 9th level spell slot, the spell lasts until it is dispelled. + use a 9th level spell slot, the spell lasts until it is dispelled. Using a - spell slot of 5th level or higher grants a duration that doesn’t require + spell slot of 5th level or higher grants a duration that doesn't require concentration. """ name = "Bestow Curse" @@ -196,13 +196,13 @@ class BestowCurse(Spell): class BigbysHand(Spell): """You create a Large hand of shimmering, translucent force in an unoccupied space - that you can see within range. The hand lasts for the spell’s duration, and it + that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a - Dexterity of 10 (+0). The hand doesn’t fill its space. + Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 @@ -216,7 +216,7 @@ class BigbysHand(Spell): Forceful Hand The hand attempts to push a creature within 5 feet - of it in a direction you choose. Make a check with the hand’s Strength + of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your @@ -225,7 +225,7 @@ class BigbysHand(Spell): Grasping Hand The hand attempts to grapple a Huge or smaller - creature within 5 feet of it. You use the hand’s Strength score to resolve the + creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 @@ -235,10 +235,10 @@ class BigbysHand(Spell): The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with - half cover against the target. The target can’t move through the hand’s space if - its Strength score is less than or equal to the hand’s Strength score. If its - Strength score is higher than the hand’s Strength score, the target can move - toward you through the hand’s space, but that space is difficult terrain for the + half cover against the target. The target can't move through the hand's space if + its Strength score is less than or equal to the hand's Strength score. If its + Strength score is higher than the hand's Strength score, the target can move + toward you through the hand's space, but that space is difficult terrain for the target. At Higher Levels: When you cast this spell using a spell slot of 6th @@ -266,7 +266,7 @@ class BladeBarrier(Spell): provides three-quarters cover to creatures behind it, and its space is difficult terrain. -  When a creature enters the wall’s area for the first time on a turn +  When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6 d10 slashing damage. On a successful save, the creature takes half as much damage. @@ -332,8 +332,8 @@ class Blight(Spell): makes the saving throw with disadvantage, and the spell deals maximum damage to it. - If you target a nonmagical plant that isn’t a creature, such as a tree or - shrub, it doesn’t make a saving throw; it simply withers and dies. + If you target a nonmagical plant that isn't a creature, such as a tree or + shrub, it doesn't make a saving throw; it simply withers and dies. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the @@ -352,7 +352,7 @@ class Blight(Spell): class BlindingSmite(Spell): - """The next time you hit a creature with a melee weapon attack during this spell’s + """The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. @@ -410,8 +410,8 @@ class Blink(Spell): While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you - can’t see anything more than 60 feet away.You can only affect and be affected - by other reatures on the Ethereal Plane. Creature that aren’t there can’t + can't see anything more than 60 feet away.You can only affect and be affected + by other reatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so. """ name = "Blink" @@ -459,8 +459,8 @@ class BonesOfTheEarth(Spell): If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature - can use an action to make a Strength or Dexterity check (the creature’s choice) - against the spell’s saving throw DC. On a success, the creature is no longer + can use an action to make a Strength or Dexterity check (the creature's choice) + against the spell's saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can @@ -509,7 +509,7 @@ class BrandingSmite(Spell): """The next time you hit a creature with a weapon attack before this spell ends, the weapon glemas with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and - the target sheds dim light in a 5-foot radius and can’t become invisible until + the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. At Higher Levels: When you cast this spell using a spell slot @@ -535,7 +535,7 @@ class BurningHands(Spell): damage on a failed save, or half as much damage on a successful one. The fire - ignites any flammable objects in the area that aren’t being worn or carried. + ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or diff --git a/dungeonsheets/spells/spells_c.py b/dungeonsheets/spells/spells_c.py index 80a46d3..f6a0ab8 100644 --- a/dungeonsheets/spells/spells_c.py +++ b/dungeonsheets/spells/spells_c.py @@ -4,8 +4,8 @@ from .spells import Spell class CallLightning(Spell): """A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The - spell fails if you can’t see a point in the air where the storm cloud could - appear (for example, if you are in a room that can’t accommodate the cloud). + spell fails if you can't see a point in the air where the storm cloud could + appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of @@ -18,7 +18,7 @@ class CallLightning(Spell): If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such - conditions, the spell’s damage increases by 1d10. + conditions, the spell's damage increases by 1d10. At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases @@ -65,7 +65,7 @@ class CalmEmotions(Spell): class Catapult(Spell): - """Choose one object weighing 1 to 5 pounds within range that isn’t being worn or + """Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a @@ -91,10 +91,10 @@ class Catapult(Spell): class Catnap(Spell): """You make a calming gesture, and up to three willing creatures of your choice - that you can see within range fall unconscious for the spell’s duration. The + that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, - that target gains the benefit of a short rest, and it can’t be affected by this + that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest. At Higher Levels: When you cast this @@ -152,11 +152,11 @@ class Ceremony(Spell): number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your - god’s service. For the next 24 hours, whenever the target makes a saving throw, + god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 - days, the target can’t become undead by any means short of a wish spell. + days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 @@ -295,12 +295,12 @@ class ChillTouch(Spell): """You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of - the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain + the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. - At Higher Levels: This spell’s + At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ @@ -388,7 +388,7 @@ class Clairvoyance(Spell): """You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of - trees). The sensor remains in place for the duration, and it can’t be attacked + trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or @@ -422,9 +422,9 @@ class Clone(Spell): the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the - original’s equipment. The original creature’s physical remains, if they still - exist, becom e inert and can’t thereafter be restored to life, since the - creature’s soul is elsewhere. + original's equipment. The original creature's physical remains, if they still + exist, becom e inert and can't thereafter be restored to life, since the + creature's soul is elsewhere. """ name = "Clone" level = 8 @@ -441,7 +441,7 @@ class Clone(Spell): class CloudOfDaggers(Spell): """You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it - enters the spell’s area for the first time on a turn or starts its turn there. + enters the spell's area for the first time on a turn or starts its turn there. At Higher Levels: When you cast this spell using a spell slot of 3rd level or @@ -465,11 +465,11 @@ class Cloudkill(Spell): duration or until strong wind dispereses the fog, ending the spell. Its area is heavily obscured. - When a creature enters the spell’s area for the first time + When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damageon a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their - breath or don’t need to breathe. + breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The @@ -497,13 +497,13 @@ class ColorSpray(Spell): Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their - current hit points (ignoring unconscious creatures and creatures that can’t + current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each - creature’s hit points from the total before moving on to the creature with the - next lowest hit points. A creature’s hit points must be equal to or less than + creature's hit points from the total before moving on to the creature with the + next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected. At Higher Levels: When you @@ -526,11 +526,11 @@ class Command(Spell): """You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. - The spell has no effect if the target is undead, if it doesn’t understand your + The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target - can’t follow your command, the spell ends. + can't follow your command, the spell ends. Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. @@ -540,7 +540,7 @@ class Command(Spell): means. Grovel The target falls prone and then ends its turn. Halt The target - doesn’t move and takes no actions. A flying creature stays aloft, provided that + doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. @@ -566,10 +566,10 @@ class Commune(Spell): be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. - Divine beings aren’t - necessarily omniscient, so you might receive “unclear” as an answer if a - question pertains to information that lies beyond the deity’s knowledge. In a - case where a one-word answer could be misleading or contrary to the deity’s + Divine beings aren't + necessarily omniscient, so you might receive "unclear" as an answer if a + question pertains to information that lies beyond the deity's knowledge. In a + case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast @@ -594,20 +594,20 @@ class CommuneWithNature(Spell): territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is - limited to 300 feet. The spell doesn’t function where nature has been replaced + limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - • terrain and bodies of water - • prevalent plants, + - terrain and bodies of water + - prevalent plants, minerals, animals, or peoples - • powerful celestials, fey, fiends, elementals, + - powerful celestials, fey, fiends, elementals, or undead - • influence from other planes of existence - • buildings + - influence from other planes of existence + - buildings For example, you could determine the location of powerful undead in the area, the @@ -633,8 +633,8 @@ class CompelledDuel(Spell): drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than - 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t - restrict the target’s movement for that turn. + 30 feet away from you; if it succeeds on this saving throw, this spell doesn't + restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than @@ -661,8 +661,8 @@ class ComprehendLanguages(Spell): surface of which the words are written. It takes about 1 minute to read one page of text. - This spell doesn’t decode secret messages in a text or glyph, such - as an arcane sigil, that isn’t part of a written language. + This spell doesn't decode secret messages in a text or glyph, such + as an arcane sigil, that isn't part of a written language. """ name = "Comprehend Languages" level = 1 @@ -680,14 +680,14 @@ class Compulsion(Spell): """Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving - throw if it can’t be charmed. On a failed save, a target is affected by this + throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. - A target isn’t compelled + A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction. """ @@ -729,12 +729,12 @@ class ConeOfCold(Spell): class Confusion(Spell): - """This spell assaults and twists creatures’ minds, spawning delusions and + """This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. - An affected target can’t + An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. @@ -742,10 +742,10 @@ class Confusion(Spell):  1. The creature uses all its movement to move in a random direction. To determine the direction, roll - a d8 and assign a direction to each die face. The creature doesn’t take an + a d8 and assign a direction to each die face. The creature doesn't take an action this turn.   - 2-6. The creature doesn’t move or take actions this turn. + 2-6. The creature doesn't move or take actions this turn. 7-8. The creature uses its action to make a melee attack against a randomly @@ -781,11 +781,11 @@ class ConjureAnimals(Spell): Choose one of the following options for what appears: - • One beast of challenge rating 2 or lower - • Two beasts of + - One beast of challenge rating 2 or lower + - Two beasts of challenge rating 1 or lower - • Four beasts of challenge rating 1/2 or lower - • + - Four beasts of challenge rating 1/2 or lower + - Eight beasts of challenge rating 1/4 or lower Each beast is also considered @@ -794,18 +794,18 @@ class ConjureAnimals(Spell): The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any - verbal commands that you issue to them (no action required by you). If you don’t + verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - The DM has the creatures’ statistics. + The DM has the creatures' statistics. At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: - + twice - as many with a 5th-level slot - three times as many with a 7th-level slot + as many with a 5th-level slot + three times as many with a 7th-level slot four times as many with a 9th-level slot. """ @@ -849,10 +849,10 @@ class ConjureCelestial(Spell): The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no - action required by you), as long as they don’t violate its alignment. If you - don’t issue any commands to the celestial, it defends itself from hostile + action required by you), as long as they don't violate its alignment. If you + don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions - The DM has the celestial’s statistics. + The DM has the celestial's statistics. At Higher Levels: When you cast this spell using a 9th-level spell slot, you @@ -882,14 +882,14 @@ class ConjureElemental(Spell): The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action - required by you). If you don’t issue any commands to the elemental, it defends + required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your - concentration is broken, the elemental doesn’t disappear. Instead, you lose + concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becom es hostile toward you and your companions, - and it might attack. An uncontrolled elemental can’t be dismissed by you, and it - disappears 1 hour after you summoned it. The DM has the elemental’s statistics. + and it might attack. An uncontrolled elemental can't be dismissed by you, and it + disappears 1 hour after you summoned it. The DM has the elemental's statistics. At Higher Levels: When you cast this spell using a spell slot of 6th level or @@ -917,16 +917,16 @@ class ConjureFey(Spell): The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no - action required by you), as long as they don’t violate its alignment. If you - don’t issue any commands to the fey creature, it defends itself from hostile + action required by you), as long as they don't violate its alignment. If you + don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the - fey creature doesn’t disappear. Instead, you lose control of the fey creature, + fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An - uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour + uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. - The DM has the fey creature’s statistics. + The DM has the fey creature's statistics. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the @@ -962,10 +962,10 @@ class ConjureMinorElementals(Spell): The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands - that you issue to them (no action required by you). If you don’t issue any + that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - The DM has the creatures’ statistics. + The DM has the creatures' statistics. At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of @@ -1011,12 +1011,12 @@ class ConjureWoodlandBeings(Spell): within range. Choose one of the following options for what appears: -  • One +  - One fey creature of challenge rating 2 or lower -  • Two fey creatures of challenge +  - Two fey creatures of challenge rating 1 or lower -  • Four fey creatures of challenge rating 1/2 or lower -  • +  - Four fey creatures of challenge rating 1/2 or lower +  - Eight fey creatures of challenge rating 1/4 or lower A summoned creature @@ -1025,16 +1025,16 @@ class ConjureWoodlandBeings(Spell): The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal - commands that you issue to them (no action required by you). If you don’t issue + commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - The DM has the creatures’ statistics. + The DM has the creatures' statistics. At Higher Levels: When you cast this spell using certain higher-level spell slots, you - choose one of the summoning options above, and more creatures appear: + choose one of the summoning options above, and more creatures appear: twice as - many with a 6th-level slot + many with a 6th-level slot three times as many with an 8th-level slot. """ name = "Conjure Woodland Beings" @@ -1055,14 +1055,14 @@ class ContactOtherPlane(Spell): Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are - insane until you finish a long rest. While insane, you can’t take actions, can’t - understand what other creatures say, can’t read, and speak only in gibberish. A + insane until you finish a long rest. While insane, you can't take actions, can't + understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before - the spell ends. The DM answers each question with one word, such as “yes,” - “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know + the spell ends. The DM answers each question with one word, such as yes, + no, maybe, never, irrelevant, or unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. """ @@ -1085,33 +1085,33 @@ class Contagion(Spell): choice from any of the ones described below. At the end of each of the - target’s turns, it must make a Constitution saving throw. After failing three of - these saving throws, the disease’s effects last for the duration, and the + target's turns, it must make a Constitution saving throw. After failing three of + these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a - disease or otherwise ameliorates a disease’s effects apply to it. + disease or otherwise ameliorates a disease's effects apply to it. Blinding Sickness  - Pain grips the creature’s mind, and its eyes turn milky white. The + Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever  - A raging fever sweeps through the creature’s body. The + A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot - The creature’s flesh decays. The creature + The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire - The creature’s mind becomes feverish. The creature has disadvantage on + The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. @@ -1143,7 +1143,7 @@ class Contingency(Spell): of 1 action, and that can target you. You cast that