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Removed non utf-8 characters
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@@ -11,7 +11,7 @@ class DancingLights(Spell):
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As a bonus action on your turn, you can move the lights up to 60 feet
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to a new spot within range. A light must be within 20 feet of another light
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created by this spell, and a light winks out if it exceeds the spell’s range.
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created by this spell, and a light winks out if it exceeds the spell's range.
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"""
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name = "Dancing Lights"
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level = 0
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@@ -62,15 +62,15 @@ class Darkness(Spell):
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"""Magical darkness spreads from a point you choose within range to fill a 15-foot
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radius sphere for the duration.
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The darkness spreads around corners. A creature
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with darkvision can’t see through this darkness, and nonmagical light can’t
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with darkvision can't see through this darkness, and nonmagical light can't
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illuminate it.
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If the point you choose is on an object you are holding or one
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that isn’t being worn or carried, the darkness emanates from the object and
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that isn't being worn or carried, the darkness emanates from the object and
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moves with it. Completely covering the source of the darkness with an opaque
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object, such as a bowl or a helm, blocks the darkness.
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If any of this spell’s
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If any of this spell's
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area overlaps with an area of light created by a spell of 2nd level or lower,
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the spell that created the light is dispelled.
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"""
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@@ -109,7 +109,7 @@ class Dawn(Spell):
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there. This light is sunlight. When the cylinder appears, each creature in it
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must make a Constitution saving throw, taking 4d10 radiant damage on a failed
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save, or half as much damage on a successful one. A creature must also make this
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saving throw whenever it ends its turn in the cylinder. If you’re within 60
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saving throw whenever it ends its turn in the cylinder. If you're within 60
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feet of the cylinder, you can move it up to 60 feet as a bonus action on your
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turn.
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"""
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@@ -131,12 +131,12 @@ class Daylight(Spell):
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The sphere is bright light and sheds dim light for an additional 60
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feet.
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If you chose a point on an object you are holding or one that isn’t
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If you chose a point on an object you are holding or one that isn't
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being worn or carried, the light shines from the object with and moves with it.
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Completely covering the affected object with an opaque object, such as a bowl or
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a helm, blocks the light.
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If any of this spell’s area overlaps with an area
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If any of this spell's area overlaps with an area
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of darkness created by a spell of 3rd level or lower, the spell that created the
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darkness is dispelled.
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"""
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@@ -184,7 +184,7 @@ class DelayedBlastFireball(Spell):
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equal to the total accumulated damage on a failed save, or half as much damage
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on a successful one.
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The spell’s base damage is 12d6. If at the end of your
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The spell's base damage is 12d6. If at the end of your
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turn the bead has not yet detonated, the damage increases by 1d6.
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If the
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@@ -194,7 +194,7 @@ class DelayedBlastFireball(Spell):
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creature can throw the bead up to 40 feet. When it strikes a creature or a solid
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object, the spell ends, and the bead explodes.
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The fire damages objects in the
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area and ignites flammable objects that aren’t being worn or carried.
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area and ignites flammable objects that aren't being worn or carried.
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At
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Higher Levels: When you cast this spell using a spell slot of 8th level or
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@@ -245,7 +245,7 @@ class DestructiveWave(Spell):
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from you. Each creature you choose within 30 feet of you must succeed on a
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Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
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necrotic damage (your choice), and be knocked prone. A creature that succeeds on
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its saving throw takes half as much damage and isn’t knocked prone.
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its saving throw takes half as much damage and isn't knocked prone.
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"""
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name = "Destructive Wave"
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level = 5
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@@ -329,18 +329,18 @@ class DetectThoughts(Spell):
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When you cast
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the spell and as your action on each turn until the spell ends, you can focus
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your mind on any one creature that you can see within 30 feet of you. If the
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creature you choose has an Intelligence of 3 or lower or doesn’t speak any
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creature you choose has an Intelligence of 3 or lower or doesn't speak any
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language, the creature is unaffected.
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You initially learn the surface thoughts
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of the creature—what is most on its mind in that moment. As an action, you can
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either shift your attention to another creature’s thoughts or attempt to probe
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deeper into the same creature’s mind. If you probe deeper, the target must make
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of the creature-what is most on its mind in that moment. As an action, you can
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either shift your attention to another creature's thoughts or attempt to probe
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deeper into the same creature's mind. If you probe deeper, the target must make
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a W isdom saving throw. If it fails, you gain insight into its reasoning (if
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any), its emotional state, and something that loom s large in its mind (such as
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something it worries over, loves, or hates). If it succeeds, the spell ends.
