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Fix dash words and some other typos
This commit is contained in:
@@ -18,7 +18,7 @@ class ClericDomain(SubClass):
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if self.level >= lvl:
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spells.extend(sps)
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return spells
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# All Domain spells are both known and prepared
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@property
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def spells_prepared(self):
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@@ -260,13 +260,14 @@ class ForgeDomain(ClericDomain):
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humble blacksmith who keeps a village in horseshoes and plow blades to the
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mighty elf artisan whose diamond-tipped arrows of mithral have felled demon
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lords. The gods of the forge teach that, with patience and hard work, even
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the most intractable metal can be transformed from a lump of ore to a beau-
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tifully wrought object. Clerics of these deities search for objects lost to
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the forces of darkness, liberate mines overrun by ores, and uncover rare
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and wondrous materials necessary to create potent magic items. Followers
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of these gods take great pride in their work, and they are willing to craft
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and use heavy armor and powerful weapons to protect them. Deities of this
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domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
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the most intractable metal can be transformed from a lump of ore to
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a beautifully wrought object. Clerics of these deities search for objects
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lost to the forces of darkness, liberate mines overrun by ores, and uncover
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rare and wondrous materials necessary to create potent magic items.
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Followers of these gods take great pride in their work, and they are willing
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to craft and use heavy armor and powerful weapons to protect them. Deities
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of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and
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Goibhniu.
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"""
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name = "Forge Domain"
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@@ -312,14 +313,14 @@ class GraveDomain(ClericDomain):
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features_by_level[17] = [features.KeeperOfSouls]
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class DeathDomain(ClericDomain):
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"""The Death domain is concerned with the forces that cause death, as
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well as the negative energy that gives rise to undead creatures.
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Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers,
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death knights, liches, mummy lords, and vampires. Gods of the Death
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domain also embody murder (Anubis, Bhaal, and Pyremius), pain
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(Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion),
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"""The Death domain is concerned with the forces that cause death, as
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well as the negative energy that gives rise to undead creatures.
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Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers,
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death knights, liches, mummy lords, and vampires. Gods of the Death
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domain also embody murder (Anubis, Bhaal, and Pyremius), pain
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(Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion),
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and the underworld (Hades and Hel)..
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"""
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name = "Death Domain"
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_domain_spells = {1: [spells.FalseLife, spells.RayOfSickness],
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@@ -85,8 +85,8 @@ class ShepherdCircle(SubClass):
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Members of this circle become adventurers to oppose forces that threaten
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their charges or to seek knowledge and power that will help them safeguard
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their charges better. Wherever these druids go, the spirits of the wil-
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derness are with them
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their charges better. Wherever these druids go, the spirits of
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the wilderness are with them
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"""
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name = "Circle of the Shepherd"
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@@ -18,7 +18,7 @@ class PaladinOath(SubClass):
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if self.level >= lvl:
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spells.extend(sps)
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return spells
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# All Oath spells are both known and prepared
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@property
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def spells_prepared(self):
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@@ -69,7 +69,7 @@ class OathOfDevotion(PaladinOath):
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features_by_level[15] = [features.PurityOfSpirit]
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features_by_level[20] = [features.HolyNimbus]
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class OathOfAncients(PaladinOath):
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"""The Oath of the Ancients is as old as the race of elves and the rituals of
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the druids. Sometimes called fey knights, green knights, or horned knights,
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@@ -78,7 +78,7 @@ class OathOfAncients(PaladinOath):
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life-giving things of the world, not necessarily because they believe in
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principles of honor, courage, and justice. They adorn their armor and
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clothing with images of growing things-leaves, antlers, or flowers-to
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reflect their commitment to preserving life and light in the world.
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reflect their commitment to preserving life and light in the world.
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**Tenets of the Ancients**: The tenets of the Oath of the Ancients have
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been preserved for uncounted centuries. This oath emphasizes the
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@@ -107,16 +107,16 @@ class OathOfAncients(PaladinOath):
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13: [spells.IceStorm, spells.Stoneskin],
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17: [spells.CommuneWithNature, spells.TreeStride]}
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features_by_level = defaultdict(list)
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class OathOfVengance(PaladinOath):
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"""The Oath of Vengeance is a solemn commitment to punish those who have
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committed a grievous sin. When evil forces slaughter helpless villagers,
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when an entire people turns against the will of the gods, when a thieves'
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guild grows too violent and powerful, when a dragon rampages through the
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countryside-at times like these, paladins arise and swear an Oath of
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Vengeance to set right that which has gone wrong. To these paladins-
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sometimes called avengers or dark knights-their own purity is not as
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countryside - at times like these, paladins arise and swear an Oath of
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Vengeance to set right that which has gone wrong. To these paladins -
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sometimes called avengers or dark knights - their own purity is not as
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important as delivering justice.
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**Tenets of Vengance**: The tenets of the Oath of Vengeance vary by
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@@ -146,8 +146,8 @@ class OathOfVengance(PaladinOath):
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13: [spells.Banishment, spells.DimensionDoor],
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17: [spells.HoldMonster, spells.Scrying]}
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features_by_level = defaultdict(list)
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class OathOfCrown(PaladinOath):
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"""The Oath of the Crown is sworn to the ideals of civilization, be it the
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spirit of a nation, fealty to a sovereign, or service to a deity of law and
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@@ -185,8 +185,8 @@ class OathOfCrown(PaladinOath):
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13: [spells.Banishment, spells.GuardianOfFaith],
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17: [spells.CircleOfPower, spells.Geas]}
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features_by_level = defaultdict(list)
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class OathOfConquest(PaladinOath):
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"""The Oath of Conquest calls to paladins who seek glory in battle and the
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subjugation of their enemies. It isn't enough for these paladins to
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@@ -213,7 +213,7 @@ class OathOfConquest(PaladinOath):
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--Rule with an Iron Fist. Once you have conquered, tolerate no
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dissent. Your word is law. Those who obey it shall be favored. Those who
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defy it shall be punished as an example to all who might follow.
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defy it shall be punished as an example to all who might follow.
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--Strength Above All. You shall rule until a stronger one arises. Then you
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must grow mightier and meet the challenge, or fall to your own ruin.
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@@ -226,8 +226,8 @@ class OathOfConquest(PaladinOath):
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13: [spells.DominateBeast, spells.Stoneskin],
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17: [spells.Cloudkill, spells.DominatePerson]}
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features_by_level = defaultdict(list)
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class OathOfRedemption(PaladinOath):
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"""The Oath of Redemption sets a paladin on a difficult path, one that requires
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a holy warrior to use violence only as a last resort. Paladins who dedicate
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@@ -285,7 +285,7 @@ class OathOfRedemption(PaladinOath):
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class OathOfZor(PaladinOath):
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"""The Oath of Zor
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**Tenets of Zor**:
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**Tenets of Zor**:
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--Courage. Never fear to act, though caution is wise.
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@@ -304,7 +304,7 @@ class OathOfZor(PaladinOath):
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the seed of righteousness in a creature, you must work day after day to
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allow that seed to survive and flourish.
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"""
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name = "Oath of Zor"
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_oath_spells = {3: [spells.Sanctuary, spells.Sleep],
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@@ -318,8 +318,8 @@ class OathOfZor(PaladinOath):
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features_by_level[7] = [features.AuraOfTheGuardian]
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features_by_level[15] = [features.ProtectiveSpirit]
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features_by_level[20] = [features.EmissaryOfRedemption]
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class Paladin(CharClass):
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name = 'Paladin'
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hit_dice_faces = 10
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@@ -73,7 +73,7 @@ class GloomStalker(SubClass):
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if self.level >= lvl:
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spells.extend(sps)
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return spells
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@property
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def spells_prepared(self):
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return self.spells_known
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@@ -112,7 +112,7 @@ class HorizonWalker(SubClass):
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if self.level >= lvl:
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spells.extend(sps)
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return spells
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@property
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def spells_prepared(self):
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return self.spells_known
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@@ -121,9 +121,9 @@ class HorizonWalker(SubClass):
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class MonsterSlayer(SubClass):
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"""You have dedicated yourself to hunting down creatures of the night and
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wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil
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fey, fiends, and other magical threats. Trained in supernatural tech-
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niques to overcome such monsters, Slayers are experts at unearthing and
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defeating mighty, mystical foes.
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fey, fiends, and other magical threats. Trained in supernatural techniques
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to overcome such monsters, Slayers are experts at unearthing and defeating
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mighty, mystical foes.
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"""
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name = "Monster Slayer"
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@@ -149,7 +149,7 @@ class MonsterSlayer(SubClass):
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if self.level >= lvl:
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spells.extend(sps)
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return spells
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@property
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def spells_prepared(self):
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return self.spells_known
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@@ -224,7 +224,7 @@ class BeastConclave(SubClass):
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features_by_level[7] = [features.BeastsDefense]
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features_by_level[11] = [features.StormOfClawsAndFangs]
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features_by_level[15] = [features.SuperiorBeastsDefense]
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class HunterConclave(SubClass):
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"""Some rangers seek to master weapons to better protect civilization from the
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@@ -241,7 +241,7 @@ class HunterConclave(SubClass):
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features_by_level[7] = [features.DefensiveTactics]
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features_by_level[11] = [features.MultiattackRanger]
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features_by_level[15] = [features.SuperiorHuntersDefense]
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class DeepStalkerConclave(SubClass):
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"""Most folk descend into the depths of the Underdark only under the most
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@@ -292,4 +292,4 @@ class RevisedRanger(Ranger):
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features_by_level[18] = [features.FeralSenses]
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features_by_level[20] = [features.FoeSlayer]
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subclasses_available = (BeastConclave, HunterConclave, DeepStalkerConclave)
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@@ -133,8 +133,8 @@ class Scout(SubClass):
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class Swashbuckler(SubClass):
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"""You focus your training on the art of the blade, relying on speed,
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elegance, and charm in equal parts. While some warriors are brutes clad in
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heavy armor, your method of fighting looks almost like a performance. Du-
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elists and pirates typically belong to this archetype. A Swashbuckler
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heavy armor, your method of fighting looks almost like a performance.
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Duelists and pirates typically belong to this archetype. A Swashbuckler
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excels in single combat, and can fight with two weapons while safely
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darting away from an opponent
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@@ -92,8 +92,8 @@ class Celestial(SubClass):
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"""Your patron is a powerful being of the Upper Planes. You have bound yourself
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to an ancient empyrean, solar, ki-rin, unicorn, or other entity that
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resides in the planes of everlasting bliss. Your pact with that being
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allows you to experience the barest touch of the holy light that illu-
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minates the multiverse.
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allows you to experience the barest touch of the holy light that illuminates
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the multiverse.
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Being connected to such power can cause changes in your behavior and
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beliefs. You might find yourself driven to annihilate the undead, to defeat
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@@ -14,7 +14,7 @@ class ShelterOfTheFaithful(Feature):
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where you used to serve, if you remain on good terms with it, or a temple
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where you have found a new home. While near your temple, you can call upon
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the priests for assistance, provided the assistance you ask for is not
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hazardous and you remain in good standing with your temple.
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hazardous and you remain in good standing with your temple.
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"""
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name = "Shelter of the Faithful"
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@@ -93,7 +93,7 @@ class GuildMembership(Feature):
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name = "Guild Membership"
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source = "Background (Guild Artisan)"
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class Discovery(Feature):
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"""The quiet seclusion of your extended hermitage gave you access to a unique
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and powerful discovery. The exact nature of this revelation depends on the
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@@ -370,10 +370,10 @@ class UthgardtHeritage(Feature):
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class KeptInStyle(Feature):
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"""While you are in Waterdeep or elsewhere in the North your house sees to your
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everyday needs. Your name and signet are sufficient to cover most of your
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expenses; the inns, taverns, and festhalls you frequent are glad to re-
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cord your debt and send an accounting to your family's estate in Waterdeep
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"""While you are in Waterdeep or elsewhere in the North your house sees to
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your everyday needs. Your name and signet are sufficient to cover most of
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your expenses; the inns, taverns, and festhalls you frequent are glad to
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record your debt and send an accounting to your family's estate in Waterdeep
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to settle what you owe.
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This advantage enables you to live a comfortable lifestyle without having
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@@ -150,7 +150,7 @@ class PersistentRage(Feature):
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name = "Persistent Rage"
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source = "Barbarian"
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class IndomitableMight(Feature):
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"""Beginning at 18th level, if your total for a Strength check is less than
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your Strength score, you can use that score in place of the total.
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@@ -159,7 +159,7 @@ class IndomitableMight(Feature):
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name = "Indomitable Might"
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source = "Barbarian"
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class PrimalChampion(Feature):
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"""At 20th level, you embody the power of the wilds. Your Strength and
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Constitution scores increase by 4. Your maximum for those scores is now 24.
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@@ -230,7 +230,7 @@ class SpiritSeeker(Feature):
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name = "Spirit Seeker"
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source = "Barbarian (Totem Warrior)"
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class BearSpirit(Feature):
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"""While raging, you have resistance to all damage except psychic damage. The
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spirit of the bear makes you tough enough to stand up to any punishment.