spell —called the contingent spell— as part of casting contingency, expending spell slots for - both, but the contingent spell doesn’t come into effect. Instead, it takes + both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in @@ -1175,7 +1175,7 @@ class ContinualFlame(Spell): """A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and - doesn’t use oxygen. A continual flame can be covered or hidden but not smothered + doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. """ name = "Continual Flame" @@ -1201,8 +1201,8 @@ class ControlFlames(Spell): - You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. - - You cause simple shapes — such as the vague form of a creature, an inanimate - object, or a location — to appear within the flames and animate as you like. The + - You cause simple shapes - such as the vague form of a creature, an inanimate + object, or a location - to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three non-instantaneous @@ -1232,7 +1232,7 @@ class ControlWater(Spell): area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any - Huge or smaller vehicles in the wave’s path are carried with it to the other + Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on @@ -1241,7 +1241,7 @@ class ControlWater(Spell): Part Water You cause water in the area to move apart and create a trench. The trench extends - across the spell’s area, and the separated water forms a wall to either side. + across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. @@ -1250,7 +1250,7 @@ class ControlWater(Spell): You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area - moves as you direct it, but once it moves beyond the spell’s area, it resumes + moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. @@ -1266,7 +1266,7 @@ class ControlWater(Spell): When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. - On a successful save, the creature takes half damage, and isn’t caught in the + On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. @@ -1289,7 +1289,7 @@ class ControlWater(Spell): class ControlWeather(Spell): """You take control of the weather within 5 miles of you for the duration. You - must be outdoors to cast this spell. Moving to a place where you don’t have a + must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you @@ -1345,9 +1345,9 @@ class ControlWeather(Spell): class ControlWinds(Spell): """You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts - for the spell’s duration, unless you use your action on a later turn to switch + for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the - effect or to restart one you’ve halted. + effect or to restart one you've halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or @@ -1365,7 +1365,7 @@ class ControlWinds(Spell): save, the creature is knocked prone. Updraft. You cause a sustained updraft - within the cube, rising upward from the cube’s bottom edge. Creatures that end a + within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. @@ -1419,8 +1419,8 @@ class Counterspell(Spell): You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability - check using your spellcasting ability. The DC equals 10+ the spell’s level. On - a success, the creature’s spell fails and has no effect. + check using your spellcasting ability. The DC equals 10+ the spell's level. On + a success, the creature's spell fails and has no effect. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted @@ -1441,14 +1441,14 @@ class Counterspell(Spell): class CreateBonfire(Spell): """You create a bonfire on ground that you can see within range. Until the spell - ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space + ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the - bonfire’s space for the first time on a turn or ends its turn there. + bonfire's space for the first time on a turn or ends its turn there. The bonfire - ignites flammable objects in its area that aren’t being worn or carried. + ignites flammable objects in its area that aren't being worn or carried. The - spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level + spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ name = "Create Bonfire" @@ -1467,7 +1467,7 @@ class CreateFoodAndWater(Spell): """You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten - after 24 hours. The water is clean and doesn’t go bad. + after 24 hours. The water is clean and doesn't go bad. """ name = "Create Food And Water" level = 3 @@ -1483,18 +1483,18 @@ class CreateFoodAndWater(Spell): class CreateHomunculus(Spell): """While speaking an intricate incantation, you cut yourself with a jewel-encrusted - dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then - drip your blood on the spell’s other components and touch them, transforming + dagger, taking 2d4 piercing damage that can't be reduced in any way. You then + drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum - is reduced by the total, and the homunculus’s hit point maximum and current hit + is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 - hit point. and the change to your and the homunculus’s hit points ends when you - finish your next long rest. The reduction to your hit point maximum can’t be + hit point. and the change to your and the homunculus's hit points ends when you + finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. @@ -1565,9 +1565,9 @@ class CreateUndead(Spell): At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control - over four ghouls. + over four ghouls. When you cast this spell using an 8th-level spell slot, you - can animate or reassert control over five ghouls or two ghasts or wights. + can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. @@ -1592,20 +1592,20 @@ class Creation(Spell): the object must be of a form and material that you have seen before. The - duration depends on the object’s material. If the object is composed of multiple + duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. - Material — Duration - Vegetable matter — + Material - Duration + Vegetable matter - 1 day - Stone/crystal — 12 hours - Precious metals — 1 hour - Gems — 10 minutes + Stone/crystal - 12 hours + Precious metals - 1 hour + Gems - 10 minutes - Adamantine/Mithral — 1 minute + Adamantine/Mithral - 1 minute Using any material created by this spell as - another spell’s material component causes that spell to fail. + another spell's material component causes that spell to fail. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube @@ -1660,7 +1660,7 @@ class CrownOfStars(Spell): the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. Ifyou have one to three motes - remaining, they shed dim light in a 30—foot radius. + remaining, they shed dim light in a 30-foot radius. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes diff --git a/dungeonsheets/spells/spells_d.py b/dungeonsheets/spells/spells_d.py index 1d714c8..3b5b68e 100644 --- a/dungeonsheets/spells/spells_d.py +++ b/dungeonsheets/spells/spells_d.py @@ -11,7 +11,7 @@ class DancingLights(Spell): As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light - created by this spell, and a light winks out if it exceeds the spell’s range. + created by this spell, and a light winks out if it exceeds the spell's range. """ name = "Dancing Lights" level = 0 @@ -62,15 +62,15 @@ class Darkness(Spell): """Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature - with darkvision can’t see through this darkness, and nonmagical light can’t + with darkvision can't see through this darkness, and nonmagical light can't illuminate it.  If the point you choose is on an object you are holding or one - that isn’t being worn or carried, the darkness emanates from the object and + that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. - If any of this spell’s + If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. """ @@ -109,7 +109,7 @@ class Dawn(Spell): there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this - saving throw whenever it ends its turn in the cylinder. If you’re within 60 + saving throw whenever it ends its turn in the cylinder. If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. """ @@ -131,12 +131,12 @@ class Daylight(Spell): The sphere is bright light and sheds dim light for an additional 60 feet. - If you chose a point on an object you are holding or one that isn’t + If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. - If any of this spell’s area overlaps with an area + If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. """ @@ -184,7 +184,7 @@ class DelayedBlastFireball(Spell): equal to the total accumulated damage on a failed save, or half as much damage on a successful one. - The spell’s base damage is 12d6. If at the end of your + The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the @@ -194,7 +194,7 @@ class DelayedBlastFireball(Spell): creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the - area and ignites flammable objects that aren’t being worn or carried. + area and ignites flammable objects that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 8th level or @@ -245,7 +245,7 @@ class DestructiveWave(Spell): from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on - its saving throw takes half as much damage and isn’t knocked prone. + its saving throw takes half as much damage and isn't knocked prone. """ name = "Destructive Wave" level = 5 @@ -329,18 +329,18 @@ class DetectThoughts(Spell): When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the - creature you choose has an Intelligence of 3 or lower or doesn’t speak any + creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts - of the creature—what is most on its mind in that moment. As an action, you can - either shift your attention to another creature’s thoughts or attempt to probe - deeper into the same creature’s mind. If you probe deeper, the target must make + of the creature-what is most on its mind in that moment. As an action, you can + either shift your attention to another creature's thoughts or attempt to probe + deeper into the same creature's mind. If you probe deeper, the target must make a W isdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you - shift your attention to another creature’s thoughts, the creature can use its + shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. @@ -349,16 +349,16 @@ class DetectThoughts(Spell): particularly effective as part of an interrogation. You can also use this - spell to detect the presence of thinking creatures you can’t see. When you cast + spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You - can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t + can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even - if you can’t see it, but it must still be within range. + if you can't see it, but it must still be within range. """ name = "Detect Thoughts" level = 2 @@ -376,10 +376,10 @@ class DimensionDoor(Spell): """You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such - as “"200 feet straight downward"” or "“upward to the northwest at a 45-degree - angle, 300 feet".” + as "200 feet straight downward" or "upward to the northwest at a 45-degree + angle, 300 feet". - You can bring along objects as long as their weight doesn’t + You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. @@ -402,11 +402,11 @@ class DimensionDoor(Spell): class DisguiseSelf(Spell): - """You make yourself – —including your clothing, armor, weapons, and other - belongings on your person – —look different until the spell ends or until you + """You make yourself, including your clothing, armor, weapons, and other + belongings on your person, look different until the spell ends or until you use your action to dismiss it. - You can seem 1 foot shorter or taller and can - appear thin, fat, or in between. You can’t change your body type, so you must + You can seem 1 foot shorter or taller and can + appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. @@ -488,7 +488,7 @@ class DispelEvilAndGood(Spell): melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back - to its home plane (if it isn’t there already). If they aren’t on their home + to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. """ name = "Dispel Evil And Good" @@ -507,11 +507,11 @@ class DispelMagic(Spell): """Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 - + the spell’s level. On a successful check, the spell ends. + + the spell's level. On a successful check, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you - automatically end the effects of a spell on the target if the spell’s level is + automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. """ name = "Dispel Magic" @@ -532,8 +532,8 @@ class DissonantWhispers(Spell): The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from - you. The creature doesn’t move into obviously dangerous ground, such as a fire - or a pit. On a successful save, the target takes half as much damage and doesn’t + you. The creature doesn't move into obviously dangerous ground, such as a fire + or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. At @@ -553,12 +553,12 @@ class DissonantWhispers(Spell): class Divination(Spell): - """Your magic and an offering put you in contact with a god or a god’s servants. + """Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. - The spell doesn’t take into account any + The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. @@ -602,18 +602,18 @@ class DivineWord(Spell): creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: -  • 50 hit +  - 50 hit points or fewer: deafened for 1 minute -  • 40 hit points or fewer: deafened and +  - 40 hit points or fewer: deafened and blinded for 10 minutes -  • 30 hit points or fewer: blinded, deafened, and +  - 30 hit points or fewer: blinded, deafened, and stunned for 1 hour -  • 20 hit points or fewer: killed instantly +  - 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails - its save is forced back to its plane of origin (if it isn’t there already) and - can’t return to your current plane for 24 hours by any means short of a wish + its save is forced back to its plane of origin (if it isn't there already) and + can't return to your current plane for 24 hours by any means short of a wish spell. """ name = "Divine Word" @@ -639,14 +639,14 @@ class DominateBeast(Spell): as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and - general course of action, such as “Attack that creature,” “Run over there,” or - “Fetch that object.” If the creature completes the order and doesn’t receive + general course of action, such as "Attack that creature," "Run over there," or + "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you - choose, and doesn’t do anything that you don’t allow it to do. During this + choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. @@ -655,9 +655,9 @@ class DominateBeast(Spell): spell ends. At Higher Levels: When you cast this spell with a 5th-level spell - slot, the duration is concentration, up to 10 minutes. + slot, the duration is concentration, up to 10 minutes. When you use a 6th- - level spell slot, the duration is concentration, up to 1 hour. + level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours """ @@ -684,14 +684,14 @@ class DominateMonster(Spell): it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple - and general course of action, such as "“Attack that creature",” “"Run over - there",” or "“Fetch that object".” If the creature completes the order and - doesn’t receive further direction from you, it defends and preserves itself to + and general course of action, such as "Attack that creature", "Run over + there", or "Fetch that object". If the creature completes the order and + doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only - the actions you choose, and doesn’t do anything that you don’t allow it to do. + the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. @@ -725,14 +725,14 @@ class DominatePerson(Spell): as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and - general course of action, such as “"Attack that creature",” "“Run over there",” - or "“Fetch that object".” If the creature completes the order and doesn’t + general course of action, such as "Attack that creature", "Run over there", + or "Fetch that object". If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions - you choose, and doesn’t do anything that you don’t allow it to do. During this + you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. @@ -741,9 +741,9 @@ class DominatePerson(Spell): spell ends. At Higher Levels: When you cast this spell using a 6th-level spell - slot, the duration is concentration, up to 10 minutes. + slot, the duration is concentration, up to 10 minutes. When you use a 7th- - level spell slot, the duration is concentration, up to 1 hour. + level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. """ @@ -791,15 +791,15 @@ class DrawmijsInstantSummons(Spell): component. Each time you cast this spell, you must use a different sapphire. - At any time thereafter, you can use your action to speak the item’s name and + At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding - or carrying the item, crushing the sapphire doesn’t transport the item to you, + or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar - effect successfully applied to the sapphire ends this spell’s effect. + effect successfully applied to the sapphire ends this spell's effect. """ name = "Drawmijs Instant Summons" level = 6 @@ -861,7 +861,7 @@ sleeping bird""" class DruidGrove(Spell): """You invoke the spirits of nature to protect an area outdoors or underground. The - area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings + area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this @@ -869,7 +869,7 @@ class DruidGrove(Spell): can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the - entire area. That spell’s caster chooses which effect to end. Only when all its + entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The @@ -878,13 +878,13 @@ class DruidGrove(Spell): nothing and looks like soft mist, with motes of green light floating in the air. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground - that aren’t filled with fog with grasping weeds and vines, as if they were + that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an - awakened tree, which appears in the Monster Manual, except they can’t speak, and + awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands @@ -919,17 +919,17 @@ class Druidcraft(Spell): """Whispering to the spirits of nature, you create one of the following effects within range: - • You create a tiny, harmless sensory effect that predicts what + - You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb  for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. - • You instantly make a + - You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. - • You create an + - You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect  must fit in a 5-foot cube. - • You instantly light or snuff out a candle, a torch, or a + - You instantly light or snuff out a candle, a torch, or a small campfire. """ name = "Druidcraft" @@ -948,11 +948,11 @@ class DustDevil(Spell): """(a pinch of dust) Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube - and lasts for the spell’s duration. + and lasts for the spell's duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a - successful save, the creature takes half as much damage and isn’t pushed. + successful save, the creature takes half as much damage and isn't pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the diff --git a/dungeonsheets/spells/spells_e.py b/dungeonsheets/spells/spells_e.py index 073d3c5..f8502b1 100644 --- a/dungeonsheets/spells/spells_e.py +++ b/dungeonsheets/spells/spells_e.py @@ -24,7 +24,7 @@ class EarthTremor(Spell): class Earthbind(Spell): """Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or - its flying speed (if any) is reduced to 0 feet for the spell’s duration. An + its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. """ @@ -49,7 +49,7 @@ class Earthquake(Spell): The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating - must make a Constitution saving throw. On a failed save, the creature’s + must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn @@ -60,13 +60,13 @@ class Earthquake(Spell): This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. - Fissures open throughout the spell’s area at + Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 - feet wide, and extends from one edge of the spell’s area to the opposite side. A + feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the - fissure’s edge as it opens. + fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). @@ -75,12 +75,12 @@ class Earthquake(Spell): bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages - nearby creatures. A creature within half the distance of a structure’s height + nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, - the creature takes half as much damage and doesn’t fall prone or become buried. + the creature takes half as much damage and doesn't fall prone or become buried. """ name = "Earthquake" level = 8 @@ -100,11 +100,11 @@ class EldritchBlast(Spell): At Higher Levels: The spell creates more than one beam when you reach higher - levels: - Two beams at 5th level - Three beams at 11th level + levels: + Two beams at 5th level + Three beams at 11th level Four beams at 17th - level. + level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. """ @@ -155,7 +155,7 @@ class ElementalWeapon(Spell): At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls - increases to +2 and the extra damage increases to 2d4. + increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. @@ -180,7 +180,7 @@ class EnemiesAbound(Spell): ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the - creatures it can see within range of the attack, spell, or other ability it’s + creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. """ @@ -203,7 +203,7 @@ class Enervation(Spell): ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do - anything else, if the target is ever outside the spell’s range, or if the target + anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. @@ -226,19 +226,19 @@ class Enervation(Spell): class EnhanceAbility(Spell): """You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends. - - Bear’s + - Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - - Bull’s Strength. The + - Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. - - Cat’s Grace. The target has advantage on Dexterity checks. It also - doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. + - Cat's Grace. The target has advantage on Dexterity checks. It also + doesn't take damage from falling 20 feet or less if it isn't incapacitated. - - Eagle’s Splendor. The target has advantage on Charisma checks. - - Fox’s Cunning. + Eagle's Splendor. The target has advantage on Charisma checks. + - Fox's Cunning. The target thas advantage on Intelligence checks. - - Owl’s Wisdom. The target has + - Owl's Wisdom. The target has advantage on Wisdom checks. At Higher Levels: When you cast this spell using a @@ -268,23 +268,23 @@ class Enlargereduce(Spell): an affected creature returns to normal size at once. Enlarge  - The target’s + The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. - If there isn’t enough room for the target to double its size, the creature or + If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving - throws. The target’s weapons also grow to match its new size. While these - weapons are enlarged, the target’s attack with them deal 1d4 extra damage. + throws. The target's weapons also grow to match its new size. While these + weapons are enlarged, the target's attack with them deal 1d4 extra damage. Reduce  - The target’s size is halved in all dimensions, and its weight is reduced + The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has - disadvantage on Strength checks and Strength saving throws. The target’s weapons + disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the - target’s attacks with them deal 1d4 less damage (this can’t reduce the damage + target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). """ name = "Enlargereduce" @@ -356,7 +356,7 @@ class Entangle(Spell): class Enthrall(Spell): """You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. - Any creature that can’t be charmed succeeds on this saving throw automatically, + Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or @@ -405,16 +405,16 @@ class Etherealness(Spell): duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plan you originated from, but - everything there looks gray, and you can’t see anything more than 60 feet away. + everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other - creatures on that plane. Creatures that aren’t on the Ethereal Plance can’t - perceive you and can’t interact with you, unless a special ability or magic has + creatures on that plane. Creatures that aren't on the Ethereal Plance can't + perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that - aren’t on the Ethereal Plane, allowing you to move through objects you perceive + aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the spell ends, you immediately return to the plane you originiated from in teh spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are @@ -423,7 +423,7 @@ class Etherealness(Spell): This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that - doesn’t border it, such as one of the Outer Planes. + doesn't border it, such as one of the Outer Planes. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to @@ -488,11 +488,11 @@ class ExpeditiousRetreat(Spell): class Eyebite(Spell): - """For the spell’s duration, your eyes become an inky void imbued with dread power. + """For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can - use your action to target another creature but can’t target a creature again if + use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. Asleep  diff --git a/dungeonsheets/spells/spells_f.py b/dungeonsheets/spells/spells_f.py index 15cbea0..dc31182 100644 --- a/dungeonsheets/spells/spells_f.py +++ b/dungeonsheets/spells/spells_f.py @@ -16,10 +16,10 @@ class Fabricate(Spell): spell is commensurate with the quality of the raw materials. Creatures or - magic items can’t be created or transmuted by this spell. You also can’t use it + magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of - artisan’s tools used to craft such objects. + artisan's tools used to craft such objects. """ name = "Fabricate" level = 4 @@ -42,7 +42,7 @@ class FaerieFire(Spell): Any attack roll against an affected creature or object has advantage if the attacker can - see it, and the affected creature or object can’t benefit from being invisible. + see it, and the affected creature or object can't benefit from being invisible. """ name = "Faerie Fire" level = 1 @@ -94,14 +94,14 @@ class FarStep(Spell): class Fear(Spell): - """You project a phantasmal image of a creature’s worst fears. Each creature in a + """You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the - creature ends its turn in a location where it doesn’t have line of sight to you, + creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. """ @@ -121,7 +121,7 @@ class FeatherFall(Spell): """Reaction: When you or a creature within 60 feet of you falls Choose up to five - falling creatures within range. A falling creature’s rate of descent slows to + falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. @@ -143,8 +143,8 @@ class Feeblemind(Spell): shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. - On a failed save, the creature’s - Intelligence and Charisma scores become 1. The creature can’t cast spells, + On a failed save, the creature's + Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. @@ -170,14 +170,14 @@ class FeignDeath(Spell): """You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. - For the spell’s duration, or until you use an + For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all - outward inspection and to spells used to determine the target’s status. The + outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under - the spell’s effect, the disease and poison have no effect until the spell ends. + the spell's effect, the disease and poison have no effect until the spell ends. """ name = "Feign Death" level = 3 @@ -201,7 +201,7 @@ class FindFamiliar(Spell): Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar - can’t attack, but it can take other actions as normal. + can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears @@ -209,7 +209,7 @@ class FindFamiliar(Spell): While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you - can see through your familiar’s eyes and hear what it hears until the start of + can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. @@ -219,7 +219,7 @@ class FindFamiliar(Spell): forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. - You can’t have more + You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. @@ -245,7 +245,7 @@ class FindFamiliar(Spell): class FindGreaterSteed(Spell): """You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a - griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed + griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 @@ -254,9 +254,9 @@ class FindGreaterSteed(Spell): the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points - or when you dismiss it as an action. Casting this spell again re—summons the + or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You - can’t have more than one mount bonded by this spell or find steed at the same + can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. @@ -296,7 +296,7 @@ class FindSteed(Spell): While your steed is within 1 mile of you, you can communicate with it telepathically. - You can’t have more than one steed bonded by this spell at a time. As an action, + You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. """ name = "Find Steed" @@ -315,15 +315,15 @@ class FindThePath(Spell): """This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination - that moves (such as a mobile fortress), or a destination that isn’t specific - (such as "a green dragon’s lair”), the spell fails. + that moves (such as a mobile fortress), or a destination that isn't specific + (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you atomatically determine which path is the shortest and most direct route (but not necessarily the safest - route) to the destination.” + route) to the destination." """ name = "Find The Path" level = 6 @@ -347,7 +347,7 @@ class FindTraps(Spell): but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. - This spell merely reveals that a trap is present. You don’t + This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. """ @@ -389,10 +389,10 @@ class FingerOfDeath(Spell): class FireBolt(Spell): """You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A - flammable object hit by this spell ignites if it isn’t being worn or carried. + flammable object hit by this spell ignites if it isn't being worn or carried. - At Higher Levels: This spell’s damage increases by 1d10 when you reach 5th level + At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). """ name = "Fire Bolt" @@ -443,7 +443,7 @@ class FireStorm(Spell): successful one. The fire damages objects in the area and ignites flammable - objects that aren’t being worn or carried. If you choose, plant life in the area + objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. """ name = "Fire Storm" @@ -464,7 +464,7 @@ class Fireball(Spell): Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire - spreads around corners. It ignites flammable objects in the area that aren’t + spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell @@ -486,7 +486,7 @@ class Fireball(Spell): class FlameArrows(Spell): """You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target - takes an extra 1d6 fire damage. The spell’s magic ends on the piece of + takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. @@ -567,7 +567,7 @@ class FlamingSphere(Spell): As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into - a creature, that creature must make the saving throw against the sphere’s + a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you @@ -596,13 +596,13 @@ class FleshToStone(Spell): If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a - successful save, the creature isn’t affected. + successful save, the creature isn't affected. A creature restrained by this spell must make another Consititution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the - petrified condition for the duration. The successes and failures don’t need to + petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. @@ -669,7 +669,7 @@ class FogCloud(Spell): class Forbiddance(Spell): """You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, - creatures can’t teleport into the area or use portals, such as those created by + creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. @@ -677,7 +677,7 @@ class Forbiddance(Spell): In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, - and undead. When a chosen creature enters the spell’s area for the first time on + and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). @@ -685,7 +685,7 @@ class Forbiddance(Spell): can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. - This spell’s area can’t overlap with the + This spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. @@ -716,18 +716,18 @@ class Forcecage(Spell): cast into or out of the area. When you cast the spell, any creature that is - completely inside the cage’s area is trapped. Creatures only partially within + completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature - inside the cage can’t leave it by nonmagical means. If the creature tries to use + inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the - cage. On a failure, the creature can’t exit the cage and wastes the use of the + cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. - This spell can’t be dispelled by dispel magic. + This spell can't be dispelled by dispel magic. """ name = "Forcecage" level = 7 @@ -743,7 +743,7 @@ class Forcecage(Spell): class Foresight(Spell): """You touch a willing creature and bestow a limited ability to see into the - immediate future. For the duration, the target can’t be surprised and has + immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. @@ -763,14 +763,14 @@ class Foresight(Spell): class FreedomOfMovement(Spell): - """You touch a willing creature. For the duration, the target’s movement is + """You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can - neither reduce the target’s speed nor cause the target to be paralyzed or + neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it - grappled. Finally, being underwater imposes no penalties on the target’s + grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. """ name = "Freedom Of Movement" @@ -787,10 +787,10 @@ class FreedomOfMovement(Spell): class Friends(Spell): """For the duration, you have advantage on all Charisma checks directed at one - creature of your choice that isn’t hostile toward you. When the spell ends, the + creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature - might seek retribution in other ways (at the DM’s discretion), depending on the + might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. """ name = "Friends" @@ -810,7 +810,7 @@ class Frostbite(Spell): The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. - The spell’s damage increases by 1d6 when + The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). """ name = "Frostbite" diff --git a/dungeonsheets/spells/spells_g.py b/dungeonsheets/spells/spells_g.py index 32fad7c..2590f87 100644 --- a/dungeonsheets/spells/spells_g.py +++ b/dungeonsheets/spells/spells_g.py @@ -2,22 +2,22 @@ from .spells import Spell class GaseousForm(Spell): - """You transform a willing creature you touch, along with everything it’s wearing + """You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the - creature drops to 0 hit points. An incorporeal creature isn’t affected. + creature drops to 0 hit points. An incorporeal creature isn't affected. While - in this form, the target’s only method of movement is a flying speed of 10 feet. + in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were - solid surfaces. The target can’t fall and remains hovering in the air even when + solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the - target can’t talk or manipulate objects, and any objects it was carrying or - holding can’t be dropped, used, or otherwise interacted with. The target can’t + target can't talk or manipulate objects, and any objects it was carrying or + holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. """ name = "Gaseous Form" @@ -49,8 +49,8 @@ class Gate(Spell): When you cast this spell, you can speak the name of a specific creature (a pseudonym, - title, or nickname doesn’t work). If that creature is on a plane other than the - one you are on, the portal opens in the named creature’s immediate vicinity and + title, or nickname doesn't work). If that creature is on a plane other than the + one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the Dm deems appropriate. It might leave, attack you, or help you. @@ -75,7 +75,7 @@ class Geas(Spell): saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A - creature that can’t understand you is unaffected by the spell. + creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. @@ -84,7 +84,7 @@ class Geas(Spell): wish spell also ends it. At Higher Levels: When you cast this spell usinga - spell slot of 7th or 8th level, the duration is 1 year. + spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. @@ -103,18 +103,18 @@ class Geas(Spell): class GentleRepose(Spell): """You touch a corpse or other remains. For the duration, the target is protected - from decay and can’t become undead. + from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence - of this spell don’t count against the time limit of spells such as raise dead. + of this spell don't count against the time limit of spells such as raise dead. """ name = "Gentle Repose" level = 2 casting_time = "1 action" casting_range = "Touch" components = ('V', 'S', 'M') - materials = """A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration""" + materials = """A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration""" duration = "10 days" ritual = True magic_school = "Necromancy" @@ -173,7 +173,7 @@ class GlobeOfInvulnerability(Spell): radius around you and remains for the duration. Any spell of 5th level or lower - cast from outside the barrier can’t affect creatures or objects within it, even + cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by @@ -222,7 +222,7 @@ class GlyphOfWarding(Spell): refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or - alignment. You can also set conditions for creatures that don’t trigger the + alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, @@ -327,7 +327,7 @@ class Grease(Spell): class GreaterInvisibility(Spell): """You or a creature you touch becomes invisible until the spell ends. Anything the - target is wearing or carrying is invisible as long as it is on the target’s + target is wearing or carrying is invisible as long as it is on the target's person. """ name = "Greater Invisibility" @@ -344,15 +344,15 @@ class GreaterInvisibility(Spell): class GreaterRestoration(Spell): """You imbue a creature you touch with positive energy to undo a debilitating - effect. You can reduce the target’s exhaustion level by one, or end one of the + effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: * One effect that charmed or petrified the target - * One curse, including the target’s attunement to a cursed magic item + * One curse, including the target's attunement to a cursed magic item * - Any reduction to one of the target’s ability scores + Any reduction to one of the target's ability scores * One effect reducing the - target’s hit point maximum + target's hit point maximum """ name = "Greater Restoration" level = 5 @@ -426,7 +426,7 @@ class GuardianOfNature(Spell): - Your walking speed increases by 10 feet. - You gain darkvision with a range of 120 feet. - - You make Strength—based attack rolls with advantage. + - You make Strength-based attack rolls with advantage. - Your melee weapon attacks deal an extra 1d6 force damage on a hit. Great Tree. @@ -489,18 +489,18 @@ class GuardsAndWards(Spell): Other Spell Effect You can place your choice of one of the following magical effects within the warded area of the stronghold. - • + - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. - • Place magic mouth in two + - Place magic mouth in two locations. - • Place stinking cloud in two locations. The vapors appear in the + - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. - • Place a constant gust of wind in one corridor or room. + - Place a constant gust of wind in one corridor or room. - • Place a suggestion in one location. You select an area of up to 5 feet + - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. @@ -567,14 +567,14 @@ class GuidingBolt(Spell): class Gust(Spell): """You seize the air and compel it to create one of the following effects at a point you can see within range: - • One Medium or smaller creature that you choose + - One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. - • You create a small blast of air capable of moving one object that is + - You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is - pushed up to 10 feet away from you. It isn’t pushed with enough force to cause + pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. - • You create a harmless sensory affect using air, such as causing leaves + - You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. """ name = "Gust" @@ -591,7 +591,7 @@ class Gust(Spell): class GustOfWind(Spell): """A line of strong wind 60 feet long and 10 feet wide blasts from you in a - direction you choose for the spell’s duration. Each creature that starts its + direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. diff --git a/dungeonsheets/spells/spells_h.py b/dungeonsheets/spells/spells_h.py index d631c10..9337842 100644 --- a/dungeonsheets/spells/spells_h.py +++ b/dungeonsheets/spells/spells_h.py @@ -32,7 +32,7 @@ class Hallow(Spell): to the following effects. First, celestials, elementals, fey, fiends, and - undead can’t enter the area, nor can such creatures charm, frighten, or possess + undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. @@ -43,23 +43,23 @@ class Hallow(Spell): apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected - enters the spell’s area for the first time on a turn or starts its turn there, + enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. Courage - Affected creatures can’t be + Affected creatures can't be frightened while in the area. Darkness Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you - used to cast this spell, can’t illuminate the area. + used to cast this spell, can't illuminate the area. Daylight Bright light fills the area. Magical darkness created by spells of a lower level than the slot you - used to cast this spell can’t extinguish the light. + used to cast this spell can't extinguish the light. Energy Protection Affected @@ -73,11 +73,11 @@ class Hallow(Spell): Everlasting Rest Dead bodies - interred in the area can’t be turned into undead. + interred in the area can't be turned into undead. Extradimensional Interference - Affected creatures can’t move or travel using teleportation or by + Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. Fear @@ -90,7 +90,7 @@ class Hallow(Spell): Tongues Affected creatures can communicate with any - other creature in the area, even if they don’t share a common language. + other creature in the area, even if they don't share a common language. """ name = "Hallow" level = 5 @@ -110,12 +110,12 @@ class HallucinatoryTerrain(Spell): resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured - structures, equipment, and creatures within the area aren’t changed in + structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the - difference isn’t obvious by touch, a creature carefully examining the illusion + difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. @@ -136,10 +136,10 @@ class Harm(Spell): """You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 - necrotic damage, or half as much damage on a successful save. The damage can’t - reduce the target’s hit points below 1. If the target fails the saving throw, + necrotic damage, or half as much damage on a successful save. The damage can't + reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic - damage it took. Any effect that removes a disease allows a creature’s hit point + damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. """ name = "Harm" @@ -156,13 +156,13 @@ class Harm(Spell): class Haste(Spell): """Choose a willing creature that you can see within range. Until the spell ends, - the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on + the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target - can’t move or take actions until after its next turn, as a wave of lethargy + can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. """ name = "Haste" @@ -205,7 +205,7 @@ class HealingSpirit(Spell): looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to - restore ld6 hit points to that creature (no action required). The spirit can’t + restore ld6 hit points to that creature (no action required). The spirit can't heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. @@ -257,7 +257,7 @@ class HeatMetal(Spell): If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it - doesn’t drop the object, it has disadvantage on attack rolls and ability checks + doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels: When you cast this spell @@ -304,7 +304,7 @@ class HellishRebuke(Spell): class HeroesFeast(Spell): """You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the - beneficial effects don’t set in until this hour is over. Up to twelve other + beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains @@ -363,7 +363,7 @@ class Hex(Spell): At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the - spell for up to 8 hours. + spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. """ @@ -440,7 +440,7 @@ class HolyAura(Spell): casting_time = "1 action" casting_range = "Self" components = ('V', 'S', 'M') - materials = """A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text""" + materials = """A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text""" duration = "Concentration, up to 1 minute" ritual = False magic_school = "Abjuration" @@ -449,14 +449,14 @@ class HolyAura(Spell): class HolyWeapon(Spell): """You imbue a weapon you touch with holy power. Until the spell ends, the weapon - emits bright light in a 30—foot radius and dim light for an additional 30 feet. + emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a - hit. If the weapon isn’t already a magic weapon, it becomes one for the + hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet ofyou must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a - successful save, a creature takes half as much damage and isn’t blinded. At the + successful save, a creature takes half as much damage and isn't blinded. At the end of each Ofits turns, a blinded creature can make a Constitution saving throw, ending the effect on itselfon a success. """ @@ -509,7 +509,7 @@ class HuntersMark(Spell): At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your - concentration on the spell for up to 8 hours. + concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. diff --git a/dungeonsheets/spells/spells_i.py b/dungeonsheets/spells/spells_i.py index 25b6eed..58d84df 100644 --- a/dungeonsheets/spells/spells_i.py +++ b/dungeonsheets/spells/spells_i.py @@ -32,7 +32,7 @@ class IceStorm(Spell): cold damage on a failed save, or half as much damage on a successful one. - Hailstones turn the storm’s area of effect into difficult terrain until the end + Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels: When you cast this spell using a spell @@ -77,11 +77,11 @@ class Identify(Spell): class IllusoryDragon(Spell): """By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The - illusion lasts for the spell’s duration and occupies its space, as if it were a + illusion lasts for the spell's duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a - frightened creature ends its turn in a location where it doesn’t have line of + frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion @@ -145,10 +145,10 @@ class Immolation(Spell): """Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the - spell’s duration. The burning target sheds bright light in a 30-foot radius and + spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and - the spell ends on a successful one. These magical flames can’t be extinguished + the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. @@ -170,8 +170,8 @@ class Imprisonment(Spell): The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by - this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t - age. Divination spells can’t locate or perceive the target. + this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't + age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.  @@ -187,7 +187,7 @@ class Imprisonment(Spell): Chaining Heavy chains, firmly rooted in the ground, hold the target in place. - The target is restrained until the spell ends, and it can’t move or be moved by + The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. @@ -206,14 +206,14 @@ class Imprisonment(Spell): gemstone or similarobject. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. - The gemstone can’t be cut or broken while the spell remains in effect. + The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber The target falls asleep - and can’t be awoken. + and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.  @@ -223,7 +223,7 @@ class Imprisonment(Spell): the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a - creature’s name, identity, or deity but otherwise must be based on + creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. @@ -258,7 +258,7 @@ class IncendiaryCloud(Spell): cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the - spell’s area for the first time on a turn or ends its turn there. + spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start @@ -278,33 +278,33 @@ class IncendiaryCloud(Spell): class InfernalCalling(Spell): """Uttering a dark incantation, you summon a devil from the Nine Hells. You choose - the devil’s type, which must be one of challenge rating 6 or lower, such as a + the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon - Master’s control and acts according to its nature on each of its turns, which + Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has - the creature’s statistics. + the creature's statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You - make the check with advantage if you say the devil’s true name. Ifyour check + make the check with advantage if you say the devil's true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check - succeeds, the devil carries out your command— such as “attack my enemies,” - “explore the room ahead," or “bear this message to the queen"—until it completes + succeeds, the devil carries out your command- such as "attack my enemies," + "explore the room ahead," or "bear this message to the queen"-until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If - you possess an individual devil’s talisman, you can summon that devil if it is + you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. @@ -330,10 +330,10 @@ class Infestation(Spell): one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the - direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t + direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. - The spell’s damage increases by 1d6 when you reach 5th level + The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). """ name = "Infestation" @@ -371,13 +371,13 @@ class InflictWounds(Spell): class InsectPlague(Spell): """Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for - the duration, and its area is lightly obscured. The sphere’s area is difficult + the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw - when it enters the spell’s area for the first time on a turn or ends its turn + when it enters the spell's area for the first time on a turn or ends its turn there. At Higher Levels: When you cast this spell using a spell slot of 6th @@ -397,14 +397,14 @@ class InsectPlague(Spell): class InvestitureOfFlame(Spell): """Flames race across your body, shedding bright light in a 30-foot radius and dim - light for an additional 30 feet for the spell’s duration. The flames don’t harm + light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits: - • You are immune to + - You are immune to fire damage and have resistance to cold damage. - • Any creature that moves within + - Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. - • You can use your action to create a line of fire 15 feet long and + - You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direc- tion you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. @@ -424,13 +424,13 @@ class InvestitureOfFlame(Spell): class InvestitureOfIce(Spell): """Until the spell ends, ice rimes your body, and you gain the following benefits: - • You are immune to cold damage and have resistance to fire damage. - • You can + - You are immune to cold damage and have resistance to fire damage. + - You can move across difficult terrain created by ice or snow without spending extra movement. - • The ground in a 10-foot radius around you is icy and is difficult + - The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. - • You can use + - You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, @@ -452,15 +452,15 @@ class InvestitureOfIce(Spell): class InvestitureOfStone(Spell): """Until the spell ends, bits of rock spread across your body, and you gain the following benefits: - • You have resistance to bludgeoning, piercing, and slashing + - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - • You can use your action to create a small + - You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. - • You + - You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and - without destabilizing it, but you can’t end your movement there. If you do so, + without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. """ @@ -479,11 +479,11 @@ class InvestitureOfStone(Spell): class InvestitureOfWind(Spell): """Until the spell ends, wind whirls around you, and you gain the following benefits: - • Ranged weapon attacks made against you have disad- vantage on the + - Ranged weapon attacks made against you have disad- vantage on the attack roll. - • You gain a flying speed of 60 feet. If you are still flying when + - You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some- how prevent it. - • You can use + - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed @@ -505,7 +505,7 @@ class InvestitureOfWind(Spell): class Invisibility(Spell): """A creature you touch becomes invisible until the spell ends. Anything the target - is wearing or carrying is invisible as long as it is on the target’s person. + is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels: diff --git a/dungeonsheets/spells/spells_j.py b/dungeonsheets/spells/spells_j.py index 0a93c8c..78b64dc 100644 --- a/dungeonsheets/spells/spells_j.py +++ b/dungeonsheets/spells/spells_j.py @@ -2,7 +2,7 @@ from .spells import Spell class Jump(Spell): - """You touch a creature. The creature’s jump distance is tripled until the spell + """You touch a creature. The creature's jump distance is tripled until the spell ends. """ name = "Jump" @@ -10,7 +10,7 @@ class Jump(Spell): casting_time = "1 action" casting_range = "Touch" components = ('V', 'S', 'M') - materials = """A grasshopper’s hind leg""" + materials = """A grasshopper's hind leg""" duration = "1 minute" ritual = False magic_school = "Transmutation" diff --git a/dungeonsheets/spells/spells_l.py b/dungeonsheets/spells/spells_l.py index 322e454..d38349a 100644 --- a/dungeonsheets/spells/spells_l.py +++ b/dungeonsheets/spells/spells_l.py @@ -5,7 +5,7 @@ class LegendLore(Spell): """Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never - been widely known. If the thing you named isn’t of legendary importance, you + been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. @@ -43,7 +43,7 @@ class LeomundsSecretChest(Spell): replica. After 60 days, there is a cumulative 5 percent chance per day that the - spell’s effect ends. This effect ends if you cast this spell again, if the + spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. @@ -69,7 +69,7 @@ class LeomundsTinyHut(Spell): you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing - through it. Spells and other magical effects can’t extend through the dome or be + through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. @@ -114,10 +114,10 @@ class Levitate(Spell): The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You - can change the target’s altitude by up to 20 feet in either direction on your + can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within - the spell’s range. + the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. @@ -135,7 +135,7 @@ class Levitate(Spell): class LifeTransference(Spell): - """You sacrifice some of your health to mend another creature’s injuries. You take + """You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. @@ -179,11 +179,11 @@ class Light(Spell): class LightningArrow(Spell): - """The next time you make a ranged weapon attack during the spell’s duration, the - weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms + """The next time you make a ranged weapon attack during the spell's duration, the + weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the - weapon’s normal damage. + weapon's normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes @@ -216,7 +216,7 @@ class LightningBolt(Spell): or half as much damage on a successful one. The lightning ignites flammable - objects in the area that aren’t being worn or carried. + objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage @@ -276,7 +276,7 @@ class LocateAnimalsOrPlants(Spell): class LocateCreature(Spell): """Describe or name a creature that is familiar to you. You sense the direction to - the creature’s location, as long as that creature is within 1,000 feet of you. + the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell @@ -284,9 +284,9 @@ class LocateCreature(Spell): specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a - polymorph spell, this spell doesn’t locate the creature. + polymorph spell, this spell doesn't locate the creature. - This spell can’t + This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. """ @@ -304,7 +304,7 @@ class LocateCreature(Spell): class