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Either way, the target knows that you are probing into its mind, and unless you
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shift your attention to another creature’s thoughts, the creature can use its
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shift your attention to another creature's thoughts, the creature can use its
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action on its turn to make an Intelligence check contested by your Intelligence
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check; if it succeeds, the spell ends.
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@@ -349,16 +349,16 @@ class DetectThoughts(Spell):
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particularly effective as part of an interrogation.
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You can also use this
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spell to detect the presence of thinking creatures you can’t see. When you cast
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spell to detect the presence of thinking creatures you can't see. When you cast
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the spell or as your action during the duration, you can search for thoughts
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within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
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inches of any metal other than lead, or a thin sheet of lead blocks you. You
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can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t
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can't detect a creature with an Intelligence of 3 or lower or one that doesn't
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speak any language.
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Once you detect the presence of a creature in this way,
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you can read its thoughts for the rest of the duration as described above, even
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if you can’t see it, but it must still be within range.
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if you can't see it, but it must still be within range.
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"""
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name = "Detect Thoughts"
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level = 2
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@@ -376,10 +376,10 @@ class DimensionDoor(Spell):
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"""You teleport yourself from your current location to any other spot within range.
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You arrive at exactly the spot desired. It can be a place you can see, one you
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can visualize, or one you can describe by stating distance and direction, such
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as "200 feet straight downward" or "upward to the northwest at a 45-degree
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angle, 300 feet".
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as "200 feet straight downward" or "upward to the northwest at a 45-degree
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angle, 300 feet".
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You can bring along objects as long as their weight doesn’t
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You can bring along objects as long as their weight doesn't
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exceed what you can carry. You can also bring one willing creature of your size
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or smaller who is carrying gear up to its carrying capacity. The creature must
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be within 5 feet of you when you cast this spell.
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@@ -402,11 +402,11 @@ class DimensionDoor(Spell):
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class DisguiseSelf(Spell):
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"""You make yourself – including your clothing, armor, weapons, and other
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belongings on your person – look different until the spell ends or until you
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"""You make yourself, including your clothing, armor, weapons, and other
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belongings on your person, look different until the spell ends or until you
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use your action to dismiss it.
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You can seem 1 foot shorter or taller and can
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appear thin, fat, or in between. You can’t change your body type, so you must
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You can seem 1 foot shorter or taller and can
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appear thin, fat, or in between. You can't change your body type, so you must
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adopt a form that has the same basic arrangement of limbs. Otherwise, the extent
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of the illusion is up to you.
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@@ -488,7 +488,7 @@ class DispelEvilAndGood(Spell):
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melee spell attack against a celestial, an elemental, a fey, a fiend, or an
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undead you can reach. On a hit, you attempt to drive the creature back to its
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home plane. The creature must succeed on a Charisma saving throw or be sent back
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to its home plane (if it isn’t there already). If they aren’t on their home
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to its home plane (if it isn't there already). If they aren't on their home
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plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
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"""
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name = "Dispel Evil And Good"
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@@ -507,11 +507,11 @@ class DispelMagic(Spell):
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"""Choose any creature, object, or magical effect within range. Any spell of 3rd
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level or lower on the target ends. For each spell of 4th level or higher on the
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target, make an ability check using your spellcasting ability. The DC equals 10
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+ the spell’s level. On a successful check, the spell ends.
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+ the spell's level. On a successful check, the spell ends.
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At Higher Levels:
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When you cast this spell using a spell slot of 4th level or higher, you
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automatically end the effects of a spell on the target if the spell’s level is
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automatically end the effects of a spell on the target if the spell's level is
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equal to or less than the level of the spell slot you used.
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"""
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name = "Dispel Magic"
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@@ -532,8 +532,8 @@ class DissonantWhispers(Spell):
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The target must make a Wisdom
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saving throw. On a failed save, it takes 3d6 psychic damage and must immediately
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use its reaction , if available, to move as far as its speed allows away from
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you. The creature doesn’t move into obviously dangerous ground, such as a fire
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or a pit. On a successful save, the target takes half as much damage and doesn’t
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you. The creature doesn't move into obviously dangerous ground, such as a fire
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or a pit. On a successful save, the target takes half as much damage and doesn't
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have to move away. A deafened creature automatically succeeds on the save.
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At
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@@ -553,12 +553,12 @@ class DissonantWhispers(Spell):
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class Divination(Spell):
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"""Your magic and an offering put you in contact with a god or a god’s servants.