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@@ -396,7 +396,7 @@ class BearAttunement(Feature):
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you has disadvantage on attack rolls against targets other than you or
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another character with this feature. An enemy is immune to this effect if
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it can't see or hear you or if it can't be frightened.
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"""
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name = "Totemic Attunement (Bear)"
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source = "Barbarian (Totem Warrior)"
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@@ -427,7 +427,7 @@ class ElkAttunement(Feature):
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Strength saving throw (DC 8 + your Strength bonus + your proficiency
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bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your
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Strength modifier
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"""
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name = "Totemic Attunement (Elk)"
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source = "Barbarian (Totem Warrior)"
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@@ -466,7 +466,7 @@ class TotemicAttunement(FeatureSelector):
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'tiger attunement': TigerAttunement}
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name = "Totemic Attunement (Select One)"
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source = "Barbarian (Totem Warrior)"
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# Battlerager
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class BattleragerArmor(Feature):
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@@ -502,7 +502,7 @@ class BattleragerCharge(Feature):
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name = "Battlerager Charge"
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source = "Barbarian (Battlerager)"
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class SpikedRetribution(Feature):
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"""Starting at 14th level, when a creature within 5 feet of you hits you with
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a melee attack, the attacker takes 3 piercing damage if you are raging,
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@@ -589,8 +589,8 @@ class DesertAura(Feature):
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Choose desert, sea, or tundra. Your aura's effect depends on that chosen
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environment, as detailed below. You can change your environment choice
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whenever you gain a level in this class. If your aura's effects require a
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saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
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tion modifier.
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saving throw, the DC equals 8 + your proficiency bonus + your Constitution
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modifier.
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**Desert**: When this effect is activated, all other creatures in your
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aura take 2 fire damage each. The damage increases when you reach certain
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@@ -612,8 +612,8 @@ class SeaAura(Feature):
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Choose desert, sea, or tundra. Your aura's effect depends on that chosen
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environment, as detailed below. You can change your environment choice
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whenever you gain a level in this class. If your aura's effects require a
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saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
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tion modifier.
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saving throw, the DC equals 8 + your proficiency bonus + your Constitution
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modifier.
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**Sea**: When this effect is activated, you can choose one other creature
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you can see in your aura. The target must make a Dexterity saving
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@@ -637,8 +637,8 @@ class TundraAura(Feature):
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Choose desert, sea, or tundra. Your aura's effect depends on that chosen
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environment, as detailed below. You can change your environment choice
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whenever you gain a level in this class. If your aura's effects require a
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saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
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tion modifier.
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saving throw, the DC equals 8 + your proficiency bonus + your Constitution
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modifier.
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**Tundra**: When this effect is activated, each creature of your choice in
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your aura gains 2 temporary hit points, as icy spirits inure it to
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@@ -864,4 +864,4 @@ class RageBeyondDeath(Feature):
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"""
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name = "Rage Beyond Death"
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source = "Barbarian (Zealot)"
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@@ -176,7 +176,7 @@ class AdditionalMagicalSecrets(Feature):
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name = "Additional Magical Secrets"
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source = "Bard (College of Lore)"
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class PeerlessSkill(Feature):
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"""Starting at 14th level, when you make an ability check, you can expend one
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use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number
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@@ -245,7 +245,7 @@ class MantleOfInspiration(Feature):
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level = self.owner.Bard.level
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hp = 5 + 3*(level // 5)
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return self._name + " ({:d}HP)".format(hp)
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class EnthrallingPerformance(Feature):
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"""Starting at 3rd level, you can charge your performance with seductive, fey
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@@ -383,7 +383,7 @@ class PsychicBlades(Feature):
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||||
so only once per round on your turn. The psychic damage increases when you
|
||||
reach certain levels in this class, increasing to 3d6 at 5th level, 5d6
|
||||
at 10th level, and 8d6 at 15th level.
|
||||
|
||||
|
||||
"""
|
||||
_name = "Psychic Blades"
|
||||
source = "Bard (College of Whispers)"
|
||||
@@ -402,15 +402,15 @@ class PsychicBlades(Feature):
|
||||
|
||||
|
||||
class WordsOfTerror(Feature):
|
||||
"""At 3rd level, you learn to infuse innocent-seeming words with an insidious
|
||||
magic that can inspire terror. If you speak to a humanoid alone for at
|
||||
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-
|
||||
tacked or damaged, or until it witnesses its allies being attacked or
|
||||
"""At 3rd level, you learn to infuse innocent-seeming words with
|
||||
an insidious magic that can inspire terror. If you speak to a humanoid alone
|
||||
for at 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
|
||||
of your choice. The target is frightened in this way for 1 hour, until it is
|
||||
attacked or damaged, or until it witnesses its allies being attacked or
|
||||
damaged.
|
||||
|
||||
|
||||
If the target succeeds on its saving throw, the target has no hint that you
|
||||
tried to frighten it. Once you use this feature, you can't use it again
|
||||
until you finish a short or long rest.
|
||||
|
||||
@@ -50,8 +50,8 @@ class WildShape(Feature):
|
||||
|
||||
• 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-
|
||||
sion, unless your new form also has that sense.
|
||||
so. However, you can't use any of your special senses, such as darkvision,
|
||||
unless your new form also has that sense.
|
||||
|
||||
• 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
|
||||
@@ -458,7 +458,7 @@ class HearthOfMoonlightAndShadow(Feature):
|
||||
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
|
||||
point. Total cover blocks the sphere.
|
||||
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
|
||||
@@ -563,12 +563,12 @@ class MightySummoner(Feature):
|
||||
"""Starting at 6th level, beasts and fey that you conjure are more resilient
|
||||
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
|
||||
purpose of overcoming immunity and resistance to nonmagical attacks and
|
||||
damage.
|
||||
|
||||
@@ -26,14 +26,14 @@ class Protection(Feature):
|
||||
"""
|
||||
name = "Fighting Style (Protection)"
|
||||
source = "Fighter"
|
||||
|
||||
|
||||
|
||||
class FighterFightingStyle(FeatureSelector):
|
||||
"""
|
||||
Select a Fighting Style by choosing in feature_choices:
|
||||
|
||||
archery
|
||||
|
||||
|
||||
defense
|
||||
|
||||
dueling
|
||||
@@ -55,7 +55,7 @@ class FighterFightingStyle(FeatureSelector):
|
||||
'dual wield': TwoWeaponFighting}
|
||||
name = "Fighting Style (Select One)"
|
||||
source = "Fighter"
|
||||
|
||||
|
||||
|
||||
class SecondWind(Feature):
|
||||
"""You have a limited well of stamina that you can draw on to protect yourself
|
||||
@@ -154,7 +154,7 @@ class AdditionalFightingStyle(FeatureSelector):
|
||||
Select a Fighting Style by choosing in feature_choices:
|
||||
|
||||
archery 2
|
||||
|
||||
|
||||
defense 2
|
||||
|
||||
dueling 2
|
||||
@@ -185,7 +185,7 @@ class SuperiorCritical(Feature):
|
||||
name = "Superior Critical"
|
||||
source = "Fighter (Champion)"
|
||||
|
||||
|
||||
|
||||
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
|
||||
@@ -266,8 +266,8 @@ class KnowYourEnemy(Feature):
|
||||
"""
|
||||
name = "Know Your Enemy"
|
||||
source = "Fighter (Battle Master)"
|
||||
|
||||
|
||||
|
||||
|
||||
class Relentless(Feature):
|
||||
"""Starting at 15th level, when you roll initiative and have no superiority
|
||||
dice remaining, you regain 1 superiority die.
|
||||
@@ -583,8 +583,8 @@ class RoyalEnvoy(Feature):
|
||||
class InspiringSurge(Feature):
|
||||
"""Starting at 10th level, when you use your Action Surge feature , you can
|
||||
choose one creature within 60 feet of you that is allied with you. That
|
||||
creature can make one melee or ranged weapon attack with its reaction, pro-
|
||||
vided that it can see or hear you. Starting at 18th level, you can choose
|
||||
creature can make one melee or ranged weapon attack with its reaction,
|
||||
provided that it can see or hear you. Starting at 18th level, you can choose
|
||||
two allies within 60 feet of you, rather than one.
|
||||
|
||||
"""
|
||||
@@ -697,10 +697,10 @@ 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-
|
||||
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.
|
||||
the start ofyour next turn. This effect ends early if the chosen ally
|
||||
attacks 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.
|
||||
|
||||
"""
|
||||
name = "Arcane Shot: Beguiling Arrow"
|
||||
@@ -794,7 +794,7 @@ class ShadowArrow(Feature):
|
||||
"""
|
||||
name = "Shadow Arrow"
|
||||
source = "Fighter (Arcane Archer)"
|
||||
|
||||
|
||||
|
||||
# Cavalier
|
||||
class BonusProficiencyCavalier(Feature):
|
||||
@@ -869,7 +869,7 @@ class WardingManeuver(Feature):
|
||||
def name(self):
|
||||
num = max(1, self.owner.constitution.modifier)
|
||||
return self._name + ' ({:d}x/LR)'.format(num)
|
||||
|
||||
|
||||
|
||||
class HoldTheLine(Feature):
|
||||
"""At 10th level, you become a master of locking down your enemies. Creatures
|
||||
@@ -982,8 +982,8 @@ class StrengthBeforeDeath(Feature):
|
||||
"""
|
||||
name = "Strength Before Death"
|
||||
source = "Fighter (Samurai)"
|
||||
|
||||
|
||||
|
||||
|
||||
# Gunslinger
|
||||
class Gunsmith(Feature):
|
||||
"""Upon choosing this archetype at 3rd level, you gain proficiency with
|
||||
@@ -1012,7 +1012,7 @@ class AdeptMarksman(Feature):
|
||||
You learn an additional trick shot of your choice at 7th, 10th, 15th, and
|
||||
18th level. Each time you learn a new trick shot, you can also replace one
|
||||
trick shot you know with a different one.
|
||||
|
||||
|
||||
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
|
||||
@@ -1183,7 +1183,7 @@ class WingingShot(Feature):
|
||||
name = "Winging Shot"
|
||||
source = "Gunslinger (Trick Shot)"
|
||||
|
||||
|
||||
|
||||
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
|
||||
|
||||
@@ -58,7 +58,7 @@ class LayOnHands(Feature):
|
||||
class PaladinFightingStyle(FeatureSelector):
|
||||
"""
|
||||
Select a Fighting Style by choosing in feature_choices:
|
||||
|
||||
|
||||
defense
|
||||
|
||||
dueling
|
||||
@@ -149,7 +149,7 @@ class CleansingTouch(Feature):
|
||||
"""
|
||||
_name = "Cleansing Touch"
|
||||
source = "Paladin"
|
||||
|
||||
|
||||
@property
|
||||
def name(self):
|
||||
num_uses = max(1, 1+self.owner.charisma.modifier)
|
||||
@@ -272,10 +272,10 @@ 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-
|
||||
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.
|
||||
your reaction to magically take that damage, instead of that creature taking
|
||||
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.
|
||||
|
||||
"""
|
||||
name = "Aura of the Guardian"
|
||||
@@ -295,12 +295,12 @@ 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
|
||||
attacks, spells, and other effects).
|
||||
|
||||
--Whenever a creature hits you with an attack, it takes radiant damage
|
||||
equal to half the damage you take from the attack.
|
||||
equal to half the damage you take from the attack.
|
||||
|
||||
If you attack a creature, cast a spell on it, or deal damage to it by any
|
||||
means but this feature, neither benefit works against that creature until
|
||||
|
||||
@@ -409,9 +409,9 @@ class LightBearer(Feature):
|
||||
|
||||
|
||||
class RadiantSoul(Feature):
|
||||
"""Starting at 3rd level, you can use your action to unleash the divine energy
|
||||
within yourself, causing your eyes to glimmer and two luminous, incor-
|
||||
poreal wings to sprout from your back.
|
||||
"""Starting at 3rd level, you can use your action to unleash the divine
|
||||
energy within yourself, causing your eyes to glimmer and two luminous,
|
||||
incorporeal wings to sprout from your back.
|
||||
|
||||
Your transformation lasts for 1 minute or until you end it as a bonus
|
||||
action. During it, you have a flying speed of 30 feet, and once on each of
|
||||
@@ -449,18 +449,18 @@ class RadiantConsumption(Feature):
|
||||
|
||||
|
||||
class NecroticShroud(Feature):
|
||||
"""Starting at 3rd level, you can use your action to unleash the divine energy
|
||||
within yourself, causing your eyes to turn into pools of darkness and two
|
||||
skeletal, ghostly, flightless wings to sprout from your back. The instant
|
||||
you transform, other creatures within 10 feet of you that can see you must
|
||||
each succeed on a Charisma saving throw (DC 8 + your proficiency bonus +
|
||||
your Charisma modifier) or become frightened of you until the end of your
|
||||
next turn.
|
||||
"""Starting at 3rd level, you can use your action to unleash the divine
|
||||
energy within yourself, causing your eyes to turn into pools of darkness and
|
||||
two skeletal, ghostly, flightless wings to sprout from your back.