LocateObject(Spell): """Describe or name an object that is familiar to you. You sense the direction to - the object’s location, as long as that object is within 1,000 feet of you. If + the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can @@ -313,7 +313,7 @@ class LocateObject(Spell): object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. - This spell can’t locate an object if any thickness + This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. """ name = "Locate Object" @@ -329,7 +329,7 @@ class LocateObject(Spell): class Longstrider(Spell): - """You touch a creature. The target’s speed increases by 10 feet until the spell + """You touch a creature. The target's speed increases by 10 feet until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd diff --git a/dungeonsheets/spells/spells_m.py b/dungeonsheets/spells/spells_m.py index 0c4df1b..b17050b 100644 --- a/dungeonsheets/spells/spells_m.py +++ b/dungeonsheets/spells/spells_m.py @@ -3,8 +3,8 @@ from .spells import Spell class MaddeningDarkness(Spell): """Magical darkness spreads from a point you choose within range to fill a - 60—foot—radius sphere until the spell ends. The darkness spreads around corners. - A creature with darkvision can’t see through this darkness. Nonmagical light, + 60-foot-radius sphere until the spell ends. The darkness spreads around corners. + A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving @@ -45,8 +45,8 @@ class Maelstrom(Spell): class MageArmor(Spell): - """You touch a willing creature who isn’t wearing armor, and a protective magical - force surrounds it until the spell ends. The target’s base AC becomes 13 + its + """You touch a willing creature who isn't wearing armor, and a protective magical + force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action. """ @@ -74,7 +74,7 @@ class MageHand(Spell): open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. - The hand can’t attack, activate magical items, or + The hand can't attack, activate magical items, or carry more than 10 pounds. """ name = "Mage Hand" @@ -99,13 +99,13 @@ class MagicCircle(Spell): or undead. The circle affects a creature of the chosen type in the following ways: - * The creature can’t willingly enter the cylinder by nonmagical means. If + * The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. * The creature has disadvantage on attack rolls against targets within the cylinder. * Targets within the cylinder - can’t be charmed, frightened, or possessed by the creature. + can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, @@ -130,34 +130,34 @@ class MagicCircle(Spell): class MagicJar(Spell): """Your body falls into a catatonic state as your soul leaves it and enters the - container you used for the spell’s material component. While your soul inhabits + container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the - container’s space. You can’t move or use reactions. The only action you can take + container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle - spells can’t be possessed). The target must make a Charisma saving throw. On a - failure, your soul moves into the target’s body, and the target’s soul becomes + spells can't be possessed). The target must make a Charisma saving throw. On a + failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to - possess it, and you can’t attempt to possess it again for 24 hours. + possess it, and you can't attempt to possess it again for 24 hours. Once you - possess a creature’s body, you control it. Your game statistics are replaced by + possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisom, and Charisma scores. You retain the benefit of your own - class feature. If the target has any class levels, you can’t use any of its + class feature. If the target has any class levels, you can't use any of its class features. - Meanwhile, the possessed creature’s soul can perceive from the - container using its own senses, but it can’t move or take actions at all. + Meanwhile, the possessed creature's soul can perceive from the + container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the - container if it is within 100 feet of you, returning the host creature’s soul to - its body. If the host body dies while you’re in it, the creature dies, and you + container if it is within 100 feet of you, returning the host creature's soul to + its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. @@ -165,7 +165,7 @@ class MagicJar(Spell): If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If - another creature’s soul is in the container when it is destroyed, the creature’s + another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. @@ -208,7 +208,7 @@ class MagicMissile(Spell): class MagicMouth(Spell): """You implant a message within an object in range, a message that is uttered when a trigger condition is met. - Choose an object that you can see and that isn’t + Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your @@ -218,7 +218,7 @@ class MagicMouth(Spell): and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to - come from the object’s mouth. When you cast this spell, you can have the spell + come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs. @@ -245,7 +245,7 @@ class MagicStone(Spell): can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, - not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning + not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, @@ -269,7 +269,7 @@ class MagicWeapon(Spell): At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus - increases to +2. + increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. """ @@ -290,10 +290,10 @@ class MajorImage(Spell): that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including - sounds, smells, and temperature appropriate to the thing depicted. You can’t + sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature - (like a troglodyte’s stench). + (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within @@ -397,21 +397,21 @@ class MassPolymorph(Spell): Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have - seen whose challenge rating is equal to or less than the target’s (or half the - target’s level, if the target doesn’t have a challenge rating). The target’s + seen whose challenge rating is equal to or less than the target's (or half the + target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit - points of its new form. These temporary hit points can’t be replaced by + points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its - new form. It can’t speak, cast spells, or do anything else that requires hands - or speech. The target’s gear melds into the new form. - The target can’t activate, + new form. It can't speak, cast spells, or do anything else that requires hands + or speech. The target's gear melds into the new form. + The target can't activate, use, wield, or otherwise benefit from any of its equipment. """ name = "Mass Polymorph" @@ -430,7 +430,7 @@ class MassSuggestion(Spell): """You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. - Creatures that can’t be charmed are immune + Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act @@ -445,16 +445,16 @@ class MassSuggestion(Spell): You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the - first beggar they meet. If the condition isn’t met before the spell ends, the - activity isn’t performed. + first beggar they meet. If the condition isn't met before the spell ends, the + activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. - - When you use an 8th-level spell slot, the duration is 30 days. + + When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. """ @@ -463,7 +463,7 @@ class MassSuggestion(Spell): casting_time = "1 action" casting_range = "60 feet" components = ('V', 'M') - materials = """A snake’s tongue and either a bit of honeycomb or a drop of sweet oil""" + materials = """A snake's tongue and either a bit of honeycomb or a drop of sweet oil""" duration = "24 hours" ritual = False magic_school = "Enchantment" @@ -476,7 +476,7 @@ class MaximiliansEarthenGrasp(Spell): for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is - restrained for the spell’s duration. + restrained for the spell's duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful @@ -533,16 +533,16 @@ class MeldIntoStone(Spell): Nothing of your presence remains visible or otherwise detectable by nonmagical senses. - While merged with the stone, you can’t see what occurs outside it, and + While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone - where you entered it, which ends the spell. You otherwise can’t move. + where you entered it, which ends the spell. You otherwise can't move. Minor - physical damage to the stone doesn’t harm you, but its partial destruction or a + physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you - and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or + and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. @@ -576,7 +576,7 @@ class MelfsAcidArrow(Spell): casting_time = "1 action" casting_range = "90 feet" components = ('V', 'S', 'M') - materials = """Powdered rhubarb leaf and an adder’s stomach""" + materials = """Powdered rhubarb leaf and an adder's stomach""" duration = "Instantaneous" ritual = False magic_school = "Evocation" @@ -586,8 +586,8 @@ class MelfsAcidArrow(Spell): class MelfsMinuteMeteors(Spell): """(niter, sulfur, and pine tar formed into a bead) You create six tiny meteors in - your space. They float in the air and orbit you for the spell’s duration. When - you cast the spell—and as a bonus action on each of your turns thereafter—you + your space. They float in the air and orbit you for the spell's duration. When + you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 @@ -618,7 +618,7 @@ class Mending(Spell): it, leaving no trace of the former damage. This spell can physically repair a - magic item or construct, but the spell can’t restore magic to such an object. + magic item or construct, but the spell can't restore magic to such an object. """ name = "Mending" level = 0 @@ -638,11 +638,11 @@ class MentalPrison(Spell): The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area - immediately around the target’s space appear dangerous to it in some way. You + immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion - takes, the target can’t see or hear anything beyond it and is restrained for the - spell’s duration. If the target is moved out of the illusion, makes a melee + takes, the target can't see or hear anything beyond it and is restrained for the + spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. """ @@ -667,7 +667,7 @@ class Message(Spell): You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood - blocks the spell. The spell doesn’t have to follow a straight line and can + blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. """ name = "Message" @@ -692,7 +692,7 @@ class MeteorSwarm(Spell): of more than one fiery burst is affected only once. The spell damages objects - in the area and ignites flammable objects that aren’t being worn or carried. + in the area and ignites flammable objects that aren't being worn or carried. """ name = "Meteor Swarm" level = 9 @@ -717,7 +717,7 @@ class MightyFortress(Spell): each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place - up to four stone doors in the fortress’s outer wall. + up to four stone doors in the fortress's outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be @@ -733,10 +733,10 @@ class MightyFortress(Spell): spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each - 10—foot—bya10-foot section of stone has AC 15 and 30 hit points per inch of + 10-foot-bya10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle - and collapse at the DM’s discretion. + and collapse at the DM's discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. @@ -760,7 +760,7 @@ class MindBlank(Spell): """Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells - and spells or effects of similar power used to affect the target’s mind or to + and spells or effects of similar power used to affect the target's mind or to gain information about the target. """ name = "Mind Blank" @@ -780,8 +780,8 @@ class MindSpike(Spell): must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on - the same plane of existence. While you have this knowledge, the target can’t - become hidden from you, and if it’s invisible, it gains no benefit from that + the same plane of existence. While you have this knowledge, the target can't + become hidden from you, and if it's invisible, it gains no benefit from that condition against you. At Higher Levels: When you cast this spell using a spell @@ -806,14 +806,14 @@ class MinorIllusion(Spell): spell again. If you create a sound, its volume can range from a whisper to a - scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of + scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image - can’t create sound, light, smell, or any other sensory effect. Physical + can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. @@ -837,25 +837,25 @@ class MinorIllusion(Spell): class MirageArcane(Spell): """You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. - The terrain’s general shape remains the + The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of - structures, or add them where none are present. The spell doesn’t disguise, + structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory - terrain (such as a rock or stick) that is removed from the spell’s area + terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion - to the terrain’s true form however, all other elements of the illusion remain, - so while the creature is aware of the illusion’s presence, the creature can + to the terrain's true form however, all other elements of the illusion remain, + so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. """ name = "Mirage Arcane" @@ -874,25 +874,25 @@ class MirrorImage(Spell): """Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so - it’s impossible to track which image is real. You can use your action to dismiss + it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack - during the spell’s duration, roll a d20 to determine whether the attack instead + during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 - or higher to change the attack’s target to a duplicate. With two duplicates, + or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. - A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a + A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell - if it can’t see, if it relies on senses other than sight, such as blindsight, + if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. """ name = "Mirror Image" @@ -951,16 +951,16 @@ class MistyStep(Spell): class ModifyMemory(Spell): - """You attempt to reshape another creature’s memories. + """You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is - targeted by another spell, this spell ends, and none of the target’s memories + targeted by another spell, this spell ends, and none of the target's memories are modified. - While this charm lasts, you can affect the target’s memory of an + While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its @@ -970,24 +970,24 @@ class ModifyMemory(Spell): must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends - before you have finished describing the modified memories, the creature’s memory - isn’t altered. Otherwise, the modified memories take hold when the spell ends. + before you have finished describing the modified memories, the creature's memory + isn't altered. Otherwise, the modified memories take hold when the spell ends. - A modified memory doesn’t necessarily affect how a creature behaves, - particularly if the memory contradicts the creature’s natural inclinations, + A modified memory doesn't necessarily affect how a creature behaves, + particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell - cast on the target restores the creature’s true memory. + cast on the target restores the creature's true memory. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the - target’s memories of an event that took place up to 7 days ago (6th level), 30 - days ago (7th level), 1 year ago (8th level), or any time in the creature’s past + target's memories of an event that took place up to 7 days ago (6th level), 30 + days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). """ name = "Modify Memory" @@ -1005,14 +1005,14 @@ class ModifyMemory(Spell): class MoldEarth(Spell): """You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - • If + - If you target an area of loose earth, you can instantaneously excavate it, move it - along the ground, and deposit it up to 5 feet away. This movement doesn’t have + along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. - • You cause shapes, colors, or both to appear on + - You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. - • If the dirt or stone you target is on the ground, + - If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more @@ -1037,15 +1037,15 @@ class Moonbeam(Spell): the cylinder. - When a creature enters the spell’s area for the first time on a + When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also - instantly reverts to its original form and can’t assume a different form until - it leaves the spell’s light. + instantly reverts to its original form and can't assume a different form until + it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. @@ -1072,14 +1072,14 @@ class MordenkainensFaithfulHound(Spell): until you move more than 100 feet away from it. The hound is invisible to all - creatures except you and can’t be harmed. When a Small or larger creature comes + creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 - feet of it that is hostile to you. The hound’s attack bonus is equal to your + feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. """ @@ -1108,16 +1108,16 @@ class MordenkainensMagnificentMansion(Spell): with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You - can create any floor plan you like, but the space can’t exceed 50 cubes, each + can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal - human servant could perform, but they can’t attack or take any action that would + human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants - can go anywhere in the mansion but can’t leave it. Furnishings and other objects + can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. @@ -1143,14 +1143,14 @@ class MordenkainensPrivateSanctum(Spell): When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - * Sound can’t pass through the barrier at the edge of the + * Sound can't pass through the barrier at the edge of the warded area. * The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. * Sensors created by divination - spells can’t appear inside the protected area or pass through the barrier at its + spells can't appear inside the protected area or pass through the barrier at its perimeter. - * Creatures in the area can’t be targeted by divination spells. + * Creatures in the area can't be targeted by divination spells. * Nothing can teleport into or out of the warded area. * Planar travel is blocked @@ -1201,27 +1201,27 @@ class MordenkainensSword(Spell): class MoveEarth(Spell): """Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the - duration. You can raise or lower the area’s elevation, create or fill in a + duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such - changes can’t exceed half the area’s largest dimension. So, if you affect a + changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the - square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. + square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. - Because