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"""Your magic and an offering put you in contact with a god or a god's servants.
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You ask a single question concerning a specific goal, event, or activity to
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occur within 7 days. The DM offers a truthful reply. The reply might be a short
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phrase, a cryptic rhyme, or an omen.
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The spell doesn’t take into account any
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The spell doesn't take into account any
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possible circumstances that might change the outcome, such as the casting of
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additional spells or the loss or gain of a companion.
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@@ -602,18 +602,18 @@ class DivineWord(Spell):
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creature that can hear you must make a Charisma saving throw. On a failed save,
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a creature suffers an effect based on its current hit points:
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• 50 hit
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- 50 hit
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points or fewer: deafened for 1 minute
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• 40 hit points or fewer: deafened and
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- 40 hit points or fewer: deafened and
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blinded for 10 minutes
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• 30 hit points or fewer: blinded, deafened, and
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- 30 hit points or fewer: blinded, deafened, and
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stunned for 1 hour
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• 20 hit points or fewer: killed instantly
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- 20 hit points or fewer: killed instantly
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Regardless of
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its current hit points, a celestial, an elemental, a fey, or a fiend that fails
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its save is forced back to its plane of origin (if it isn’t there already) and
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can’t return to your current plane for 24 hours by any means short of a wish
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its save is forced back to its plane of origin (if it isn't there already) and
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can't return to your current plane for 24 hours by any means short of a wish
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spell.
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"""
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name = "Divine Word"
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@@ -639,14 +639,14 @@ class DominateBeast(Spell):
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as long as the two of you are on the same plane of existence. You can use this
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telepathic link to issue commands to the creature while you are conscious (no
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action required), which it does its best to obey. You can specify a simple and
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general course of action, such as “Attack that creature,” “Run over there,” or
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“Fetch that object.” If the creature completes the order and doesn’t receive
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general course of action, such as "Attack that creature," "Run over there," or
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"Fetch that object." If the creature completes the order and doesn't receive
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further direction from you, it defends and preserves itself to the best of its
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ability.
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You can use your action to take total and precise control of the
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target. Until the end of your next turn, the creature takes only the actions you
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choose, and doesn’t do anything that you don’t allow it to do. During this
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choose, and doesn't do anything that you don't allow it to do. During this
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time, you can also cause the creature to use a reaction, but this requires you
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to use your own reaction as well.
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@@ -655,9 +655,9 @@ class DominateBeast(Spell):
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spell ends.
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At Higher Levels: When you cast this spell with a 5th-level spell
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slot, the duration is concentration, up to 10 minutes.
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slot, the duration is concentration, up to 10 minutes.
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When you use a 6th-
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level spell slot, the duration is concentration, up to 1 hour.
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level spell slot, the duration is concentration, up to 1 hour.
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When you use a
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spell slot of 7th level or higher, the duration is concentration, up to 8 hours
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"""
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@@ -684,14 +684,14 @@ class DominateMonster(Spell):
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it as long as the two of you are on the same plane of existence. You can use
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this telepathic link to issue commands to the creature while you are conscious
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(no action required), which it does its best to obey. You can specify a simple
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and general course of action, such as "Attack that creature", "Run over
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there", or "Fetch that object". If the creature completes the order and
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doesn’t receive further direction from you, it defends and preserves itself to
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and general course of action, such as "Attack that creature", "Run over
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there", or "Fetch that object". If the creature completes the order and
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doesn't receive further direction from you, it defends and preserves itself to
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the best of its ability.
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You can use your action to take total and precise
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control of the target. Until the end of your next turn, the creature takes only
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the actions you choose, and doesn’t do anything that you don’t allow it to do.
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the actions you choose, and doesn't do anything that you don't allow it to do.
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During this time, you can also cause the creature to use a reaction, but this
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requires you to use your own reaction as well.
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@@ -725,14 +725,14 @@ class DominatePerson(Spell):
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as long as the two of you are on the same plane of existence. You can use this
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telepathic link to issue commands to the creature while you are conscious (no
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action required), which it does its best to obey. You can specify a simple and
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general course of action, such as "Attack that creature", "Run over there",
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or "Fetch that object". If the creature completes the order and doesn’t
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general course of action, such as "Attack that creature", "Run over there",
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or "Fetch that object". If the creature completes the order and doesn't
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receive further direction from you, it defends and preserves itself to the best
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of its ability.