|
||||
The instant you transform, other creatures within 10 feet of you that can
|
||||
see you must each succeed on a Charisma saving throw (DC 8 + your
|
||||
proficiency bonus + your Charisma modifier) or become frightened of you
|
||||
until the end of your next turn.
|
||||
|
||||
Your transformation lasts for 1 minute or until you end it as a bonus
|
||||
action. During it, once on each of your turns, you can deal extra ne-
|
||||
crotic damage to one target when you deal damage to it with an attack or a
|
||||
spell. The extra necrotic damage equals your level.
|
||||
action. During it, once on each of your turns, you can deal extra necrotic
|
||||
damage to one target when you deal damage to it with an attack or a spell.
|
||||
The extra necrotic damage equals your level.
|
||||
|
||||
Once you use this trait, you can't use it again until you finish a long
|
||||
rest.
|
||||
@@ -737,7 +737,7 @@ class CallToTheWave(Feature):
|
||||
class DualMind(Feature):
|
||||
"""
|
||||
You have advantage on all Wisdom saving throws.
|
||||
|
||||
|
||||
"""
|
||||
name = "Dual Mind"
|
||||
source = "Race (Kalashtar)"
|
||||
@@ -745,7 +745,7 @@ class DualMind(Feature):
|
||||
class MentalDiscipline(Feature):
|
||||
"""
|
||||
You have resistance to psychic damage.
|
||||
|
||||
|
||||
"""
|
||||
name = "Mental Discipline"
|
||||
source = "Race (Kalashtar)"
|
||||
@@ -764,7 +764,7 @@ class MindLink(Feature):
|
||||
an action. To use this ability, the creature must be able to see
|
||||
you and must be within this trait’s range. You can give this
|
||||
ability to only one creature at a time; giving it to a creature
|
||||
takes it away from another creature who has it.
|
||||
takes it away from another creature who has it.
|
||||
|
||||
"""
|
||||
name = "Mind Link"
|
||||
@@ -787,33 +787,33 @@ class SeveredFromDreams(Feature):
|
||||
#bugbear
|
||||
class LongLimbed(Feature):
|
||||
""" When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
|
||||
|
||||
|
||||
"""
|
||||
name = "Long-Limbed"
|
||||
source = "Race (BugBear)"
|
||||
|
||||
class SupriseAttack(Feature):
|
||||
""" If you surprise a creature and hit it with an attack on your first turn
|
||||
in combat, the attack deals an extra 2d6 damage to it. You can use this trait
|
||||
only once per combat.
|
||||
|
||||
""" If you surprise a creature and hit it with an attack on your first turn
|
||||
in combat, the attack deals an extra 2d6 damage to it. You can use this trait
|
||||
only once per combat.
|
||||
|
||||
"""
|
||||
name = "Suprise Attack"
|
||||
source = "Race (BugBear)"
|
||||
|
||||
#goblin
|
||||
class FuryOfTheSmall(Feature):
|
||||
"""When you damage a creature with an attack or a spell and the creature's size
|
||||
is larger than yours, you can cause the attack or spell to deal extra damage to
|
||||
the creature. The extra damage equals your level. Once you use this trait, you
|
||||
can't use it again until you finish a short or long rest.
|
||||
|
||||
"""When you damage a creature with an attack or a spell and the creature's size
|
||||
is larger than yours, you can cause the attack or spell to deal extra damage to
|
||||
the creature. The extra damage equals your level. Once you use this trait, you
|
||||
can't use it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Fury of the Small"
|
||||
source = "Race (Goblin)"
|
||||
|
||||
class NimbleEscape(Feature):
|
||||
""" You can take the Disengage or Hide action as a bonus action on each of your turns.
|
||||
""" You can take the Disengage or Hide action as a bonus action on each of your turns.
|
||||
|
||||
"""
|
||||
name = "Nimble Escape"
|
||||
@@ -821,19 +821,19 @@ class NimbleEscape(Feature):
|
||||
|
||||
#HobGoblin
|
||||
class SavingFace(Feature):
|
||||
"""Hobgoblins are careful not to show weakness in front of their allies, for fear
|
||||
of losing status. If you miss with an attack roll or fail an ability check or a
|
||||
saving throw, you can gain a bonus to the roll equal to the number of allies you
|
||||
can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you
|
||||
"""Hobgoblins are careful not to show weakness in front of their allies, for fear
|
||||
of losing status. If you miss with an attack roll or fail an ability check or a
|
||||
saving throw, you can gain a bonus to the roll equal to the number of allies you
|
||||
can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you
|
||||
can't use it again until you finish a short or long rest.
|
||||
|
||||
|
||||
"""
|
||||
name = "Saving Face"
|
||||
source = "Race (HobGoblin)"
|
||||
|
||||
class MartialTraining(Feature): #you have to add the weapons of choice to your sheet
|
||||
"""You are proficient with two martial weapons of your choice and with light armor.
|
||||
|
||||
"""You are proficient with two martial weapons of your choice and with light armor.
|
||||
|
||||
"""
|
||||
name = "Martial Training"
|
||||
source = "Race (HobGoblin)"
|
||||
@@ -843,8 +843,8 @@ class GrovelCowerAndBeg(Feature):
|
||||
""" As an action on your turn, you can cower pathetically to
|
||||
distract nearby foes. Until the end of your next turn, your
|
||||
allies gain advantage on attack rolls against enemies
|
||||
within 10 feet of you that can see you. Once you use this
|
||||
trait, you can't use it again until you finish a short
|
||||
within 10 feet of you that can see you. Once you use this
|
||||
trait, you can't use it again until you finish a short
|
||||
or long rest
|
||||
|
||||
"""
|
||||
@@ -854,43 +854,43 @@ class GrovelCowerAndBeg(Feature):
|
||||
class PackTactics(Feature):
|
||||
"""You have advantage on an attack roll against a creature
|
||||
if at least one of your allies is within 5 feet of the
|
||||
creature and the ally isn't incapacitated.
|
||||
creature and the ally isn't incapacitated.
|
||||
"""
|
||||
name = "Pack Tactics"
|
||||
source = "Race (Kobold)"
|
||||
|
||||
class Aggressive(Feature):
|
||||
""" As a bonus action, you can move up to your speed
|
||||
toward an enemy of your choice that you can see or hear.
|
||||
""" As a bonus action, you can move up to your speed
|
||||
toward an enemy of your choice that you can see or hear.
|
||||
You must end this move closer to the enemy than you started.
|
||||
|
||||
|
||||
"""
|
||||
name = "Aggressive"
|
||||
source = "Race (Orc)"
|
||||
|
||||
#yuan-ti pureblood
|
||||
class InnateSpellcasting(Feature):
|
||||
"""You know the poison spray cantrip. You can cast animal
|
||||
friendship an unlimited number of times with this trait,
|
||||
but you can target only snakes with it. Starting at 3rd level,
|
||||
you can also cast suggestion with this trait. Once you cast it,
|
||||
you can't do so again until you finish a long rest. Charisma is
|
||||
"""You know the poison spray cantrip. You can cast animal
|
||||
friendship an unlimited number of times with this trait,
|
||||
but you can target only snakes with it. Starting at 3rd level,
|
||||
you can also cast suggestion with this trait. Once you cast it,
|
||||
you can't do so again until you finish a long rest. Charisma is
|
||||
your spellcasting ability for these spells.
|
||||
|
||||
|
||||
"""
|
||||
name = "Innate Spellcasting"
|
||||
source = "Race (Yuan-Ti Pureblood)"
|
||||
|
||||
class MagicResistance(Feature):
|
||||
""" You have advantage on saving throws against spells and other magical effects.
|
||||
|
||||
""" You have advantage on saving throws against spells and other magical effects.
|
||||
|
||||
"""
|
||||
name = "Magic Resistance"
|
||||
source = "Race (Yuan_Ti Pureblood)"
|
||||
|
||||
class PoisonImmunity(Feature):
|
||||
"""You are immune to poison damage and the poi~oned condition.
|
||||
|
||||
"""You are immune to poison damage and the poi~oned condition.
|
||||
|
||||
"""
|
||||
name = "Poison Immunity"
|
||||
source = "Race (Yuan_Ti Pureblood)"
|
||||
|
||||
@@ -21,7 +21,7 @@ class EldritchInvocation(Feature):
|
||||
name = "Eldritch Invocations"
|
||||
source = "Warlock"
|
||||
|
||||
|
||||
|
||||
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.
|
||||
@@ -36,7 +36,7 @@ class PactOfTheChain(Feature):
|
||||
source = "Warlock"
|
||||
spells_known = spells_prepared = (spells.FindFamiliar,)
|
||||
|
||||
|
||||
|
||||
class PactOfTheBlade(Feature):
|
||||
"""You can use your action to create a pact weapon in your empty hand. You can
|
||||
choose the form that this melee weapon takes each time you create it (see
|
||||
@@ -79,14 +79,14 @@ class PactOfTheTome(Feature):
|
||||
name = "Pact of the Tome"
|
||||
source = "Warlock"
|
||||
|
||||
|
||||
|
||||
class PactBoon(FeatureSelector):
|
||||
"""Select a Pact Boon by choosing in feature_choices:
|
||||
|
||||
pact of the chain
|
||||
|
||||
pact of the blade
|
||||
|
||||
|
||||
pact of the tome
|
||||
|
||||
"""
|
||||
@@ -190,7 +190,7 @@ class DarkDelirium(Feature):
|
||||
name = "Dark Delirium"
|
||||
source = "Warlock (Archfey Patron)"
|
||||
|
||||
|
||||
|
||||
# The Fiend Patron
|
||||
class DarkOnesBlessing(Feature):
|
||||
"""Starting at 1st level, when you reduce a hostile creature to 0 hit points,
|
||||
@@ -262,7 +262,7 @@ class AwakenedMind(Feature):
|
||||
name = "Awakened Mind"
|
||||
source = "Warlock (Great Old One Patron)"
|
||||
|
||||
|
||||
|
||||
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
|
||||
@@ -300,7 +300,7 @@ class CreateThrall(Feature):
|
||||
name = "Create Thrall"
|
||||
source = "Warlock (Great Old One Patron)"
|
||||
|
||||
|
||||
|
||||
# Undying Patron
|
||||
class AmongTheDead(Feature):
|
||||
"""Starting at 1st level, you learn the spare the dying cantrip, which counts
|
||||
@@ -357,7 +357,7 @@ class IndestructibleLife(Feature):
|
||||
"""
|
||||
name = "Indestructible Life"
|
||||
source = "Warlock (The Undying Patron)"
|
||||
|
||||
|
||||
|
||||
# The Celestial
|
||||
class HealingLight(Feature):
|
||||
@@ -384,9 +384,9 @@ class HealingLight(Feature):
|
||||
class RadiantSoul(Feature):
|
||||
"""Starting at 6th level, your link to the Celestial allows you to serve as a
|
||||
conduit for radiant energy. You have resistance to radiant damage, and when
|
||||
you cast a spell that deals radiant or fire damage, you can add your Cha-
|
||||
risma modifier to one radiant or fire damage roll of that spell against one
|
||||
of its targets.
|
||||
you cast a spell that deals radiant or fire damage, you can add your
|
||||
Charisma modifier to one radiant or fire damage roll of that spell against
|
||||
one of its targets.
|
||||
|
||||
"""
|
||||
name = "Radiant Soul"
|
||||
@@ -404,7 +404,7 @@ class CelestialResilience(Feature):
|
||||
_name = "Celestial Resilience"
|
||||
source = "Warlock (The Celestial Patron)"
|
||||
|
||||
|
||||
|
||||
class SearingVengeance(Feature):
|
||||
"""Starting at 14th level, the radiant energy you channel allows you to resist
|
||||
death. When you have to make a death saving throw at the start of your
|
||||
@@ -476,7 +476,7 @@ class HexWarrior(Feature):
|
||||
'charisma': self.owner.charisma.modifier}
|
||||
weapon.ability = max(abils, key=abils.get)
|
||||
|
||||
|
||||
|
||||
class AccursedSpecter(Feature):
|
||||
"""Starting at 6th level, you can curse the soul of a person you slay,
|
||||
temporarily binding it to your service. When you slay a humanoid, you can
|
||||
@@ -521,7 +521,7 @@ class MasterOfHexes(Feature):
|
||||
name = "Master of Hexes"
|
||||
source = "Warlock (Hexblade)"
|
||||
|
||||
|
||||
|
||||
# All Invocations
|
||||
class Invocation(Feature):
|
||||
"""
|
||||
@@ -600,7 +600,7 @@ class BewitchingWhispers(Invocation):
|
||||
"""
|
||||
name = "Bewitching Whispers"
|
||||
|
||||
|
||||
|
||||
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
|
||||
@@ -647,7 +647,7 @@ class DreadfulWord(Invocation):
|
||||
"""
|
||||
name = "Dreadful Word"
|
||||
|
||||
|
||||
|
||||
class EldritchSight(Invocation):
|
||||
"""You can cast detect magic at will, without expending a spell slot.