the terrain’s transformation occurs slowly, - creatures in the area can’t usually be trapped or injured by the ground’s + Because the terrain's transformation occurs slowly, + creatures in the area can't usually be trapped or injured by the ground's movement. - This spell can’t manipulate natural stone or stone construction. + This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this - spell doesn’t directly affect plant growth. The moved earth carries any plants + spell doesn't directly affect plant growth. The moved earth carries any plants along with it. """ name = "Move Earth" @@ -1229,7 +1229,7 @@ class MoveEarth(Spell): casting_time = "1 action" casting_range = "120 feet" components = ('V', 'S', 'M') - materials = """An iron blade and a small bag containing a mixture of soils—clay, loam, and sand""" + materials = """An iron blade and a small bag containing a mixture of soils-clay, loam, and sand""" duration = "Concentration, up to 2 hours" ritual = False magic_school = "Transmutation" diff --git a/dungeonsheets/spells/spells_n.py b/dungeonsheets/spells/spells_n.py index eea4fac..653d878 100644 --- a/dungeonsheets/spells/spells_n.py +++ b/dungeonsheets/spells/spells_n.py @@ -8,7 +8,7 @@ class NegativeEnergyFlood(Spell): one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead - with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. + with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. """ name = "Negative Energy Flood" @@ -27,7 +27,7 @@ class Nondetection(Spell): """For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet - in any dimension. The target can’t be targeted by any divination magic or + in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. """ name = "Nondetection" @@ -46,7 +46,7 @@ class NystulsMagicAura(Spell): """You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature - or an object that isn’t being carried or worn by another creature. + or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts @@ -58,14 +58,14 @@ class NystulsMagicAura(Spell): You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear - nonmagical, or change the object’s magical aura so that it appears to belong to + nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask You change the way the target appears to spells and magical effects - that detect creature types, such as a paladin’s Divine Sense or the trigger of a + that detect creature types, such as a paladin's Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. """ diff --git a/dungeonsheets/spells/spells_o.py b/dungeonsheets/spells/spells_o.py index 643178e..42034bc 100644 --- a/dungeonsheets/spells/spells_o.py +++ b/dungeonsheets/spells/spells_o.py @@ -20,9 +20,9 @@ class OtilukesFreezingSphere(Spell): the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to - the sling’s normal range). It shatters on impact, with the same effect as the + the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering - it. After 1 minute, if the globe hasn’t already shattered, it explodes. + it. After 1 minute, if the globe hasn't already shattered, it explodes. At Higher Levels: When you cast this spell using a spell slot of 7th level or @@ -48,14 +48,14 @@ class OtilukesResilientSphere(Spell): Nothing---not physical objects, energy, or other spell effects---can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is - immune to all damage, and a creature or object inside can’t be damaged by + immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use - its action to push against the sphere’s walls and thus roll the sphere at up to - half the creature’s speed. Similarly, the globe can be picked up and moved by + its action to push against the sphere's walls and thus roll the sphere at up to + half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without @@ -76,7 +76,7 @@ class OtilukesResilientSphere(Spell): class OttosIrresistibleDance(Spell): """Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. - Creatures that can’t be charmed are immune to this spell. + Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has diff --git a/dungeonsheets/spells/spells_p.py b/dungeonsheets/spells/spells_p.py index 9d4c269..ff78227 100644 --- a/dungeonsheets/spells/spells_p.py +++ b/dungeonsheets/spells/spells_p.py @@ -5,7 +5,7 @@ class PassWithoutTrace(Spell): """A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of - you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be + you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. """ @@ -24,7 +24,7 @@ class PassWithoutTrace(Spell): class Passwall(Spell): """A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, - and lasts for the duration. You choose the opening’s dimensions: up to 5 feet + and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. @@ -70,11 +70,11 @@ class PhantasmalForce(Spell): slipped, or a strong wind might have knocked it off. An affected target is so - convinced of the phantasm’s reality that it can even take damage from the + convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic - damage to the target if it is in the phantasm’s area or within 5 feet of the + damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. @@ -96,7 +96,7 @@ class PhantasmalKiller(Spell): illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes - frightened for the duration. At the end of each of the target’s turns before the + frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. @@ -118,7 +118,7 @@ class PhantasmalKiller(Spell): class PhantomSteed(Spell): """A Large quasi-real, horselike creature appears on the ground in an unoccupied - space of your choice within range. You decide the creature’s appearance, but it + space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. @@ -148,13 +148,13 @@ class PlanarAlly(Spell): god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a - specific creature’s name, you can speak that name when you cast this spell to - request that creature, though you might get a different creature anyway (DM’s + specific creature's name, you can speak that name when you cast this spell to + request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for - payment, but it isn’t obliged to do so. The requested task could range from + payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. @@ -169,7 +169,7 @@ class PlanarAlly(Spell): requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under - which you cast the spell. If the task is aligned with the creature’s ethos, the + which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. @@ -178,7 +178,7 @@ class PlanarAlly(Spell): creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price - for the creature’s service, the creature immediately returns to its home plane. + for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a @@ -204,7 +204,7 @@ class PlanarBinding(Spell): inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature w as - summoned or created by another spell, that spell’s duration is extended to match + summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to @@ -218,11 +218,11 @@ class PlanarBinding(Spell): until the spell ends. At Higher Levels: When you cast this spell using a spell - slot of a higher level, the duration increases to: + slot of a higher level, the duration increases to: 10 days with a 6th-level - slot, - 30 days with a 7th-level slot, - 180 days with an 8th-level slot, + slot, + 30 days with a 7th-level slot, + 180 days with an 8th-level slot, 1 year and 1 day with a 9th-level spell slot. """ @@ -245,7 +245,7 @@ class PlaneShift(Spell): palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reac the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking - at the city from across the Sea of Fire, at the DM’s discretion. + at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of @@ -282,7 +282,7 @@ class PlantGrowth(Spell): creature moving through the area must spend 4 feet of movement for every 1 foot it moves. - You can exclude one or more areas of any size within the spell’s + You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the @@ -307,7 +307,7 @@ class PoisonSpray(Spell): puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. - At Higher Levels: This spell’s damage + At Higher Levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12). """ @@ -331,25 +331,25 @@ class Polymorph(Spell): The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the - target’s (or the target’s level, if it doesn’t have a challenge rating). The - target’s game statistics, including mental ability scores, are replaced by the + target's (or the target's level, if it doesn't have a challenge rating). The + target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess - damage carries over to its normal form. As long as the excess damage doesn’t - reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. + damage carries over to its normal form. As long as the excess damage doesn't + reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new - form, and it can’t speak, cast spells, or take any other action that requires + form, and it can't speak, cast spells, or take any other action that requires hands or speech. - The target’s gear melds into the new form. The creature can’t + The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. This spell - can’t affect a target that has 0 hit points. + can't affect a target that has 0 hit points. """ name = "Polymorph" level = 4 @@ -502,7 +502,7 @@ class PrimalSavagery(Spell): """You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you - make the attack, your teeth or fingernails return to normal. The spell’s damage + make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). """ @@ -520,7 +520,7 @@ class PrimalSavagery(Spell): class PrimordialWard(Spell): """You have resistance to acid, cold, fire, lightning, and thunder damage for the - spell’s duration. + spell's duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the @@ -566,14 +566,14 @@ class PrismaticSpray(Spell): then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified - condition. The successes and failures don’t need to be consecutive; keep track + condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the - creature is transported to another plane of existence of the DM’s choosing and - is no longer blinded. (Typically, a creature that is on a plane that isn’t its + creature is transported to another plane of existence of the DM's choosing and + is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) @@ -610,9 +610,9 @@ class PrismaticWall(Spell): The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does - so one layer at a time through all the wall’s layers. As it passes or reaches + so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be - affected by that layer’s properties as described below. + affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means @@ -622,12 +622,12 @@ class PrismaticWall(Spell): 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this - layer is in place, nonmagical ranged attacks can’t pass through the wall. The + layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a - successful one. While this layer is in place, magical ranged attacks can’t pass + successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. 3. Yellow. The @@ -648,17 +648,17 @@ class PrismaticWall(Spell): restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the - petrified condition. The successes and failures don’t need to be consecutive; + petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer - is in place, spells can’t be cast through the wall. The layer is destroyed by + is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. 7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane - of the DM’s choosing and is no longer blinded. (Typically, a creature that is on - a plane that isn’t its home plane is banished home, while other creatures are + of the DM's choosing and is no longer blinded. (Typically, a creature that is on + a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or similar spell of equal or higher level that can end spells and magical effects. @@ -688,7 +688,7 @@ class ProduceFlame(Spell): you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At - Higher Levels: This spell’s damage increases by 1d8 when you reach 5th level + Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ name = "Produce Flame" @@ -801,7 +801,7 @@ class ProtectionFromEvilAndGood(Spell): and undead. The protection grants several benefits. Creatures of those types - have disadvantage on attack rolls against the target. The target also can’t be + have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. @@ -846,7 +846,7 @@ class PsychicScream(Spell): Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and - isn’t stunned. If a target is killed by this damage, its head explodes, assuming + isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. diff --git a/dungeonsheets/spells/spells_r.py b/dungeonsheets/spells/spells_r.py index 07c826a..44a8267 100644 --- a/dungeonsheets/spells/spells_r.py +++ b/dungeonsheets/spells/spells_r.py @@ -3,18 +3,18 @@ from .spells import Spell class RaiseDead(Spell): """You return a dead creature you touch to life, provided that it has been dead no - longer than 10 days. If the creature’s soul is both willing and at liberty to + longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature - at the time it died. This spell doesn’t, however, remove magical diseases, - curses, or similar effects; if these aren’t first removed prior to casting the - spell, they take effect when the creature returns to life. The spell can’t + at the time it died. This spell doesn't, however, remove magical diseases, + curses, or similar effects; if these aren't first removed prior to casting the + spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it - doesn’t restore missing body parts. If the creature is lacking body parts or + doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails. @@ -38,12 +38,12 @@ class RaiseDead(Spell): class RarysTelepathicBond(Spell): """You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the - duration. Creatures with Intelligence scores of 2 or less aren’t affected by + duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication - is possible over any distance, though it can’t extend to other planes of + is possible over any distance, though it can't extend to other planes of existence. """ name = "Rarys Telepathic Bond" @@ -65,7 +65,7 @@ class RayOfEnfeeblement(Spell): target deals only half damage with weapon attacks that use Strength until the spell ends. - At the end of each of the target’s turns, it can make a + At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. """ name = "Ray Of Enfeeblement" @@ -86,7 +86,7 @@ class RayOfFrost(Spell): its speed is reduced by 10 feet until the start of your next turn. At Higher - Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th + Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ name = "Ray Of Frost" @@ -131,7 +131,7 @@ class Regenerate(Spell): hit point at the start of each of its turns (10 hit points each minute). The - target’s severed body members (fingers, legs, tails, and so on), if any, are + target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. """ @@ -150,11 +150,11 @@ class Regenerate(Spell): class Reincarnate(Spell): """You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body - for it and then calls the soul to enter that body. If the target’s soul isn’t + for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for - the creature to inhabit, which likely causes the creature’s race to change. The + the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. @@ -196,7 +196,7 @@ class Reincarnate(Spell): class RemoveCurse(Spell): """At your touch, all curses affecting one creature or object end. If the object is - a cursed magic item, its curse remains, but the spell breaks its owner’s + a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. """ name = "Remove Curse" @@ -230,13 +230,13 @@ class Resistance(Spell): class Resurrection(Spell): """You touch a dead creature that has been dead for no more than a century, that - didn’t die of old age, and that isn’t undead. If its soul is free and willing, + didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It - doesn’t, however, remove magical diseases, curses, and the like; if such affects - aren’t removed prior to casting the spell, they afflict the target on its + doesn't, however, remove magical diseases, curses, and the like; if such affects + aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing @@ -248,7 +248,7 @@ class Resurrection(Spell): Casting this spell to restore life to a creature that has been dead for one year - or longer taxes you greatly. Until you finish a long rest, you can’t cast + or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. """ @@ -267,7 +267,7 @@ class Resurrection(Spell): class ReverseGravity(Spell): """This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. - All creatures and objects that aren’t somehow anchored + All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. @@ -295,7 +295,7 @@ class ReverseGravity(Spell): class Revivify(Spell): """You touch a creature that has died within the last minute. That creature returns - to life with 1 hit point. This spell can’t return to life a creature that has + to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. """ name = "Revivify" @@ -321,7 +321,7 @@ class RopeTrick(Spell): Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. - Attacks and spells can’t cross + Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. diff --git a/dungeonsheets/spells/spells_s.py b/dungeonsheets/spells/spells_s.py index e29c810..4087ad1 100644 --- a/dungeonsheets/spells/spells_s.py +++ b/dungeonsheets/spells/spells_s.py @@ -7,7 +7,7 @@ class SacredFlame(Spell): target gains no benefit from cover for this saving throw. At Higher Levels: The - spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level + spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ name = "Sacred Flame" @@ -27,7 +27,7 @@ class Sanctuary(Spell): Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a - new target or lose the attack or spell. This spell doesn’t protect the warded + new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded @@ -90,7 +90,7 @@ class Scrying(Spell): """You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a W isdom saving throw, which is modified by how well you know the target and the sort of physical connection you - have to it. If a target knows you’re casting this spell, it can fail the saving + have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge                 Save @@ -108,7 +108,7 @@ class Scrying(Spell): Body part, lock of hair, bit of nail, or the like -10 On - a successful save, the target isn’t affected, and you can’t use this spell + a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible @@ -119,7 +119,7 @@ class Scrying(Spell): Instead of targeting a creature, you can choose a location you have seen before as the target of this - spell. When you do, the sensor appears at that location and doesn’t move. + spell. When you do, the sensor appears at that location and doesn't move. """ name = "Scrying" level = 5 @@ -134,7 +134,7 @@ class Scrying(Spell): class SearingSmite(Spell): - """The next time you hit a creature with a melee weapon attack during the spell’s + """The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. @@ -188,15 +188,15 @@ class Seeming(Spell): The spell disguises physicial appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween. - You can’t change a target’s body type, so you must choose a form that has the + You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical - inspections. For example, if you use this spell to add a hat to a creature’s + inspections. For example, if you use this spell to add a hat to a creature's outfitm objects pass through the hat, and anyone who touches it would feel - nothing or would feel the creature’s head and hair. If you use this spell to + nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. @@ -226,7 +226,7 @@ class Sending(Spell): You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than - you, there is a 5 percent chance that the message doesn’t arrive. + you, there is a 5 percent chance that the message doesn't arrive. """ name = "Sending" level = 3 @@ -244,12 +244,12 @@ class Sequester(Spell): """By means of this spell, a willing creature of an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, - it becomes invisible and can’t be targeted by divination spells or perceived + it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells. If the target is a crreature, it falls into a state of suspended animation. Time ceases to flow - for it, and it doesn’t grow older. + for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be @@ -323,19 +323,19 @@ class ShapeWater(Spell): 5-foot cube. You manipulate it in one of the following ways: - • You + - You instantaneously move or otherwise change the flow of the water as you direct, up - to 5 feet in any direction. This movement doesn’t have enough force to cause + to 5 feet in any direction. This movement doesn't have enough force to cause damage. - • You cause the water to form into simple shapes and animate at your + - You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. - • You change the water’s color or + - You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. - • You freeze the water, provided that there are no crea- tures in + - You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and @@ -357,7 +357,7 @@ class Shapechange(Spell): """You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The - creature can’t be a construct or an undead, and you must have seen the sort of + creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. @@ -366,19 +366,19 @@ class Shapechange(Spell): alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed - in its statistics is higher than yours, use the creature’s bonus in place of - yours. You can’t use any legendary actions or lair actions of the new form. + in its statistics is higher than yours, use the creature's bonus in place of + yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries - over to your normal form. As long as the excess damage doesn’t reduce your - normal form to 0 hitpoints, you aren’t knocked unconscious. + over to your normal form. As long as the excess damage doesn't reduce your + normal form to 0 hitpoints, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, - provided that your new form is physically capable of doing so. You can’t use + provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. @@ -386,12 +386,12 @@ class Shapechange(Spell): transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of - equipment, based on the creature’s shape and size. Your equipment doesn’t change - shape or size to match the new form, and any equipment that the new form can’t + equipment, based on the creature's shape and size. Your equipment doesn't change + shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. - During this spell’s duration, you can use + During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value. @@ -416,8 +416,8 @@ class Shatter(Spell): of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. - A nonmagical object that isn’t being worn or carried also takes - the damage if it’s in the spell’s area. + A nonmagical object that isn't being worn or carried also takes + the damage if it's in the spell's area. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for @@ -472,12 +472,12 @@ class ShieldOfFaith(Spell): class Shillelagh(Spell): - """The wood of a club or quarterstaff you are holding is imbued with nature’s + """The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and - the weapon’s damage die becomes a d8. The weapon also becomes magical, if it - isn’t already. The spell ends if you cast it again or if you let go of the + the weapon's damage die becomes a d8. The weapon also becomes magical, if it + isn't already. The spell ends if you cast it again or if you let go of the weapon """ name = "Shillelagh" @@ -497,10 +497,10 @@ class ShockingGrasp(Spell): touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target - takes 1d8 lightning damage, and it can’t take reactions until the start of its + takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. - At Higher Levels: The spell’s damage increases by 1d8 when you reach + At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ name = "Shocking Grasp" @@ -519,7 +519,7 @@ class SickeningRadiance(Spell): """Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. - When a creature moves into the spell’s area for the first time + When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes @@ -560,7 +560,7 @@ class Silence(Spell): class SilentImage(Spell): """You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range - and lasts for the duration. The image is purely visual; it isn’t accompanied by + and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the @@ -594,7 +594,7 @@ class Simulacrum(Spell): The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it - has half the creature’s hit point maximum and is formed without any equipment. + has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. @@ -617,7 +617,7 @@ class Simulacrum(Spell): casting_time = "12 hours" casting_range = "Touch" components = ('V', 'S', 'M') - materials = """Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell""" + materials = """Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell""" duration = "Until dispelled" ritual = False magic_school = "Illusion" @@ -625,12 +625,12 @@ class Simulacrum(Spell): class SkillEmpowerment(Spell): - """Your magic deepens a creature’s understanding of its own talent. You touch one + """Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is - proficient and that isn’t already benefiting from an effect, such as Expertise, + proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. """ name = "Skill Empowerment" @@ -647,7 +647,7 @@ class SkillEmpowerment(Spell): class Skywrite(Spell): """You cause up to ten words to form in a part of the sky you can see. The words - appear to be made of cloud and remain in place for the spell’s duration. The + appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. """ @@ -672,12 +672,12 @@ class Sleep(Spell): Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an - action to shake or slap the sleeper awake. Subtract each creature’s hit points + action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. - A creature’s hit points must be equal to or less than the remaining total for + A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed - aren’t affected by this spell. + aren't affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level @@ -702,11 +702,11 @@ class SleetStorm(Spell): The ground in the area is covered with slick ice, making it difficult terrain. When a creature - enters the spell’s area for the first time on a turn or starts its turn there, + enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a - creature is concentrating in the spell’s area, the creature must make a + creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. """ @@ -727,16 +727,16 @@ class Slow(Spell): within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. - An affected target’s speed is halved, it takes - a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On + An affected target's speed is halved, it takes + a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of - the creature’s abilities or magic items, it can’t make more than one melee or + the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a - casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take - effect until the creature’s next turn, and the creature must use its action on - that turn to complete the spell. If it can’t, the spell is wasted. + casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take + effect until the creature's next turn, and the creature must use its action on + that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. @@ -762,7 +762,7 @@ class Snare(Spell): successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto - the ground or the floor in the spell’s radius. That creature must succeed on a + the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. @@ -818,7 +818,7 @@ class SoulCage(Spell): spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a - soul is trapped, the dead humanoid it came from can’t be revived. + soul is trapped, the dead humanoid it came from can't be revived. Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. @@ -828,12 +828,12 @@ class SoulCage(Spell): truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Borrow Experience. You can use a bonus action to - bolster yourself with the soul’s life experience, making your next attack roll, - ability check, or saving throw with advantage. If you don’t use this benefit + bolster yourself with the soul's life experience, making your next attack roll, + ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost. Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible - sensor somewhere in that place if it is on the plane of existence you’re + sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your @@ -877,7 +877,7 @@ class SpeakWithAnimals(Spell): intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small - favor for you, at the DM’s discretion. + favor for you, at the DM's discretion. """ name = "Speak With Animals" level = 1 @@ -894,17 +894,17 @@ class SpeakWithAnimals(Spell): class SpeakWithDead(Spell): """You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must - still have a mouth and can’t be undead. The spell fails if the corpse was the + still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if - you are hostile to it or it recognizes you as an enemy. This spell doesn’t - return the creature’s soul to its body, only its animating spirit. Thus, the - corpse can’t learn new information, doesn’t comprehend anything that has - happened since it died, and can’t speculate about future events. + you are hostile to it or it recognizes you as an enemy. This spell doesn't + return the creature's soul to its body, only its animating spirit. Thus, the + corpse can't learn new information, doesn't comprehend anything that has + happened since it died, and can't speculate about future events. """ name = "Speak With Dead" level = 3 @@ -921,7 +921,7 @@ class SpeakWithDead(Spell): class SpeakWithPlants(Spell): """You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. - You can question plants about events in the spell’s area within the past day, + You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. @@ -932,7 +932,7 @@ class SpeakWithPlants(Spell): pursuers, for example. Plants might be able to perform other tasks on your - behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot + behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. @@ -980,7 +980,7 @@ class SpikeGrowth(Spell): damage for every 5 feet it travels. The transformation of the ground is - camouflaged to look natural. Any creature that can’t see the area at the time + camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. """ @@ -1004,7 +1004,7 @@ class SpiritGuardians(Spell): When you cast this spell, you can designate any number of creatures you can see to be - unaffected by it. An affected creature’s speed is halved in the area, and when + unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you @@ -1040,7 +1040,7 @@ class SpiritualWeapon(Spell): The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his - hammer) make this spell’s effect resemble that weapon. + hammer) make this spell's effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage @@ -1059,11 +1059,11 @@ class SpiritualWeapon(Spell): class StaggeringSmite(Spell): - """The next time you hit a creature with a melee weapon attack during this spell’s + """The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and - can’t take reactions, until the end of its next turn. + can't take reactions, until the end of its next turn. """ name = "Staggering Smite" level = 4 @@ -1105,7 +1105,7 @@ class StinkingCloud(Spell): Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action - that turn retching and reeling. Creatures that don’t need to breathe or are + that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind @@ -1131,7 +1131,7 @@ class StoneShape(Spell): coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer - mechanical detail isn’t possible. + mechanical detail isn't possible. """ name = "Stone Shape" level = 4 @@ -1179,7 +1179,7 @@ class StormOfVengeance(Spell): Round 3You call six bolts of lightning from the cloud to strike six creatures or objects of your choice - beneath the cloud. A given creature or object can’t be struck by more than one + beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. @@ -1211,9 +1211,9 @@ class StormOfVengeance(Spell): class StormSphere(Spell): """A 20-foot-radius sphere of whirling air springs into existence centered on a - point you choose within range. The sphere remains for the spell’s duration. Each + point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed - on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space + on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere @@ -1242,7 +1242,7 @@ class StormSphere(Spell): class Suggestion(Spell): """You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. - Creatures that can’t be charmed are immune to this effect. The suggestion must + Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. @@ -1256,8 +1256,8 @@ class Suggestion(Spell): You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to - the first beggar she meets. If the condition isn’t met before the spell - expires, the activity isn’t preformed. + the first beggar she meets. If the condition isn't met before the spell + expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends. @@ -1267,7 +1267,7 @@ class Suggestion(Spell): casting_time = "1 action" casting_range = "30 feet" components = ('V', 'M') - materials = """A snake’s tongue and either a bit of honeycomb or a drop of sweet oil""" + materials = """A snake's tongue and either a bit of honeycomb or a drop of sweet oil""" duration = "Concentration, up to 8 hours" ritual = False magic_school = "Enchantment" @@ -1276,7 +1276,7 @@ class Suggestion(Spell): class SummonGreaterDemon(Spell): """You utter foul words, summoning one demon from the chaos of the Abyss. You - choose the demon’s type, which must be one of challenge rating 5 or lower, such + choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. @@ -1285,18 +1285,18 @@ class SummonGreaterDemon(Spell): command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. - At the end of each of the demon’s + At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell - before it reaches its full duration, an uncontrolled demon doesn’t disappear for + before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the - summoned demon can’t cross the circle or harm it, and it can’t target anyone + summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends. @@ -1336,8 +1336,8 @@ class SummonLesserDemons(Spell): their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to - encompass your space. While the spell lasts, the summoned demons can’t cross the - circle or harm it, and they can’t target anyone within it. Using the material + encompass your space. While the spell lasts, the summoned demons can't cross the + circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels: @@ -1362,7 +1362,7 @@ class Sunbeam(Spell): line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next - turn. On a successful save, it takes half as much damage and isn’t blinded by + turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can @@ -1390,7 +1390,7 @@ class Sunburst(Spell): within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 - minute. On a successful save, it takes half as much damage and isn’t blinded by + minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature @@ -1552,7 +1552,7 @@ class SynapticStatic(Spell): """You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower - can’t be affected by this spell. A target takes 8d6 psychic damage on a failed + can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts diff --git a/dungeonsheets/spells/spells_t.py b/dungeonsheets/spells/spells_t.py index 2bc6691..b503179 100644 --- a/dungeonsheets/spells/spells_t.py +++ b/dungeonsheets/spells/spells_t.py @@ -6,11 +6,11 @@ class TashasHideousLaughter(Spell): hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an - Intelligence score of 4 or less isn’t affected. + Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving - throw. The target has advantage on the saving throw ifit’s triggered by damage. + throw. The target has advantage on the saving throw ifit's triggered by damage. On a success, the spell ends. """ name = "Tashas Hideous Laughter" @@ -37,7 +37,7 @@ class Telekinesis(Spell): Creature You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the - creature’s Strength check. If you win the contest, you move the creature up to + creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. @@ -47,12 +47,12 @@ class Telekinesis(Spell): Object You can try - to move an object that weighs up to 1,000 pounds. If the object isn’t being worn + to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that - creature’s Strength check. If you succeed, you pull the object away from that + creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic @@ -102,7 +102,7 @@ class Teleport(Spell): """This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to - fit entirely inside a 10-foot cube, and it can’t be held or carried by an + fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it @@ -110,21 +110,18 @@ class Teleport(Spell): destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. - Familiarity -     Mishap  Similar Area  Off Target  On Target - Permanent circle   —       — -         —     01-100 - Associated object    —       —       —       01-100 - Very - familiar     01-05      06-13     14-24    25-100 - Seen casually     01-33      - 34-43     44-53    54-100 - Viewed once    01-43      44-53     54-73    74-100 - - Description       01-43      44-53     54-73    74-100 - False destination  01-50 -       51-100      —      — - + ================= ====== ============ ========== ========= + Familiarity Mishap Similar Area Off Target On Target + ================= ====== ============ ========== ========= + Permanent circle • • • 01-100 + Associated object • • • 01-100 + Very familiar 01–05 06–13 14–24 25–100 + Seen casually 01–33 34–43 44–53 54–100 + Viewed once 01–43 44–53 54–73 74–100 + Description 01–43 44–53 54–73 74–100 + False destination 01–50 51–100 • -- + ================= ====== ============ ========== ========= + Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means @@ -227,11 +224,11 @@ class TempleOfTheGods(Spell): side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. - You make all decisions about the temple’s appearance. The interior is enclosed + You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. - The temple’s interior is an open + The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. @@ -239,21 +236,21 @@ class TempleOfTheGods(Spell): temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must - make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 + make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In - addition, the sensors created by divination spells can’t appear inside the - temple, and creatures within can’t be targeted by divination spells. + addition, the sensors created by divination spells can't appear inside the + temple, and creatures within can't be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the - temple’s interior. Nothing can physically pass through the temple’s exterior. It - can’t be dispelled by dispel magic, and antimagic field has no effect on it. A + temple's interior. Nothing can physically pass through the temple's exterior. It + can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent. @@ -281,12 +278,12 @@ class TensersFloatingDisk(Spell): The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven - terrain, up or down stairs, slopes and the like, but it can’t cross an elevation - change of 10 feet or more. For example, the disk can’t move across a 10-foot- + terrain, up or down stairs, slopes and the like, but it can't cross an elevation + change of 10 feet or more. For example, the disk can't move across a 10-foot- deep pit, nor could it leave such a pit if it was created at the bottom. If you - move more than 100 feet from the disk (typically because it can’t move around + move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. """ name = "Tensers Floating Disk" @@ -303,7 +300,7 @@ class TensersFloatingDisk(Spell): class TensersTransformation(Spell): """You endow yourself with endurance and martial prowess fueled by magic. Until the - spell ends, you can’t cast spells, and you gain the following benefits: + spell ends, you can't cast spells, and you gain the following benefits: - You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. @@ -377,7 +374,7 @@ class ThornWhip(Spell): creature is Large or smaller, you pull the creature up to 10 feet closer to you. - At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th + At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). """ name = "Thorn Whip" @@ -399,7 +396,7 @@ class ThunderStep(Spell): taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring - along objects as long as their weight doesn’t exceed what you can carry. You + along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of @@ -426,7 +423,7 @@ class Thunderclap(Spell): Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. - The spell’s + The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). """ @@ -443,7 +440,7 @@ class Thunderclap(Spell): class ThunderousSmite(Spell): - """The first time you hit with a melee weapon attack during this spell’s duration, + """The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 @@ -466,11 +463,11 @@ class Thunderwave(Spell): Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a - successful save, the creature takes half as much damage and isn’t pushed. + successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are - automatically pushed 10 feet away from you by the spell’s effect, and the spell + automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels: When you @@ -494,7 +491,7 @@ class TidalWave(Spell): area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful - save, a creature takes half as much damage and isn’t knocked prone. The water + save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. """ @@ -534,8 +531,8 @@ class TimeStop(Spell): class TinyServant(Spell): - """You touch one Tiny, nonmagical object that isn’t attached to another object or a - surface and isn’t being carried by another creature. The target animates and + """You touch one Tiny, nonmagical object that isn't attached to another object or a + surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. @@ -572,7 +569,7 @@ class TollTheDead(Spell): bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. - The spell’s damage increases + The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). """ @@ -610,9 +607,9 @@ class TransmuteRock(Spell): cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of - thick, flowing mud that remains for the spell’s duration. + thick, flowing mud that remains for the spell's duration. The ground in the - spell’s area becomes muddy enough that creatures can sink into it. Each foot + spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the @@ -625,7 +622,7 @@ class TransmuteRock(Spell): failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms - into soft stone for the spell’s duration. Any creature in the mud when it + into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another @@ -671,7 +668,7 @@ class TreeStride(Spell): the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of - those trees or step out of the tree you’re in. You appear in a spot of your + those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. @@ -699,37 +696,37 @@ class TruePolymorph(Spell): target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. - Shapechangers aren’t + Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, - and if it succeeds, it isn’t affected by this spell. + and if it succeeds, it isn't affected by this spell. Creature into Creature If you turn a creature into another kind of creature, the new form can be any kind - you choose whose challenge rating is equal to or less than the target’s (or its - level, if the target doesn’t have a challenge rating). The target’s game + you choose whose challenge rating is equal to or less than the target's (or its + level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its - normal form. As long as the excess damage doesn’t reduce the creature’s normal - form to 0 hit points, it isn’t knocked unconscious. + normal form. As long as the excess damage doesn't reduce the creature's normal + form to 0 hit points, it isn't knocked unconscious. The creature is limited in - the actions it can perform by the nature of its new form, and it can’t speak, + the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. - The target’s gear melds into the new form. - The creature can’t activate, use, wield, or otherwise benefit from any of its + The target's gear melds into the new form. + The creature can't activate, use, wield, or otherwise benefit from any of its equipment. Object into Creature You can turn an object into any kind of - creature, as long as the creature’s size is no larger than the object’s size and - the creature’s challenge rating is 9 or lower. The creature is friendly to you + creature, as long as the creature's size is no larger than the object's size and + the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it - takes and how it moves. The DM has the creature’s statistics and resolves all of + takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have @@ -738,11 +735,11 @@ class TruePolymorph(Spell): Creature into Object If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The - creature’s statistics become those of the object, and the creature has no memory + creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. - This spell can’t affect a target that has 0 hit points. + This spell can't affect a target that has 0 hit points. """ name = "True Polymorph" level = 9 @@ -758,7 +755,7 @@ class TruePolymorph(Spell): class TrueResurrection(Spell): """You touch a creature that has been dead for no longer than 200 years and that - died for any reason except old age. If the creature’s soul is free and willing, + died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all @@ -767,7 +764,7 @@ class TrueResurrection(Spell): organs or limbs. The spell can even provide a new body if the original no - longer exists, in which case you must speak the creature’s name. The creature + longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. """ name = "True Resurrection" @@ -802,9 +799,9 @@ class TrueSeeing(Spell): class TrueStrike(Spell): """You extend your hand and point a finger at a target in range. Your magic grants - you a brief insight into the target’s defenses. On your next turn, you gain + you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell - hasn’t ended. + hasn't ended. """ name = "True Strike" level = 0 @@ -832,7 +829,7 @@ class Tsunami(Spell): in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage - only once per round. At the end of the turn, the wall’s height is reduced by 50 + only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. @@ -840,7 +837,7 @@ class Tsunami(Spell): creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it - can’t move. A creature that moves out of the area falls to the ground. + can't move. A creature that moves out of the area falls to the ground. """ name = "Tsunami" level = 8 diff --git a/dungeonsheets/spells/spells_u.py b/dungeonsheets/spells/spells_u.py index 0f7cf07..8aa2660 100644 --- a/dungeonsheets/spells/spells_u.py +++ b/dungeonsheets/spells/spells_u.py @@ -5,7 +5,7 @@ class UnseenServant(Spell): """This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, - and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell + and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command diff --git a/dungeonsheets/spells/spells_v.py b/dungeonsheets/spells/spells_v.py index 59c86f2..56c2aad 100644 --- a/dungeonsheets/spells/spells_v.py +++ b/dungeonsheets/spells/spells_v.py @@ -32,7 +32,7 @@ class ViciousMockery(Spell): damage and have disadvantage on the next attack roll it makes before the end of its next turn. - At Higher Levels: This spell’s damage increases by 1d4 when you + At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). """ name = "Vicious Mockery" diff --git a/dungeonsheets/spells/spells_w.py b/dungeonsheets/spells/spells_w.py index 894af99..8ffa636 100644 --- a/dungeonsheets/spells/spells_w.py +++ b/dungeonsheets/spells/spells_w.py @@ -42,11 +42,11 @@ class WallOfForce(Spell): up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be continguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a - creature’s space when it appears, the creature is pushed to one side of the wall + creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is - immune to all damage and can’t be dispelled by dispel magic. A disintegrate + immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. """ @@ -69,7 +69,7 @@ class WallOfIce(Spell): contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. - If the wall cuts through a creature’s space when it appears, + If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. @@ -110,16 +110,16 @@ class WallOfLight(Spell): When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a - successful save, it takes half as much damage and isn’t blinded. A blinded + successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the - wall’s area takes 4d8 radiant damage. + wall's area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 - feet. If the wall’s length drops to 0 feet, the spell ends. + feet. If the wall's length drops to 0 feet, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage @@ -141,7 +141,7 @@ class WallOfSand(Spell): """You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not - movement. A creature is blinded while in the wall’s space and must spend 3 feet + movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there. """ name = "Wall Of Sand" @@ -164,15 +164,15 @@ class WallOfStone(Spell): Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. - If the wall cuts through a creature’s space when it appears, the + If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. - The wall can have any shape you desire, though it can’t occupy the same space as - a creature or object. the wall doesn’t need to be vertical or resting on any + The wall can have any shape you desire, though it can't occupy the same space as + a creature or object. the wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. @@ -184,11 +184,11 @@ class WallOfStone(Spell): The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause - connected panels to collapse at the DM’s discretion. + connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent - and can’t be dispelled. Otherwise, the wall disappears when the spell ends. + and can't be dispelled. Otherwise, the wall disappears when the spell ends. """ name = "Wall Of Stone" level = 5 @@ -241,16 +241,16 @@ class WallOfWater(Spell): You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 - feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s + feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. - Any ranged weapon attack that enters the wall’s + Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit - points destroys it. When a section is destroyed, the wall’s water doesn’t fill + points destroys it. When a section is destroyed, the wall's water doesn't fill it. """ name = "Wall Of Water" @@ -293,18 +293,18 @@ class WardingBond(Spell): class WardingWind(Spell): """A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves - with you, remaining centered on you. The wind lasts for the spell’s duration. + with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects: - • It deafens you and other creatures in its + - It deafens you and other creatures in its area. - • It extinguishes unprotected flames in its area that are torch-sized or + - It extinguishes unprotected flames in its area that are torch-sized or smaller. - • The area is difficult terrain for creatures other than you. - • The + - The area is difficult terrain for creatures other than you. + - The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. - • It hedges out vapor, gas, and fog that can be dispersed by strong + - It hedges out vapor, gas, and fog that can be dispersed by strong wind. """ name = "Warding Wind" @@ -362,9 +362,9 @@ class WaterWalk(Spell): class WaterySphere(Spell): """You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the - ground. The sphere remains for the spell’s duration. + ground. The sphere remains for the spell's duration. Any creature in the - sphere’s space must make a Strength saving throw. On a successful save, a + sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the @@ -402,7 +402,7 @@ class Web(Spell): The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. - If the webs aren’t + If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a @@ -439,9 +439,9 @@ class Weird(Spell): radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. - The illusion calls on the creature’s deepest fears, manifesting its worst + The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened - creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic + creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. """ name = "Weird" @@ -461,7 +461,7 @@ class Whirlwind(Spell): The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or - smaller objects that aren’t secured to anything and that aren’t worn or carried + smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the @@ -477,7 +477,7 @@ class Whirlwind(Spell): unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled - 3d6 × 10 feet away from it in a random direction. + 3d6 x 10 feet away from it in a random direction. """ name = "Whirlwind" level = 7 @@ -499,13 +499,13 @@ class WindWalk(Spell): nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during - which time a creature is incapacitated and can’t move. Until the spell ends, a + which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it - does safely. If it can’t land after 1 minute, the creature falls the remaining + does safely. If it can't land after 1 minute, the creature falls the remaining distance. """ name = "Wind Walk" @@ -533,11 +533,11 @@ class WindWall(Spell): one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller - flying creatures or objects can’t pass through the wall. Loose, lightweight + flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar - projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. + projectiles, are unaffected.) Creatures in gaseous form can't pass through it. """ name = "Wind Wall" level = 3 @@ -557,32 +557,32 @@ class Wish(Spell): desires. The basic use of this spell is to duplicate any other spell of 8th - level or lower. You don’t need to meet any requirements in that spell, including + level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: - • You create one object of up to - 25,000 gp in value that isn’t a magic item. The object can be no more than 300 + - You create one object of up to + 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. - • You allow up to twenty creatures that you can see to regain all hit + - You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. - • You grant up to ten creatures that you can see resistance to a damage + - You grant up to ten creatures that you can see resistance to a damage type you choose. - • You grant up to ten creatures you can see immunity to a + - You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make - yourself and all your com panions immune to a lich’s life drain attack. + yourself and all your com panions immune to a lich's life drain attack. - • You + - You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new - result. For example, a wish spell could undo an opponent’s successful save, a - foe’s critical hit, or a friend’s failed save. You can force the reroll to be + result. For example, a wish spell could undo an opponent's successful save, a + foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. @@ -596,13 +596,13 @@ class Wish(Spell): might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence - of the item’s current owner. + of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 - necrotic damage per level of that spell. This damage can’t be reduced or - prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or + necrotic damage per level of that spell. This damage can't be reduced or + prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast @@ -628,7 +628,7 @@ class WitchBolt(Spell): damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever - outside the spell’s range or if it has total cover from you. + outside the spell's range or if it has total cover from you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial @@ -650,7 +650,7 @@ class WordOfRadiance(Spell): """You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. - The spell’s damage increases by 1d6 when you + The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). """ name = "Word Of Radiance" @@ -676,7 +676,7 @@ class WordOfRecall(Spell): You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner - in an area that isn’t dedicated to your deity, the spell has no effect. + in an area that isn't dedicated to your deity, the spell has no effect. """ name = "Word Of Recall" level = 6 @@ -725,7 +725,7 @@ class WrathOfNature(Spell): class WrathfulSmite(Spell): - """The next time you hit with a melee weapon attack during this spell’s duration, + """The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the diff --git a/dungeonsheets/spells/spells_z.py b/dungeonsheets/spells/spells_z.py index d7840da..649f983 100644 --- a/dungeonsheets/spells/spells_z.py +++ b/dungeonsheets/spells/spells_z.py @@ -2,7 +2,7 @@ from .spells import Spell class ZephyrStrike(Spell): - """You move like the wind. Until the spell ends, your movement doesn’t provoke + """You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force @@ -25,9 +25,9 @@ class ZoneOfTruth(Spell): """You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a - creature that enters the spell’s area for the first time on a turn or starts its + creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature - can’t speak a deliberate lie while in the radius. You know whether each creature + can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the