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You can use your action to take total and precise control of
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the target. Until the end of your next turn, the creature takes only the actions
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you choose, and doesn’t do anything that you don’t allow it to do. During this
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you choose, and doesn't do anything that you don't allow it to do. During this
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time you can also cause the creature to use a reaction, but this requires you to
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use your own reaction as well.
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@@ -741,9 +741,9 @@ class DominatePerson(Spell):
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spell ends.
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At Higher Levels: When you cast this spell using a 6th-level spell
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slot, the duration is concentration, up to 10 minutes.
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slot, the duration is concentration, up to 10 minutes.
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When you use a 7th-
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level spell slot, the duration is concentration, up to 1 hour.
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level spell slot, the duration is concentration, up to 1 hour.
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When you use a
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spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
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"""
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@@ -791,15 +791,15 @@ class DrawmijsInstantSummons(Spell):
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component. Each time you cast this spell, you must use a different sapphire.
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At any time thereafter, you can use your action to speak the item’s name and
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At any time thereafter, you can use your action to speak the item's name and
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crush the sapphire. The item instantly appears in your hand regardless of
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physical or planar distances, and the spell ends. If another creature is holding
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or carrying the item, crushing the sapphire doesn’t transport the item to you,
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or carrying the item, crushing the sapphire doesn't transport the item to you,
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but instead you learn who the creature possessing the object is and roughly
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where that creature is located at that moment.
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Dispel magic or a similar
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effect successfully applied to the sapphire ends this spell’s effect.
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effect successfully applied to the sapphire ends this spell's effect.
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"""
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name = "Drawmijs Instant Summons"
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level = 6
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@@ -861,7 +861,7 @@ sleeping bird"""
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class DruidGrove(Spell):
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"""You invoke the spirits of nature to protect an area outdoors or underground. The
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area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings
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area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
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and other structures are excluded from the affected area. If you cast this
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spell in the same area every day for a year, the spell lasts until dispelled.
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The spell creates the following effects within the area. When you cast this
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@@ -869,7 +869,7 @@ class DruidGrove(Spell):
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can also specify a password that, when spoken aloud, makes the speaker immune to
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these effects. The entire warded area radiates magic. A dispel magic cast on
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the area, if successful, removes only one of the following effects, not the
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entire area. That spell’s caster chooses which effect to end. Only when all its
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entire area. That spell's caster chooses which effect to end. Only when all its
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effects are gone is this spell dispelled.
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Solid Fog. You can fill any number of
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5-foot squares on the ground with thick fog, making them heavily obscured. The
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@@ -878,13 +878,13 @@ class DruidGrove(Spell):
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nothing and looks like soft mist, with motes of green light floating in the air.
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Grasping Undergrowth. You can fill any number of 5-foot squares on the ground
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that aren’t filled with fog with grasping weeds and vines, as if they were
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that aren't filled with fog with grasping weeds and vines, as if they were
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affected by an entangle spell. To a creature immune to this effect, the weeds
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and vines feel soft and reshape themselves to serve as temporary seats or beds.
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Grove Guardians. You can animate up to four trees in the area, causing them to
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uproot themselves from the ground. These trees have the same statistics as an
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awakened tree, which appears in the Monster Manual, except they can’t speak, and
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awakened tree, which appears in the Monster Manual, except they can't speak, and
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their bark is covered with druidic symbols. If any creature not immune to this
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effect enters the warded area, the grove guardians fight until they have driven
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off or slain the intruders. The grove guardians also obey your spoken commands
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@@ -919,17 +919,17 @@ class Druidcraft(Spell):
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"""Whispering to the spirits of nature, you create one of the following effects
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within range:
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• You create a tiny, harmless sensory effect that predicts what
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- You create a tiny, harmless sensory effect that predicts what
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the weather will be at your location for the next 24 hours. The effect might
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manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes
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for snow, and so on. This effect persists for 1 round.
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• You instantly make a
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- You instantly make a
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flower blossom, a seed pod open, or a leaf bud bloom.
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• You create an
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- You create an
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instantaneous, harmless sensory effect, such as falling leaves, a puff of wind,
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the sound of a small animal, or the faint odor of skunk. The effect must fit in
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a 5-foot cube.
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• You instantly light or snuff out a candle, a torch, or a
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- You instantly light or snuff out a candle, a torch, or a
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small campfire.
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"""
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name = "Druidcraft"
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@@ -948,11 +948,11 @@ class DustDevil(Spell):
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"""(a pinch of dust)
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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
|
||||
|
||||
Reference in New Issue
Block a user