|
||||
|
||||
@@ -696,7 +696,7 @@ class GazeOfTwoMinds(Invocation):
|
||||
class LifeDrinker(Invocation):
|
||||
"""When you hit a creature with your pact weapon, the creature takes extra
|
||||
necrotic damage equal to your Charisma modifier (minimum 1).
|
||||
|
||||
|
||||
**Prerequisite**: 12th Level, Pact of the Blade
|
||||
"""
|
||||
name = "Life Drinker"
|
||||
@@ -720,7 +720,7 @@ class MasterOfMyriadForms(Invocation):
|
||||
name = "Master of Myriad Forms"
|
||||
at_will_spells = (spells.AlterSelf,)
|
||||
|
||||
|
||||
|
||||
class MinionsOfChaos(Invocation):
|
||||
"""You can cast conjure elemental once using a warlock spell slot. You can't
|
||||
do so again until you finish a long rest.
|
||||
@@ -729,7 +729,7 @@ class MinionsOfChaos(Invocation):
|
||||
"""
|
||||
name = "Minions of Chaos"
|
||||
|
||||
|
||||
|
||||
class MireTheMind(Invocation):
|
||||
"""You can cast slow once using a warlock spell slot. You can't do so again
|
||||
until you finish a long rest.
|
||||
@@ -793,7 +793,7 @@ class SignOfIllOmen(Invocation):
|
||||
"""
|
||||
name = "Sign of Ill Omen"
|
||||
|
||||
|
||||
|
||||
class ThiefOfFiveFates(Invocation):
|
||||
"""You can cast bane once using a warlock spell slot. You can't do so again
|
||||
until you finish a long rest.
|
||||
@@ -805,7 +805,7 @@ class ThiefOfFiveFates(Invocation):
|
||||
class ThirstingBlade(Invocation):
|
||||
"""You can attack with your pact weapon twice, instead of once, whenever you
|
||||
take the Attack action on your turn.
|
||||
|
||||
|
||||
**Prerequisite**: 5th Level, Pact of the Blade
|
||||
"""
|
||||
name = "Thirsting Blade"
|
||||
@@ -814,13 +814,13 @@ class ThirstingBlade(Invocation):
|
||||
class VisionsOfDistantRealms(Invocation):
|
||||
"""
|
||||
You can cast arcane eye at will, without expending a spell slot
|
||||
|
||||
|
||||
**Prerequisite**: 15th level
|
||||
"""
|
||||
name = "Visions of Distant Realms"
|
||||
at_will_spells = (spells.ArcaneEye,)
|
||||
|
||||
|
||||
|
||||
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
|
||||
@@ -863,7 +863,7 @@ class AspectOfTheMoon(Invocation):
|
||||
"""
|
||||
name = "Aspect of the Moon"
|
||||
|
||||
|
||||
|
||||
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,
|
||||
@@ -918,8 +918,8 @@ class GiftOfTheDepths(Invocation):
|
||||
**Prerequisite**: 5th level
|
||||
"""
|
||||
name = "Gift of the Depths"
|
||||
|
||||
|
||||
|
||||
|
||||
class GiftOfTheEverLivingOnes(Invocation):
|
||||
"""Whenever you regain hit points while your familiar is within 100 feet
|
||||
ofyou, treat any dice rolled to determine the hit points you regain as
|
||||
@@ -1029,4 +1029,4 @@ class TrickstersEscape(Invocation):
|
||||
|
||||
"""
|
||||
name = "Tricksters Escape"
|
||||
|
||||
|
||||
|
||||
+353
-353
@@ -2,13 +2,13 @@ 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
|
||||
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,
|
||||
"""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
|
||||
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,
|
||||
wither and die instantly.
|
||||
"""
|
||||
name = "Abi-Dalzims Horrid Wilting"
|
||||
@@ -26,15 +26,15 @@ class AbiDalzimsHorridWilting(Spell):
|
||||
class AbsorbElements(Spell):
|
||||
"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
|
||||
damage
|
||||
|
||||
|
||||
The spell captures some of the incoming energy, lessening its effect on
|
||||
you and storing it for your next melee attack. You have resistance to the
|
||||
triggering damage type until the start of your next turn. Also, the first time
|
||||
you hit with a melee attack on your next turn, the target takes an extra 1d6
|
||||
you and storing it for your next melee attack. You have resistance to the
|
||||
triggering damage type until the start of your next turn. Also, the first time
|
||||
you hit with a melee attack on your next turn, the target takes an extra 1d6
|
||||
damage of the triggering type, and the spell ends.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the extra damage
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the extra damage
|
||||
increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Absorb Elements"
|
||||
@@ -56,11 +56,11 @@ class AcidArrow(Spell):
|
||||
2d4 acid damage at the end of its next turn. On a miss, the arrow
|
||||
splashes the target with acid for half as much of the initial
|
||||
damage and no damage at the end of its next turn.
|
||||
|
||||
|
||||
At Higher Levels. When you cast this spell using a spell slot of
|
||||
3rd level or higher, the damage (both initial and later) increases
|
||||
by 1d4 for each slot level above 2nd.
|
||||
|
||||
|
||||
"""
|
||||
level = 2
|
||||
name = "Acid Arrow"
|
||||
@@ -73,13 +73,13 @@ class AcidArrow(Spell):
|
||||
|
||||
|
||||
class AcidSplash(Spell):
|
||||
"""You hurl a bubble of acid.
|
||||
Choose one creature within range, or choose two
|
||||
creatures within range that are within 5 feet of each other. A target must
|
||||
"""You hurl a bubble of acid.
|
||||
Choose one creature within range, or choose two
|
||||
creatures within range that are within 5 feet of each other. A target must
|
||||
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
|
||||
|
||||
At Higher Levels:
|
||||
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level
|
||||
(3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Acid Splash"
|
||||
@@ -95,14 +95,14 @@ class AcidSplash(Spell):
|
||||
|
||||
|
||||
class AganazzarsScorcher(Spell):
|
||||
"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
|
||||
direction you choose.
|
||||
Each creature in the line must make a Dexterity saving
|
||||
"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
|
||||
direction you choose.
|
||||
Each creature in the line must make a Dexterity saving
|
||||
throw. A creature takes 3d8 fire damage on a failed save, or half as much damage
|
||||
on a successful one.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 3rd level or higher, the damage increases by 1d8 for each slot level
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 3rd level or higher, the damage increases by 1d8 for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
name = "Aganazzars Scorcher"
|
||||
@@ -118,13 +118,13 @@ 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
|
||||
"""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
|
||||
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
|
||||
|
||||
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
|
||||
additional 5 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Aid"
|
||||
@@ -140,17 +140,17 @@ class Aid(Spell):
|
||||
|
||||
|
||||
class Alarm(Spell):
|
||||
"""You set an alarm against unwanted intrusion.
|
||||
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
|
||||
"""You set an alarm against unwanted intrusion.
|
||||
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
|
||||
off the alarm. You also choose whether the alarm is mental or audible.
|
||||
|
||||
A
|
||||
off the alarm. You also choose whether the alarm is mental or audible.
|
||||
|
||||
A
|
||||
mental alarm alerts you with a ping in your mind if you are within 1 mile of the
|
||||
warded area. This ping awakens you if you are sleeping.
|
||||
An audible alarm
|
||||
warded area. This ping awakens you if you are sleeping.
|
||||
An audible alarm
|
||||
produces the sound of a hand bell for 10 seconds within 60 feet.
|
||||
"""
|
||||
name = "Alarm"
|
||||
@@ -167,28 +167,28 @@ class Alarm(Spell):
|
||||
|
||||
class AlterSelf(Spell):
|
||||
"""You assume a different form.
|
||||
When you cast the spell, choose one of the
|
||||
following options, the effects of which last for the duration of the spell.
|
||||
While the spell lasts, you can end one option as an action to gain the benefits
|
||||
When you cast the spell, choose one of the
|
||||
following options, the effects of which last for the duration of the spell.
|
||||
While the spell lasts, you can end one option as an action to gain the benefits
|
||||
of a different one.
|
||||
|
||||
Aquatic Adaptation. You adapt your body to an aquatic
|
||||
environment, sprouting gills, and growing webbing between your fingers. You can
|
||||
|
||||
Aquatic Adaptation. You adapt your body to an aquatic
|
||||
environment, sprouting gills, and growing webbing between your fingers. You can
|
||||
breathe underwater and gain a swimming speed equal to your walking speed.
|
||||
Change
|
||||
Appearance. You transform your appearance. You decide what you look like,
|
||||
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
|
||||
Appearance. You transform your appearance. You decide what you look like,
|
||||
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
|
||||
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
|
||||
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
|
||||
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
|
||||
damage, as appropriate to the natural weapon you chose, and you are proficient
|
||||
with your unarmed strikes. Finally, the natural weapon is magic and you have a
|
||||
Natural
|
||||
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
|
||||
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
|
||||
damage, as appropriate to the natural weapon you chose, and you are proficient
|
||||
with your unarmed strikes. Finally, the natural weapon is magic and you have a
|
||||
+1 bonus to the attack and damage rolls you make using it.
|
||||
"""
|
||||
name = "Alter Self"
|
||||
@@ -205,14 +205,14 @@ 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
|
||||
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
|
||||
Choose a beast
|
||||
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
|
||||
or one of your companions harms the target, the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, you can
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, you can
|
||||
affect one additional beast for each slot level above 1st.
|
||||
"""
|
||||
name = "Animal Friendship"
|
||||
@@ -229,24 +229,24 @@ class AnimalFriendship(Spell):
|
||||
|
||||
class AnimalMessenger(Spell):
|
||||
"""By means of this spell, you use an animal to deliver a message.
|
||||
Choose a Tiny
|
||||
beast you can see within range, such as a squirrel, a blue ray, or a bat. You
|
||||
specify a location, which you must have visited, and a recipient who matches a
|
||||
general description, such as a man or woman dressed in the uniform of the town
|
||||
guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
|
||||
up to twenty-five words. The target beast travels for the duration of the spell
|
||||
towards the specified location, covering about 50 miles per 24 hours for a
|
||||
Choose a Tiny
|
||||
beast you can see within range, such as a squirrel, a blue ray, or a bat. You
|
||||
specify a location, which you must have visited, and a recipient who matches a
|
||||
general description, such as a man or woman dressed in the uniform of the town
|
||||
guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
|
||||
up to twenty-five words. The target beast travels for the duration of the spell
|
||||
towards the specified location, covering about 50 miles per 24 hours for a
|
||||
flying messenger or 25 miles for other animals.
|
||||
|
||||
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,
|
||||
the message is lost, and the beast makes it way back to where you cast this
|
||||
|
||||
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,
|
||||
the message is lost, and the beast makes it way back to where you cast this
|
||||
spell.
|
||||
|
||||
|
||||
At Higher Levels: If you cast this spell using a spell slot of 3rd level
|
||||
or higher, the duration of the spell increases by 48 hours for each slot level
|
||||
or higher, the duration of the spell increases by 48 hours for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
name = "Animal Messenger"
|
||||
@@ -262,27 +262,27 @@ class AnimalMessenger(Spell):
|
||||
|
||||
|
||||
class AnimalShapes(Spell):
|
||||
"""Your magic turns others into beasts.
|
||||
Choose any number of willing creatures
|
||||
that you can see within range. You transform each target into the form of a
|
||||
large or smaller beast with a challenge rating of 4 or lower. On subsequent
|
||||
"""Your magic turns others into beasts.
|
||||
Choose any number of willing creatures
|
||||
that you can see within range. You transform each target into the form of a
|
||||
large or smaller beast with a challenge rating of 4 or lower. On subsequent
|
||||
turns, you can use your actions to transform affected creatures into new forms.
|
||||
|
||||
|
||||
|
||||
|
||||
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,
|
||||
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.
|
||||
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.
|
||||
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.
|
||||
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.
|
||||
|
||||
The target's gear melds into the new
|
||||
form. The target can't activate, wield, or otherwise benefit from any of its
|
||||
form. The target can't activate, wield, or otherwise benefit from any of its
|
||||
equipment.
|
||||
"""
|
||||
name = "Animal Shapes"
|
||||
@@ -298,31 +298,31 @@ class AnimalShapes(Spell):
|
||||
|
||||
|
||||
class AnimateDead(Spell):
|
||||
"""This spell creates an undead servant.
|
||||
Choose a pile of bones or a corpse of a
|
||||
Medium or Small humanoid within range. Your spell imbues the target with a foul
|
||||
"""This spell creates an undead servant.
|
||||
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
|
||||
game statistics).
|
||||
|
||||
On each of your turns, you can use a bonus action to
|
||||
game statistics).
|
||||
|
||||
On each of your turns, you can use a bonus action to
|
||||
mentally command any creature you made with this spell if the creature is within
|
||||
60 feet of you (if you control multiple creatures, you can command any or all
|
||||
60 feet of you (if you control multiple creatures, you can command any or all
|
||||
of them at the same time, issuing the same command to each one). You decide what
|
||||
action the creature will take and where it will move during its next turn, or
|
||||
you can issue a general command, such as to guard a particular chamber or
|
||||
corridor. If you issue no commands, the creature only defends itself against
|
||||
hostile creatures. Once given an order, the creature continues to follow it
|
||||
action the creature will take and where it will move during its next turn, or
|
||||
you can issue a general command, such as to guard a particular chamber or
|
||||
corridor. If you issue no commands, the creature only defends itself against
|
||||
hostile creatures. Once given an order, the creature continues to follow it
|
||||
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
|
||||
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
|
||||
|
||||
The creature is under your control for 24 hours,
|
||||
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
|
||||
spell, rather than animating a new one.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 4th level or higher, you animate or reassert control
|
||||
over two additional undead creatures for each slot level above 3rd. Each of the
|
||||
creatures must come from a different corpse or pile of bones.
|
||||
@@ -340,54 +340,54 @@ class AnimateDead(Spell):
|
||||
|
||||
|
||||
class AnimateObjects(Spell):
|
||||
"""Objects come to life at your command.
|
||||
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 come to life at your command.
|
||||
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
|
||||
becomes a creature under your control until the spell ends or until reduced to
|
||||
0 hit points.
|
||||
|
||||
As a bonus action, you can mentally command any creature you
|
||||
made with this spell if the creature is within 500 feet of you (if you control
|
||||
becomes a creature under your control until the spell ends or until reduced to
|
||||
0 hit points.
|
||||
|
||||
As a bonus action, you can mentally command any creature you
|
||||
made with this spell if the creature is within 500 feet of you (if you control
|
||||
multiple creatures, you can command any or all of them at the same time, issuing
|
||||
the same command to each one). You decide what action the creature will take
|
||||
the same command to each one). You decide what action the creature will take
|
||||
and where it will move during its next turn, or you can issue a general command,
|
||||
such as to guard a particular chamber or corridor. If you issue no commands,
|
||||
such as to guard a particular chamber or corridor. If you issue no commands,
|
||||
the creature only defends itself against hostile creatures. Once given an order,
|
||||
the creature continues to follow it until its task is complete.
|
||||
|
||||
Animated
|
||||
Object Statistics
|
||||
Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
|
||||
Str: 4, Dex: 18
|
||||
the creature continues to follow it until its task is complete.
|
||||
|
||||
Animated
|
||||
Object Statistics
|
||||
Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
|
||||
Str: 4, Dex: 18
|
||||
Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str:
|
||||
6, Dex: 14
|
||||
Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
|
||||
10, Dex: 12
|
||||
Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
|
||||
14, Dex: 10
|
||||
6, Dex: 14
|
||||
Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
|
||||
10, Dex: 12
|
||||
Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
|
||||
14, Dex: 10
|
||||
Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18,
|
||||
Dex: 6
|
||||
|
||||
An animated object is a construct with AC, hit points, attacks,
|
||||
Strength, and Dexterity determine by its size. Its Constitution is 10 and its
|
||||
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
|
||||
the objects lack legs or other appendages it can use for locomotion, it instead
|
||||
has a flying speed of 30 feet and can hover. If the object is securely attached
|
||||
Dex: 6
|
||||
|
||||
An animated object is a construct with AC, hit points, attacks,
|
||||
Strength, and Dexterity determine by its size. Its Constitution is 10 and its
|
||||
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
|
||||
the objects lack legs or other appendages it can use for locomotion, it instead
|
||||
has a flying speed of 30 feet and can hover. If the object is securely attached
|
||||
to a surface or larger object, such as a chain bolted to a wall, its speed is 0.
|
||||
It has blindsight with a radius of 30 feet and is blind beyond that distance.
|
||||
When the animated object drops to 0 hit points, it reverts to its original
|
||||
It has blindsight with a radius of 30 feet and is blind beyond that distance.
|
||||
When the animated object drops to 0 hit points, it reverts to its original
|
||||
object form, and any remaining damage carries over to its original object form.
|
||||
|
||||
|
||||
|
||||
|
||||
If you command an object to attack, it can make a single melee attack against
|
||||
a creature within 5 feet of it. It makes a slam attack with an attack bonus and
|
||||
bludgeoning damage determine by its size. The DM might rule that a specific
|
||||
bludgeoning damage determine by its size. The DM might rule that a specific
|
||||
object inflicts slashing or piercing damage based on its form.
|
||||
|
||||
At Higher
|
||||
Levels: If you cast this spell using a spell slot of 6th level or higher, you
|
||||
|
||||
At Higher
|
||||
Levels: If you cast this spell using a spell slot of 6th level or higher, you
|
||||
can animate two additional objects for each slot level above 5th.
|
||||
"""
|
||||
name = "Animate Objects"
|
||||
@@ -403,14 +403,14 @@ class AnimateObjects(Spell):
|
||||
|
||||
|
||||
class AntilifeShell(Spell):
|
||||
"""A shimmering barrier extends out from you in a 10-foot radius and moves with
|
||||
you, remaining centered on you and hedging out creatures other than undead and
|
||||
constructs.
|
||||
The barrier lasts for the duration. The barrier prevents an
|
||||
affected creature from passing or reaching through. An affected creature can
|
||||
cast spells or make attacks with ranged or reach weapons through the barrier.
|
||||
|
||||
If you move so that an affect creature is forced to pass through the barrier,
|
||||
"""A shimmering barrier extends out from you in a 10-foot radius and moves with
|
||||
you, remaining centered on you and hedging out creatures other than undead and
|
||||
constructs.
|
||||
The barrier lasts for the duration. The barrier prevents an
|
||||
affected creature from passing or reaching through. An affected creature can
|
||||
cast spells or make attacks with ranged or reach weapons through the barrier.
|
||||
|
||||
If you move so that an affect creature is forced to pass through the barrier,
|
||||
the spell ends.
|
||||
"""
|
||||
name = "Antilife Shell"
|
||||
@@ -426,62 +426,62 @@ class AntilifeShell(Spell):
|
||||
|
||||
|
||||
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
|
||||
"""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
|
||||
become mundane. Until the spell ends, the spere moves with you, centered on
|
||||
you.
|
||||
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
|
||||
to cast a suppressed spell is consumed. While an effect is suppressed, it
|
||||
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.
|
||||
|
||||
|
||||
Targeted Effects.
|
||||
|
||||
|
||||
Targeted Effects.
|
||||
Spells and other magical effects, such as magic missle and
|
||||
charm person, that target a creature or an object in the sphere have no effect
|
||||
on that target.
|
||||
|
||||
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
|
||||
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.
|
||||
|
||||
Spells.
|
||||
Any
|
||||
charm person, that target a creature or an object in the sphere have no effect
|
||||
on that target.
|
||||
|
||||
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
|
||||
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.
|
||||
|
||||
Spells.
|
||||
Any
|
||||
active spell or other magical effect on a creature or an object in the sphere is
|
||||
suppressed while the creature or object is in it.
|
||||
|
||||
Magic Items.
|
||||
The
|
||||
suppressed while the creature or object is in it.
|
||||
|
||||
Magic Items.
|
||||
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
|
||||
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
|
||||
item ceases to be supressed as soon as it exits.
|
||||
|
||||
Magical Travel.
|
||||
|
||||
Teleportation and planar travel fail to work in the sphere, whether the sphere
|
||||
is the destination or the departure point for such magical travel. A portal to
|
||||
another location, world, or plane of existence, as well as an opening to an
|
||||
extradimensional space such as that created by the rope trick spells,
|
||||
temporarily closes while in the sphere.
|
||||
|
||||
Creatures and Objects.
|
||||
A creature or
|
||||
object summoned or created by magic temporarily winks out of existence in the
|
||||
+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
|
||||
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
|
||||
item ceases to be supressed as soon as it exits.
|
||||
|
||||
Magical Travel.
|
||||
|
||||
Teleportation and planar travel fail to work in the sphere, whether the sphere
|
||||
is the destination or the departure point for such magical travel. A portal to
|
||||
another location, world, or plane of existence, as well as an opening to an
|
||||
extradimensional space such as that created by the rope trick spells,
|
||||
temporarily closes while in the sphere.
|
||||
|
||||
Creatures and Objects.
|
||||
A creature or
|
||||
object summoned or created by magic temporarily winks out of existence in the
|
||||
sphere. Such a creature instantly reappears once the space the creature occupied
|
||||
is no longer withinthe sphere.
|
||||
|
||||
Dispel Magic.
|
||||
is no longer withinthe sphere.
|
||||
|
||||
Dispel Magic.
|
||||
Spells and magical effects such
|
||||
as dispel magic have no effect on the sphere. Likewise, the spheres created by
|
||||
as dispel magic have no effect on the sphere. Likewise, the spheres created by
|
||||
different antimagic field spells don't nullify each other.
|
||||
"""
|
||||
name = "Antimagic Field"
|
||||
@@ -497,46 +497,46 @@ class AntimagicField(Spell):
|
||||
|
||||
|
||||
class Antipathysympathy(Spell):
|
||||
"""This spell attracts or repels creatures of your choice.
|
||||
You target something
|
||||
within range, either a Huge or smaller object or creature or an area that is no
|
||||
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
|
||||
"""This spell attracts or repels creatures of your choice.
|
||||
You target something
|
||||
within range, either a Huge or smaller object or creature or an area that is no
|
||||
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.
|
||||
|
||||
Antipathy.
|
||||
The enchantment causes
|
||||
creatures of the kind you designated to feel an intense urge to leave the area
|
||||
creatures of the kind you designated to feel an intense urge to leave the area
|
||||
and avoid the target. When such a creature can see the target or comes within 60
|
||||
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
|
||||
it, the creature is no longer frightened, but the creature becomes frightened
|
||||
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
|
||||
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.
|
||||
|
||||
|
||||
Sympathy.
|
||||
The enchantment causes the specified creatures to feel an intense
|
||||
urge to approach the target while within 60 feet of it or able to see it. When
|
||||
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
|
||||
|
||||
|
||||
Sympathy.
|
||||
The enchantment causes the specified creatures to feel an intense
|
||||
urge to approach the target while within 60 feet of it or able to see it. When
|
||||
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
|
||||
otherwise harms an affected creature, the affected creature can make a
|
||||
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.
|
||||
|
||||
|
||||
Ending the Effect.
|
||||
|
||||
If an affected creature ends its turn while not within 60 feet of the target
|
||||
or able to see it, the creature makes a Wisdom saving throw. On a successful
|
||||
save, the creature is no longer affected by the target and recognizes the
|
||||
|
||||
If an affected creature ends its turn while not within 60 feet of the target
|
||||
or able to see it, the creature makes a Wisdom saving throw. On a successful
|
||||
save, the creature is no longer affected by the target and recognizes the
|
||||
feeling of repugnance or attraction as magical. In addition, a creature affected
|
||||
by the spell is allowed another Wisdom saving throw every 24 hours while the
|
||||
by the spell is allowed another Wisdom saving throw every 24 hours while the
|
||||
spell persists.
|
||||
A creature that successfully saves against this effect is
|
||||
A creature that successfully saves against this effect is
|
||||
immune to it for 1 minute, after which time it can be affected again.
|
||||
"""
|
||||
name = "Antipathysympathy"
|
||||
@@ -553,13 +553,13 @@ class Antipathysympathy(Spell):
|
||||
|
||||
class ArcaneEye(Spell):
|
||||
"""You create an invisible, magical eye within range that hovers in the air for the
|
||||
duration.
|
||||
You mentally receive visual information from the eye, which has
|
||||
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
|
||||
duration.
|
||||
You mentally receive visual information from the eye, which has
|
||||
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
|
||||
eye can pass through an opening as small as 1 inch in diameter.
|
||||
"""
|
||||
name = "Arcane Eye"
|
||||
@@ -575,24 +575,24 @@ class ArcaneEye(Spell):
|
||||
|
||||
|
||||
class ArcaneGate(Spell):
|
||||
"""You create linked teleportation portals that remain open for the duration.
|
||||
|
||||
Choose two points on the ground that you can see, one point within 10 feet of
|
||||
you and one point within 500 feet of you. A circular portal, 10 feet in
|
||||
diameter, opens over each point. If the portal would open in the space occupied
|
||||
by a creature, the spell fails, and the casting is lost.
|
||||
|
||||
The portals are two-
|
||||
dimensional glowing rings filled with mist, hovering inches from the ground and
|
||||
perpendicular to it at the points you choose. A ring is visible only from one
|
||||
side (your choice), which is the side that functions as a portal.
|
||||
"""You create linked teleportation portals that remain open for
|
||||
the duration.
|
||||
|
||||
Choose two points on the ground that you can see, one point within 10 feet
|
||||
of you and one point within 500 feet of you. A circular portal, 10 feet in
|
||||
diameter, opens over each point. If the portal would open in the space
|
||||
occupied by a creature, the spell fails, and the casting is lost.
|
||||
|
||||
The portals are two-dimensional glowing rings filled with mist, hovering
|
||||
inches from the ground and perpendicular to it at the points you choose.
|
||||
A ring is visible only from one side (your choice), which is the side that
|
||||
functions as a portal.
|
||||
|
||||
Any
|
||||
creature or object entering the portal exits from the other portal as if the two
|
||||
were adjacent to each other; passing through a portal from the nonportal side
|
||||
has no effect. The mist that fills each portal is opaque and blocks vision
|
||||
through it. On your turn, you can rotate the rings as a bonus action so that the
|
||||
active side faces in a different direction.
|
||||
Any creature or object entering the portal exits from the other portal as if
|
||||
the two were adjacent to each other; passing through a portal from
|
||||
the nonportal side has no effect. The mist that fills each portal is opaque
|
||||
and blocks vision through it. On your turn, you can rotate the rings as
|
||||
a bonus action so that the active side faces in a different direction.
|
||||
"""
|
||||
name = "Arcane Gate"
|
||||
level = 6
|
||||
@@ -607,16 +607,16 @@ class ArcaneGate(Spell):
|
||||
|
||||
|
||||
class ArcaneLock(Spell):
|
||||
"""You touch a closed door, window, gate, chest, or other entryway, and
|
||||
it becomes locked for the duration. You and the creatures you
|
||||
designate when you cast this spell can open the object normally. You
|
||||
"""You touch a closed door, window, gate, chest, or other entryway, and
|
||||
it becomes locked for the duration. You and the creatures you
|
||||
designate when you cast this spell can open the object normally. You
|
||||
can also set a password that, when spoken within 5 feet of the object,
|
||||
suppresses this spell for 1 minute. Otherwise, it is impassable until
|
||||
it is broken or the spell is dispelled or suppressed. Casting knock
|
||||
it is broken or the spell is dispelled or suppressed. Casting knock
|
||||
on the object suppresses arcane lock for 10 minutes.
|
||||
|
||||
While affected
|
||||
by this spell, the object is more difficult to break or force open;
|
||||
|
||||
While affected
|
||||
by this spell, the object is more difficult to break or force open;
|
||||
the DC to break it or pick any locks on it increases by 10.
|
||||
"""
|
||||
name = "Arcane Lock"
|
||||
@@ -632,14 +632,14 @@ class ArcaneLock(Spell):
|
||||
|
||||
|
||||
class ArmorOfAgathys(Spell):
|
||||
"""A protective magical force surrounds you, manifesting as a spectral frost that
|
||||
covers you and your gear.
|
||||
You gain 5 temporary hit points for the duration. If
|
||||
a creature hits you with a melee attack while you have these hit points, the
|
||||
"""A protective magical force surrounds you, manifesting as a spectral frost that
|
||||
covers you and your gear.
|
||||
You gain 5 temporary hit points for the duration. If
|
||||
a creature hits you with a melee attack while you have these hit points, the
|
||||
creature takes 5 cold damage.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 2nd level or higher, both the temporary hit points and the cold
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 2nd level or higher, both the temporary hit points and the cold
|
||||
damage increase by 5 for each slot
|
||||
"""
|
||||
name = "Armor Of Agathys"
|
||||
@@ -655,15 +655,15 @@ class ArmorOfAgathys(Spell):
|
||||
|
||||
|
||||
class ArmsOfHadar(Spell):
|
||||
"""You invoke the power of Hadar, the Dark Hunger.
|
||||
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
|
||||
"""You invoke the power of Hadar, the Dark Hunger.
|
||||
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
|
||||
save, the creature takes half damage, but suffers no other effect.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
|
||||
damage increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Arms Of Hadar"
|
||||
@@ -679,39 +679,39 @@ class ArmsOfHadar(Spell):
|
||||
|
||||
|
||||
class AstralProjection(Spell):
|
||||
"""You and up to eight willing creatures within range project your astral bodies
|
||||
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
|
||||
"""You and up to eight willing creatures within range project your astral bodies
|
||||
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.
|
||||
|
||||
|
||||
Your astral body resembles your mortal form in almost every way, replicating
|
||||
your game statistics and possessions. The principal difference is the addition
|
||||
of a silvery cord that extends from between your shoulder blades and trails
|
||||
behind you, fading to invisibility after 1 foot. This cord is your tether to
|
||||
your material body. As long as the tether remains intact, you can find your
|
||||
way home. If the cord is cut something that can happen only when an effect
|
||||
specifically states that it does your soul and body are separated, killing you
|
||||
|
||||
|
||||
Your astral body resembles your mortal form in almost every way, replicating
|
||||
your game statistics and possessions. The principal difference is the addition
|
||||
of a silvery cord that extends from between your shoulder blades and trails
|
||||
behind you, fading to invisibility after 1 foot. This cord is your tether to
|
||||
your material body. As long as the tether remains intact, you can find your
|
||||
way home. If the cord is cut something that can happen only when an effect
|
||||
specifically states that it does your soul and body are separated, killing you
|
||||
instantly.
|
||||
|
||||
|
||||
Your astral form can freely travel through the Astral Plane and can
|
||||
pass through portals there leading to any other plane. If you enter a new plane
|
||||
or return to the plane you were on when casting this spell, your body
|
||||
and possessions are transported along the silver cord, allowing you to re-enter
|
||||
your body as you enter the new plane. Your astral form is a separate
|
||||
incarnation. Any damage or other effects that apply to it have no effect on
|
||||
your physical body, nor do they persist when you return to it. The spell ends
|
||||
for you and your companions when you use your action to dismiss it. When the
|
||||
or return to the plane you were on when casting this spell, your body
|
||||
and possessions are transported along the silver cord, allowing you to re-enter
|
||||
your body as you enter the new plane. Your astral form is a separate
|
||||
incarnation. Any damage or other effects that apply to it have no effect on
|
||||
your physical body, nor do they persist when you return to it. The spell ends
|
||||
for you and your companions when you use your action to dismiss it. When the
|
||||
spell ends, the affected creature returns to its physical body, and it awakens.
|
||||
|
||||
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
its state of suspended animation. If you are returned to your body prematurely,
|
||||
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
|
||||
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
|
||||
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.
|
||||
"""
|
||||
@@ -728,23 +728,23 @@ class AstralProjection(Spell):
|
||||
|
||||
|
||||
class Augury(Spell):
|
||||
"""By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or
|
||||
employing some other divining tool, you receive an omen from an otherworldly
|
||||
entity about the results of a specific course of action that you plan to take
|
||||
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
|
||||
and bad results
|
||||
- Nothing, for results that aren't especially good or bad
|
||||
|
||||
"""By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or
|
||||
employing some other divining tool, you receive an omen from an otherworldly
|
||||
entity about the results of a specific course of action that you plan to take
|
||||
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
|
||||
and bad results
|
||||
- Nothing, for results that aren't especially good or bad
|
||||
|
||||
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. 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
|
||||
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
|
||||
the first that you get a random reading. The DM makes this roll in secret.
|
||||
"""
|
||||
name = "Augury"
|
||||
@@ -760,11 +760,11 @@ class Augury(Spell):
|
||||
|
||||
|
||||
class AuraOfLife(Spell):
|
||||
"""Life-preserving energy radiates from you in an aura with a 30-foot radius.
|
||||
|
||||
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
|
||||
"""Life-preserving energy radiates from you in an aura with a 30-foot radius.
|
||||
|
||||
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
|
||||
regains 1 hit point when it starts its turn in the arua with 0 hit points.
|
||||
"""
|
||||
name = "Aura Of Life"
|
||||
@@ -780,12 +780,12 @@ class AuraOfLife(Spell):
|
||||
|
||||
|
||||
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
|
||||
"""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
|
||||
damage, and has advantage on saving throws against effects that cause any of the
|
||||
following conditions: blnded, charmed, deafended, frightened, paralyzed,
|
||||
following conditions: blnded, charmed, deafended, frightened, paralyzed,
|
||||
poisoned, and stunned.
|
||||
"""
|
||||
name = "Aura Of Purity"
|
||||
@@ -801,8 +801,8 @@ class AuraOfPurity(Spell):
|
||||
|
||||
|
||||
class AuraOfVitality(Spell):
|
||||
"""Healing energy radiates from you in an aura with a 30-foot radius.
|
||||
Until the
|
||||
"""Healing energy radiates from you in an aura with a 30-foot radius.
|
||||
Until the
|
||||
spell ends, the aura moves with you, centered on you. You can use a bonus action
|
||||
to cause one creature in the aura (including you) to regain 2d6 hit points.
|
||||
"""
|
||||
@@ -819,20 +819,20 @@ class AuraOfVitality(Spell):
|
||||
|
||||
|
||||
class Awaken(Spell):
|
||||
"""After spending the casting time tracing magical pathways within a precious
|
||||
gemstone, you touch a huge or smaller beast or plant.
|
||||
The target must have
|
||||
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,
|
||||
"""After spending the casting time tracing magical pathways within a precious
|
||||
gemstone, you touch a huge or smaller beast or plant.
|
||||
The target must have
|
||||
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.
|
||||
Your DM chooses statistics appropriate for the awakened plant, such as the
|
||||
statistics for the awakened shrub or the awakened tree.
|
||||
|
||||
The awakened beast or
|
||||
Your DM chooses statistics appropriate for the awakened plant, such as the
|
||||
statistics for the awakened shrub or the awakened tree.
|
||||
|
||||
The awakened beast or
|
||||
plant is charmed by you for 30 days or until you and your companions do anything
|
||||
harmful to it. When the charmed condition ends, the awakened creature chooses
|
||||
whether to remain friendly to you, based on how you treated it while it was
|
||||
harmful to it. When the charmed condition ends, the awakened creature chooses
|
||||
whether to remain friendly to you, based on how you treated it while it was
|
||||
charmed.
|
||||
"""
|
||||
name = "Awaken"
|
||||
|
||||
+406
-412
File diff suppressed because it is too large
Load Diff
+513
-512
File diff suppressed because it is too large
Load Diff
+294
-295
@@ -2,15 +2,15 @@ from .spells import Spell
|
||||
|
||||
|
||||
class TashasHideousLaughter(Spell):
|
||||
"""A creature of your choice that you can see within range perceives everything as
|
||||
hilariously funny and falls into fits of laughter if this spell affects it. The
|
||||
target must succeed on a Wisdom saving throw or fall prone, becoming
|
||||
incapacitated and unable to stand up for the duration. A creature with an
|
||||
"""A creature of your choice that you can see within range perceives everything as
|
||||
hilariously funny and falls into fits of laughter if this spell affects it. The
|
||||
target must succeed on a Wisdom saving throw or fall prone, becoming
|
||||
incapacitated and unable to stand up for the duration. A creature with an
|
||||
Intelligence score of 4 or less isn't affected.
|
||||
|
||||
At the end of each of its
|
||||
turns, and each time it takes damage, the target can make another Wisdom saving
|
||||
throw. The target has advantage on the saving throw ifit's triggered by damage.
|
||||
|
||||
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.
|
||||
On a success, the spell ends.
|
||||
"""
|
||||
name = "Tashas Hideous Laughter"
|
||||
@@ -28,36 +28,36 @@ class TashasHideousLaughter(Spell):
|
||||
class Telekinesis(Spell):
|
||||
"""You gain the ability to move or manipulate creatures or objects by thought.
|
||||
When
|
||||
you cast the spell, and as your action each round for the duration, you can
|
||||
you cast the spell, and as your action each round for the duration, you can
|
||||
exert your will on one creature or object that you can see within range, causing
|
||||
the appropriate effect below. You can affect the same target round after round,
|
||||
or choose a new one at any time. If you switch targets, the prior target is no
|
||||
or choose a new one at any time. If you switch targets, the prior target is no
|
||||
longer affected by the 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
|
||||
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
|
||||
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
|
||||
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.
|
||||
On
|
||||
subsequent rounds, you can use your action to attempt to maintain your
|
||||
On
|
||||
subsequent rounds, you can use your action to attempt to maintain your
|
||||
telekinetic grip on the creature by repeating the contest.
|
||||
|
||||
|
||||
Object
|
||||
You can try
|
||||
You can try
|
||||
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
|
||||
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
|
||||
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 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
|
||||
You can exert fine control on objects with your telekinetic
|
||||
grip, such as manipulating a simple tool, opening a door or a container, stowing
|
||||
or retrieving an item from an open container, or pouring the contents from a
|
||||
or retrieving an item from an open container, or pouring the contents from a
|
||||
vial.
|
||||
"""
|
||||
name = "Telekinesis"
|
||||
@@ -73,16 +73,16 @@ class Telekinesis(Spell):
|
||||
|
||||
|
||||
class Telepathy(Spell):
|
||||
"""You create a telepathic link between yourself and a willing creature with which
|
||||
"""You create a telepathic link between yourself and a willing creature with which
|
||||
you are familiar.
|
||||
The creature can be anywhere on the same plane of existence as
|
||||
you. The spell ends if you or the target are no longer on the same plane.
|
||||
|
||||
|
||||
Until the spell ends, you and the target can instantaneously share words,
|
||||
images, sounds, and other sensory messages with one another through the link,
|
||||
and the target recognizes you as the creature it is communicating with. The
|
||||
spell enables a creature with an Intelligence score of at least 1 to understand
|
||||
|
||||
|
||||
Until the spell ends, you and the target can instantaneously share words,
|
||||
images, sounds, and other sensory messages with one another through the link,
|
||||
and the target recognizes you as the creature it is communicating with. The
|
||||
spell enables a creature with an Intelligence score of at least 1 to understand
|
||||
the meaning of your words and take in the scope of any sensory messages you send
|
||||
to it.
|
||||
"""
|
||||
@@ -99,17 +99,17 @@ class Telepathy(Spell):
|
||||
|
||||
|
||||
class Teleport(Spell):
|
||||
"""This spell instantly transports you and up to eight willing creatures of your
|
||||
"""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
|
||||
must be on the same plane of existence as you. Your familiarity with the
|
||||
destination determines whether you arrive there successfully. The DM rolls d100
|
||||
|
||||
The destination you choose must be known to you, and it
|
||||
must be on the same plane of existence as you. Your familiarity with the
|
||||
destination determines whether you arrive there successfully. The DM rolls d100
|
||||
and consults the table.
|
||||
|
||||
|
||||
================= ====== ============ ========== =========
|
||||
Familiarity Mishap Similar Area Off Target On Target
|
||||
================= ====== ============ ========== =========
|
||||
@@ -123,50 +123,50 @@ class Teleport(Spell):
|
||||
================= ====== ============ ========== =========
|
||||
|
||||
Familiarity.
|
||||
"Permanent circle" means a permanent
|
||||
teleportation circle whose sigil sequence you know. "Associated object" means
|
||||
that you possess an object taken from the desired destination within the last
|
||||
six months, such as a book from a wizard's library, bed linen from a royal
|
||||
"Permanent circle" means a permanent
|
||||
teleportation circle whose sigil sequence you know. "Associated object" means
|
||||
that you possess an object taken from the desired destination within the last
|
||||
six months, such as a book from a wizard's library, bed linen from a royal
|
||||
suite, or a chunk of marble from a lich's secret tomb.
|
||||
"Very familiar" is a
|
||||
place you have been very often, a place you have carefully studied, or a place
|
||||
you can see when you cast the spell. "Seen casually" is someplace you have seen
|
||||
"Very familiar" is a
|
||||
place you have been very often, a place you have carefully studied, or a place
|
||||
you can see when you cast the spell. "Seen casually" is someplace you have seen
|
||||
more than once but with which you aren't very familiar. "Viewed once" is a place
|
||||
you have seen once, possibly using magic. "Description" is a place whose
|
||||
location and appearance you know through someone else's description, perhaps
|
||||
you have seen once, possibly using magic. "Description" is a place whose
|
||||
location and appearance you know through someone else's description, perhaps
|
||||
from a map.
|
||||
"False destination" is a place that doesn't exist. Perhaps you tried
|
||||
to scry an enemy's sanctum but instead viewed an illusion, or you are
|
||||
to scry an enemy's sanctum but instead viewed an illusion, or you are
|
||||
attempting to teleport to a familiar location that no longer exists.
|
||||
|
||||
|
||||
On Target
|
||||
|
||||
|
||||
You and your group (or the target object) appear where you want to.
|
||||
|
||||
|
||||
Off Target
|
||||
|
||||
|
||||
You and your group (or the target object) appear a random distance away from the
|
||||
destination in a random direction. Distance off target is 1d10 x 1d10 percent
|
||||
destination in a random direction. Distance off target is 1d10 x 1d10 percent
|
||||
of the distance that was to be traveled. For example, if you tried to travel 120
|
||||
miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would
|
||||
be off target by 15 percent, or 18 miles. The DM determines the direction off
|
||||
miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would
|
||||
be off target by 15 percent, or 18 miles. The DM determines the direction off
|
||||
target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as
|
||||
east, and so on around the points of the compass. If you were teleporting to a
|
||||
east, and so on around the points of the compass. If you were teleporting to a
|
||||
coastal city and wound up 18 miles out at sea, you could be in trouble.
|
||||
|
||||
|
||||
Similar
|
||||
Area
|
||||
You and your group (or the target object) wind up in a different area
|
||||
that's visually or thematically similar to the target area. If you are heading
|
||||
for your home laboratory, for example, you might wind up in another wizard's
|
||||
laboratory or in an alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the closest similar
|
||||
place, but since the spell has no range limit, you could conceivably wind up
|
||||
You and your group (or the target object) wind up in a different area
|
||||
that's visually or thematically similar to the target area. If you are heading
|
||||
for your home laboratory, for example, you might wind up in another wizard's
|
||||
laboratory or in an alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the closest similar
|
||||
place, but since the spell has no range limit, you could conceivably wind up
|
||||
anywhere on the plane.
|
||||
|
||||
|
||||
Mishap
|
||||
The spell's unpredictable magic results in a
|
||||
difficult journey. Each teleporting creature (or the target object) takes 3d10
|
||||
The spell's unpredictable magic results in a
|
||||
difficult journey. Each teleporting creature (or the target object) takes 3d10
|
||||
force damage, and the DM rerolls on the table to see where you wind up (multiple
|
||||
mishaps can occur, dealing damage each time).
|
||||
"""
|
||||
@@ -183,27 +183,27 @@ class Teleport(Spell):
|
||||
|
||||
|
||||
class TeleportationCircle(Spell):
|
||||
"""As you cast the spell, you draw a 10-foot-diameter circle on the ground
|
||||
inscribed with sigils that link your location to a permanent teleportation
|
||||
circle of your choice whose sigil sequence you know and that is on the same
|
||||
"""As you cast the spell, you draw a 10-foot-diameter circle on the ground
|
||||
inscribed with sigils that link your location to a permanent teleportation
|
||||
circle of your choice whose sigil sequence you know and that is on the same
|
||||
plane of existence as you.
|
||||
A shimmering portal opens within the circle you drew
|
||||
and remains open until the end of your next turn. Any creature that enters the
|
||||
portal instantly appears within 5 feet of the destination circle or in the
|
||||
A shimmering portal opens within the circle you drew
|
||||
and remains open until the end of your next turn. Any creature that enters the
|
||||
portal instantly appears within 5 feet of the destination circle or in the
|
||||
nearest unoccupied space if that space is occupied.
|
||||
|
||||
|
||||
Many major temples, guilds,
|
||||
and other important places have permanent teleportation circles inscribed
|
||||
somewhere within their confines. Each such circle includes a unique sigil
|
||||
sequence – a string of magical runes arranged in a particular pattern. When you
|
||||
and other important places have permanent teleportation circles inscribed
|
||||
somewhere within their confines. Each such circle includes a unique sigil
|
||||
sequence – a string of magical runes arranged in a particular pattern. When you
|
||||
first gain the ability to cast this spell, you learn the sigil sequences for two
|
||||
destinations on the Material Plane, determined by the DM. You can learn
|
||||
additional sigil sequences during your adventures. You can commit a new sigil
|
||||
destinations on the Material Plane, determined by the DM. You can learn
|
||||
additional sigil sequences during your adventures. You can commit a new sigil
|
||||
sequence to memory after studying it for 1 minute.
|
||||
|
||||
You can create a permanent
|
||||
teleportation circle by casting this spell in the same location every day for
|
||||
one year. You need not use the circle to teleport when you cast the spell in
|
||||
|
||||
You can create a permanent
|
||||
teleportation circle by casting this spell in the same location every day for
|
||||
one year. You need not use the circle to teleport when you cast the spell in
|
||||
this way.
|
||||
"""
|
||||
name = "Teleportation Circle"
|
||||
@@ -220,37 +220,37 @@ class TeleportationCircle(Spell):
|
||||
|
||||
class TempleOfTheGods(Spell):
|
||||
"""You cause a temple to shimmer into existence on ground you can see within range.
|
||||
The temple must fit within an unoccupied cube of space, up to 120 feet on each
|
||||
side. The temple remains until the spell ends. It is dedicated to whatever god,
|
||||
The temple must fit within an unoccupied cube of space, up to 120 feet on each
|
||||
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
|
||||
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
|
||||
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
|
||||
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.
|
||||
The
|
||||
temple opposes types of creatures you choose when you cast this spell. Choose
|
||||
The
|
||||
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
|
||||
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
|
||||
hours. Even if the creature can enter the temple, the magic there hinders it;
|
||||
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
|
||||
In
|
||||
addition, the sensors created by divination spells can't appear inside the
|
||||
temple, and creatures within can't be targeted by divination spells.
|
||||
Finally,
|
||||
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
|
||||
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
|
||||
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
|
||||
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.
|
||||
@@ -268,23 +268,22 @@ class TempleOfTheGods(Spell):
|
||||
|
||||
|
||||
class TensersFloatingDisk(Spell):
|
||||
"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and
|
||||
1 inch thick, that floats 3 feet above the ground in an unoccupied space of
|
||||
your choice that you can see within range.
|
||||
The disk remains for the duration,
|
||||
and can hold up to 500 pounds. If more weight is placed on it, the spell ends,
|
||||
and everything on the disk falls to the ground.
|
||||
|
||||
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-
|
||||
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
|
||||
an obstacle to follow you), the spell ends.
|
||||
"""This spell creates a circular, horizontal plane of force, 3 feet in
|
||||
diameter and 1 inch thick, that floats 3 feet above the ground in
|
||||
an unoccupied space of your choice that you can see within range. The disk
|
||||
remains for the duration, and can hold up to 500 pounds. If more weight is
|
||||
placed on it, the spell ends, and everything on the disk falls to
|
||||
the ground.
|
||||
|
||||
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-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 an obstacle to follow you), the spell ends.
|
||||
"""
|
||||
name = "Tensers Floating Disk"
|
||||
level = 1
|
||||
@@ -301,24 +300,24 @@ 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:
|
||||
- You
|
||||
gain 50 temporary hit points. If any of these remain when the spell ends, they
|
||||
- You
|
||||
gain 50 temporary hit points. If any of these remain when the spell ends, they
|
||||
are lost.
|
||||
- You have advantage on attack rolls that you make with simple and
|
||||
- You have advantage on attack rolls that you make with simple and
|
||||
martial weapons.
|
||||
- When you hit a target with a weapon attack, that target takes
|
||||
an extra 2d12 force
|
||||
damage.
|
||||
- You have proficiency with all armor, shields,
|
||||
- You have proficiency with all armor, shields,
|
||||
simple weapons, and martial weapons.
|
||||
- You have proficiency in Strength and
|
||||
- You have proficiency in Strength and
|
||||
Constitution saving throws.
|
||||
- You can attack twice, instead of once, when you
|
||||
- You can attack twice, instead of once, when you
|
||||
take the Attack action on your turn. You ignore this benefit if you already have
|
||||
a feature, like Extra Attack, that gives you extra attacks.
|
||||
|
||||
Immediately after
|
||||
the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer
|
||||
|
||||
Immediately after
|
||||
the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer
|
||||
one level of exhaustion.
|
||||
"""
|
||||
name = "Tensers Transformation"
|
||||
@@ -334,25 +333,25 @@ class TensersTransformation(Spell):
|
||||
|
||||
|
||||
class Thaumaturgy(Spell):
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within range. You
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within range. You
|
||||
create one of the following magical effects within range:
|
||||
|
||||
|
||||
* Your voice booms up
|
||||
to three times as loud as normal for 1 minute.
|
||||
* You cause flames to flicker,
|
||||
* You cause flames to flicker,
|
||||
brighten, dim, or change color for 1 minute.
|
||||
* You cause harmless tremors in the
|
||||
ground for 1 minute.
|
||||
* You create an instantaneous sound that originates from a
|
||||
point of your choice within range, such as a rumble of thunder, the cry of a
|
||||
point of your choice within range, such as a rumble of thunder, the cry of a
|
||||
raven, or ominous whispers.
|
||||
* You instantaneously cause an unlocked door or
|
||||
* You instantaneously cause an unlocked door or
|
||||
window to fly open or slam shut.
|
||||
* You alter the appearance of your eyes for 1
|
||||
* You alter the appearance of your eyes for 1
|
||||
minute.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of its
|
||||
1-minute effects active at a time, and you can dismiss such an effect as an
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of its
|
||||
1-minute effects active at a time, and you can dismiss such an effect as an
|
||||
action.
|
||||
"""
|
||||
name = "Thaumaturgy"
|
||||
@@ -368,13 +367,13 @@ class Thaumaturgy(Spell):
|
||||
|
||||
|
||||
class ThornWhip(Spell):
|
||||
"""You create a long, vine-like whip covered in thorns that lashes out at your
|
||||
command toward a creature in range. Make a melee spell attack against the
|
||||
target. If the attack hits, the creature takes 1d6 piercing damage, and if the
|
||||
"""You create a long, vine-like whip covered in thorns that lashes out at your
|
||||
command toward a creature in range. Make a melee spell attack against the
|
||||
target. If the attack hits, the creature takes 1d6 piercing damage, and if the
|
||||
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"
|
||||
@@ -390,20 +389,20 @@ class ThornWhip(Spell):
|
||||
|
||||
|
||||
class ThunderStep(Spell):
|
||||
"""You teleport yourself to an unoccupied space you can see within range.
|
||||
Immediately after you disappear, a thunderous boom sounds, and each creature
|
||||
within 10 feet of the space you left must make a Constitution saving throw,
|
||||
taking 3d10 thunder damage on a failed save, or half as much damage on a
|
||||
"""You teleport yourself to an unoccupied space you can see within range.
|
||||
Immediately after you disappear, a thunderous boom sounds, and each creature
|
||||
within 10 feet of the space you left must make a Constitution saving throw,
|
||||
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
|
||||
can also teleport one willing creature of your size or smaller who is carrying
|
||||
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
|
||||
you cast this spell, and there must be an unoccupied space within 5 feet of
|
||||
your destination space for the creature to appear in; otherwise, the creature is
|
||||
left behind.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Thunder Step"
|
||||
@@ -419,12 +418,12 @@ class ThunderStep(Spell):
|
||||
|
||||
|
||||
class Thunderclap(Spell):
|
||||
"""You create a burst of thunderous sound, which can be heard 100 feet away.
|
||||
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
|
||||
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
|
||||
"""You create a burst of thunderous sound, which can be heard 100 feet away.
|
||||
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
|
||||
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
|
||||
17th level (4d6).
|
||||
"""
|
||||
name = "Thunderclap"
|
||||
@@ -440,9 +439,9 @@ class Thunderclap(Spell):
|
||||
|
||||
|
||||
class ThunderousSmite(Spell):
|
||||
"""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
|
||||
"""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
|
||||
feet away from you and knocked prone.
|
||||
"""
|
||||
@@ -460,18 +459,18 @@ class ThunderousSmite(Spell):
|
||||
|
||||
class Thunderwave(Spell):
|
||||
"""A wave of thunderous force sweeps out from you.
|
||||
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
|
||||
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.
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
emits a thunderous boom audible out to 300 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the damage increases
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the damage increases
|
||||
by 1d8 for each slot level above 1st.
|
||||
"""
|
||||
name = "Thunderwave"
|
||||
@@ -487,12 +486,12 @@ class Thunderwave(Spell):
|
||||
|
||||
|
||||
class TidalWave(Spell):
|
||||
"""You conjure up a wave of water that crashes down on an area within range. The
|
||||
"""You conjure up a wave of water that crashes down on an area within range. The
|
||||
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
|
||||
then spreads out across the ground in all directions, extinguishing unprotected
|
||||
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
|
||||
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.
|
||||
"""
|
||||
name = "Tidal Wave"
|
||||
@@ -508,14 +507,14 @@ class TidalWave(Spell):
|
||||
|
||||
|
||||
class TimeStop(Spell):
|
||||
"""You briefly stop the flow of time for everyone but yourself. No time passes for
|
||||
"""You briefly stop the flow of time for everyone but yourself. No time passes for
|
||||
other creatures, while you take 1d4 + 1 turns in a row, during which you can use
|
||||
actions and move as normal.
|
||||
|
||||
This spell ends if one of the actions you use
|
||||
|
||||
This spell ends if one of the actions you use
|
||||
during this period, or any effects that you create during this period, affects a
|
||||
creature other than you or an object being worn or carried by someone other
|
||||
than you. In addition, the spell ends if you move to a place more than 1,000
|
||||
creature other than you or an object being worn or carried by someone other
|
||||
than you. In addition, the spell ends if you move to a place more than 1,000
|
||||
feet from the location where you cast it.
|
||||
"""
|
||||
name = "Time Stop"
|
||||
@@ -532,24 +531,24 @@ 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
|
||||
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
|
||||
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.
|
||||
As a bonus action, you can mentally command the creature if it is
|
||||
within 120 feet of you. (If you control multiple creatures with this spell, you
|
||||
can command any or all of them at the same time, issuing the same command to
|
||||
each one.) You decide what action the creature will take and where it will move
|
||||
during its next turn, or you can issue a simple, general command, such as to
|
||||
fetch a key, stand watch, or stack some books. If you issue no commands, the
|
||||
servant does nothing other than defend itself against hostile creatures. Once
|
||||
given an order, the servant continues to follow that order until its task is
|
||||
As a bonus action, you can mentally command the creature if it is
|
||||
within 120 feet of you. (If you control multiple creatures with this spell, you
|
||||
can command any or all of them at the same time, issuing the same command to
|
||||
each one.) You decide what action the creature will take and where it will move
|
||||
during its next turn, or you can issue a simple, general command, such as to
|
||||
fetch a key, stand watch, or stack some books. If you issue no commands, the
|
||||
servant does nothing other than defend itself against hostile creatures. Once
|
||||
given an order, the servant continues to follow that order until its task is
|
||||
complete.
|
||||
When the creature drops to 0 hit points, it reverts to its original
|
||||
When the creature drops to 0 hit points, it reverts to its original
|
||||
form, and any remaining damage carries over to that form.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you can
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you can
|
||||
animate two additional objects for each slot level above 3rd.
|
||||
"""
|
||||
name = "Tiny Servant"
|
||||
@@ -565,11 +564,11 @@ class TinyServant(Spell):
|
||||
|
||||
|
||||
class TollTheDead(Spell):
|
||||
"""You point at one creature you can see within range, and the sound of a dolorous
|
||||
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
|
||||
"""You point at one creature you can see within range, and the sound of a dolorous
|
||||
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).
|
||||
"""
|
||||
@@ -586,8 +585,8 @@ class TollTheDead(Spell):
|
||||
|
||||
|
||||
class Tongues(Spell):
|
||||
"""This spell grants the creature you touch the ability to understand any spoken
|
||||
language it hears. Moreover, when the target speaks, any creature that knows at
|
||||
"""This spell grants the creature you touch the ability to understand any spoken
|
||||
language it hears. Moreover, when the target speaks, any creature that knows at
|
||||
least one language and can hear the target understands what it says.
|
||||
"""
|
||||
name = "Tongues"
|
||||
@@ -603,31 +602,31 @@ class Tongues(Spell):
|
||||
|
||||
|
||||
class TransmuteRock(Spell):
|
||||
"""You choose an area of stone or mud that you can see that fits within a 40-foot
|
||||
"""You choose an area of stone or mud that you can see that fits within a 40-foot
|
||||
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
|
||||
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.
|
||||
The ground in the
|
||||
spell's area becomes muddy enough that creatures can sink into it. Each foot
|
||||
The ground in the
|
||||
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
|
||||
first time on a turn or ends its turn there. On a failed save, a creature sinks
|
||||
into the mud and is restrained, though it can use an action to end the
|
||||
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
|
||||
first time on a turn or ends its turn there. On a failed save, a creature sinks
|
||||
into the mud and is restrained, though it can use an action to end the
|
||||
restrained condition on itself by pulling itself free of the mud.
|
||||
If you cast
|
||||
the spell on a ceiling, the mud falls. Any creature under the mud when it falls
|
||||
If you cast
|
||||
the spell on a ceiling, the mud falls. Any creature under the mud when it falls
|
||||
must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a
|
||||
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
|
||||
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
|
||||
creature within reach, can use an action to try to break the rock by succeeding
|
||||
on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25
|
||||
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
|
||||
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
|
||||
creature within reach, can use an action to try to break the rock by succeeding
|
||||
on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25
|
||||
hit points, and it is immune to poison and psychic damage.
|
||||
"""
|
||||
name = "Transmute Rock"
|
||||
@@ -643,10 +642,10 @@ class TransmuteRock(Spell):
|
||||
|
||||
|
||||
class TransportViaPlants(Spell):
|
||||
"""This spell creates a magical link between a Large or larger inanimate plant
|
||||
"""This spell creates a magical link between a Large or larger inanimate plant
|
||||
within range and another plant, at any distance, on the same plane of existence.
|
||||
You must have seen or touched the destination plant at least once before. For
|
||||
the duration, any creature can step into the target plant and exit from the
|
||||
You must have seen or touched the destination plant at least once before. For
|
||||
the duration, any creature can step into the target plant and exit from the
|
||||
destination plant by using 5 feet of movement.
|
||||
"""
|
||||
name = "Transport Via Plants"
|
||||
@@ -662,18 +661,18 @@ class TransportViaPlants(Spell):
|
||||
|
||||
|
||||
class TreeStride(Spell):
|
||||
"""You gain the ability to enter a tree and move from inside it to inside another
|
||||
"""You gain the ability to enter a tree and move from inside it to inside another
|
||||
tree of the same kind within 500 feet.
|
||||
Both trees must be living and at least
|
||||
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
|
||||
choice within 5 feet of the destination tree, using another 5 feet of movement.
|
||||
Both trees must be living and at least
|
||||
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
|
||||
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.
|
||||
|
||||
|
||||
You can use this transportation ability once per round for the duration. You
|
||||
|
||||
|
||||
You can use this transportation ability once per round for the duration. You
|
||||
must end each turn outside a tree.
|
||||
"""
|
||||
name = "Tree Stride"
|
||||
@@ -689,56 +688,56 @@ class TreeStride(Spell):
|
||||
|
||||
|
||||
class TruePolymorph(Spell):
|
||||
"""Choose one creature or nonmagical object that you can see within range. You
|
||||
transform the creature into a different creature, the creature into an object,
|
||||
or the object into a creature (the object must be neither worn nor carried by
|
||||
another creature). The transformation lasts for the duration, or until the
|
||||
target drops to 0 hit points or dies. If you concentrate on this spell for the
|
||||
"""Choose one creature or nonmagical object that you can see within range. You
|
||||
transform the creature into a different creature, the creature into an object,
|
||||
or the object into a creature (the object must be neither worn nor carried by
|
||||
another creature). The transformation lasts for the duration, or until the
|
||||
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
|
||||
affected by this spell. An unwilling creature can make a Wisdom saving throw,
|
||||
|
||||
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.
|
||||
|
||||
|
||||
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
|
||||
statistics, including mental ability scores, are replaced by the statistics of
|
||||
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
|
||||
statistics, including mental ability scores, are replaced by the statistics of
|
||||
the new form. It retains its alignment and personality.
|
||||
The target assumes the
|
||||
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
|
||||
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.
|
||||
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 hands or speech unless its
|
||||
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 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
|
||||
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
|
||||
and your companions. It acts on each of your turns. You decide what action it
|
||||
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
|
||||
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
|
||||
the creature. It might remain friendly to you, depending on how you have
|
||||
treated it.
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
of time spent in this form, after the spell ends and it returns to its normal
|
||||
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.
|
||||
"""
|
||||
name = "True Polymorph"
|
||||
@@ -754,17 +753,17 @@ 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,
|
||||
"""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,
|
||||
the creature is restored to life with all its hit points.
|
||||
|
||||
|
||||
This spell closes all
|
||||
wounds, neutralizes any poison, cures all diseases, and lifts any curses
|
||||
affecting the creature when it died. The spell replaces damaged or missing
|
||||
wounds, neutralizes any poison, cures all diseases, and lifts any curses
|
||||
affecting the creature when it died. The spell replaces damaged or missing
|
||||
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
|
||||
|
||||
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
|
||||
then appears in an unoccupied space you choose within 10 feet of you.
|
||||
"""
|
||||
name = "True Resurrection"
|
||||
@@ -780,9 +779,9 @@ class TrueResurrection(Spell):
|
||||
|
||||
|
||||
class TrueSeeing(Spell):
|
||||
"""This spell gives the willing creature you touch the ability to see things as
|
||||
"""This spell gives the willing creature you touch the ability to see things as
|
||||
they actually are. For the duration, the creature has truesight, notices secret
|
||||
doors hidden by magic, and can see into the Ethereal Plane, all out to a range
|
||||
doors hidden by magic, and can see into the Ethereal Plane, all out to a range
|
||||
of 120 feet.
|
||||
"""
|
||||
name = "True Seeing"
|
||||
@@ -798,8 +797,8 @@ 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 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
|
||||
advantage on your first attack roll against the target, provided that this spell
|
||||
hasn't ended.
|
||||
"""
|
||||
@@ -816,27 +815,27 @@ class TrueStrike(Spell):
|
||||
|
||||
|
||||
class Tsunami(Spell):
|
||||
"""A wall of water springs into existence at a point you choose within range. You
|
||||
can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The
|
||||
"""A wall of water springs into existence at a point you choose within range. You
|
||||
can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The
|
||||
wall lasts for the duration.
|
||||
|
||||
When the wall appears, each creature within its
|
||||
area must make a Strength saving throw. On a failed save, a creature takes 6d10
|
||||
|
||||
When the wall appears, each creature within its
|
||||
area must make a Strength saving throw. On a failed save, a creature takes 6d10
|
||||
bludgeoning damage, or half as much damage on a successful save.
|
||||
|
||||
At the start
|
||||
|
||||
At the start
|
||||
of each of your turns after the wall appears, the wall, along with any creatures
|
||||
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
|
||||
feet, and the damage creatures take from the spell on subsequent rounds is
|
||||
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
|
||||
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.
|
||||
|
||||
A
|
||||
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
|
||||
|
||||
A
|
||||
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.
|
||||
"""
|
||||
name = "Tsunami"
|
||||
|
||||
Reference in New Issue
Block a user