diff --git a/dungeonsheets/classes/cleric.py b/dungeonsheets/classes/cleric.py index 83fb54b..ead3217 100644 --- a/dungeonsheets/classes/cleric.py +++ b/dungeonsheets/classes/cleric.py @@ -18,7 +18,7 @@ class ClericDomain(SubClass): if self.level >= lvl: spells.extend(sps) return spells - + # All Domain spells are both known and prepared @property def spells_prepared(self): @@ -260,13 +260,14 @@ class ForgeDomain(ClericDomain): humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even - the most intractable metal can be transformed from a lump of ore to a beau- - tifully wrought object. Clerics of these deities search for objects lost to - the forces of darkness, liberate mines overrun by ores, and uncover rare - and wondrous materials necessary to create potent magic items. Followers - of these gods take great pride in their work, and they are willing to craft - and use heavy armor and powerful weapons to protect them. Deities of this - domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + the most intractable metal can be transformed from a lump of ore to + a beautifully wrought object. Clerics of these deities search for objects + lost to the forces of darkness, liberate mines overrun by ores, and uncover + rare and wondrous materials necessary to create potent magic items. + Followers of these gods take great pride in their work, and they are willing + to craft and use heavy armor and powerful weapons to protect them. Deities + of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and + Goibhniu. """ name = "Forge Domain" @@ -312,14 +313,14 @@ class GraveDomain(ClericDomain): features_by_level[17] = [features.KeeperOfSouls] class DeathDomain(ClericDomain): - """The Death domain is concerned with the forces that cause death, as - well as the negative energy that gives rise to undead creatures. - Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, - death knights, liches, mummy lords, and vampires. Gods of the Death - domain also embody murder (Anubis, Bhaal, and Pyremius), pain - (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), + """The Death domain is concerned with the forces that cause death, as + well as the negative energy that gives rise to undead creatures. + Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, + death knights, liches, mummy lords, and vampires. Gods of the Death + domain also embody murder (Anubis, Bhaal, and Pyremius), pain + (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).. - + """ name = "Death Domain" _domain_spells = {1: [spells.FalseLife, spells.RayOfSickness], diff --git a/dungeonsheets/classes/druid.py b/dungeonsheets/classes/druid.py index 6b660e0..c81cfa2 100644 --- a/dungeonsheets/classes/druid.py +++ b/dungeonsheets/classes/druid.py @@ -85,8 +85,8 @@ class ShepherdCircle(SubClass): Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard - their charges better. Wherever these druids go, the spirits of the wil- - derness are with them + their charges better. Wherever these druids go, the spirits of + the wilderness are with them """ name = "Circle of the Shepherd" diff --git a/dungeonsheets/classes/paladin.py b/dungeonsheets/classes/paladin.py index 79d5d07..49dd9e6 100644 --- a/dungeonsheets/classes/paladin.py +++ b/dungeonsheets/classes/paladin.py @@ -18,7 +18,7 @@ class PaladinOath(SubClass): if self.level >= lvl: spells.extend(sps) return spells - + # All Oath spells are both known and prepared @property def spells_prepared(self): @@ -69,7 +69,7 @@ class OathOfDevotion(PaladinOath): features_by_level[15] = [features.PurityOfSpirit] features_by_level[20] = [features.HolyNimbus] - + class OathOfAncients(PaladinOath): """The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, @@ -78,7 +78,7 @@ class OathOfAncients(PaladinOath): life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to - reflect their commitment to preserving life and light in the world. + reflect their commitment to preserving life and light in the world. **Tenets of the Ancients**: The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the @@ -107,16 +107,16 @@ class OathOfAncients(PaladinOath): 13: [spells.IceStorm, spells.Stoneskin], 17: [spells.CommuneWithNature, spells.TreeStride]} features_by_level = defaultdict(list) - - + + class OathOfVengance(PaladinOath): """The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the - countryside-at times like these, paladins arise and swear an Oath of - Vengeance to set right that which has gone wrong. To these paladins- - sometimes called avengers or dark knights-their own purity is not as + countryside - at times like these, paladins arise and swear an Oath of + Vengeance to set right that which has gone wrong. To these paladins - + sometimes called avengers or dark knights - their own purity is not as important as delivering justice. **Tenets of Vengance**: The tenets of the Oath of Vengeance vary by @@ -146,8 +146,8 @@ class OathOfVengance(PaladinOath): 13: [spells.Banishment, spells.DimensionDoor], 17: [spells.HoldMonster, spells.Scrying]} features_by_level = defaultdict(list) - - + + class OathOfCrown(PaladinOath): """The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and @@ -185,8 +185,8 @@ class OathOfCrown(PaladinOath): 13: [spells.Banishment, spells.GuardianOfFaith], 17: [spells.CircleOfPower, spells.Geas]} features_by_level = defaultdict(list) - - + + class OathOfConquest(PaladinOath): """The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to @@ -213,7 +213,7 @@ class OathOfConquest(PaladinOath): --Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who - defy it shall be punished as an example to all who might follow. + defy it shall be punished as an example to all who might follow. --Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. @@ -226,8 +226,8 @@ class OathOfConquest(PaladinOath): 13: [spells.DominateBeast, spells.Stoneskin], 17: [spells.Cloudkill, spells.DominatePerson]} features_by_level = defaultdict(list) - - + + class OathOfRedemption(PaladinOath): """The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate @@ -285,7 +285,7 @@ class OathOfRedemption(PaladinOath): class OathOfZor(PaladinOath): """The Oath of Zor - **Tenets of Zor**: + **Tenets of Zor**: --Courage. Never fear to act, though caution is wise. @@ -304,7 +304,7 @@ class OathOfZor(PaladinOath): the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish. - + """ name = "Oath of Zor" _oath_spells = {3: [spells.Sanctuary, spells.Sleep], @@ -318,8 +318,8 @@ class OathOfZor(PaladinOath): features_by_level[7] = [features.AuraOfTheGuardian] features_by_level[15] = [features.ProtectiveSpirit] features_by_level[20] = [features.EmissaryOfRedemption] - - + + class Paladin(CharClass): name = 'Paladin' hit_dice_faces = 10 diff --git a/dungeonsheets/classes/ranger.py b/dungeonsheets/classes/ranger.py index e4e109e..8fb8378 100644 --- a/dungeonsheets/classes/ranger.py +++ b/dungeonsheets/classes/ranger.py @@ -73,7 +73,7 @@ class GloomStalker(SubClass): if self.level >= lvl: spells.extend(sps) return spells - + @property def spells_prepared(self): return self.spells_known @@ -112,7 +112,7 @@ class HorizonWalker(SubClass): if self.level >= lvl: spells.extend(sps) return spells - + @property def spells_prepared(self): return self.spells_known @@ -121,9 +121,9 @@ class HorizonWalker(SubClass): class MonsterSlayer(SubClass): """You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil - fey, fiends, and other magical threats. Trained in supernatural tech- - niques to overcome such monsters, Slayers are experts at unearthing and - defeating mighty, mystical foes. + fey, fiends, and other magical threats. Trained in supernatural techniques + to overcome such monsters, Slayers are experts at unearthing and defeating + mighty, mystical foes. """ name = "Monster Slayer" @@ -149,7 +149,7 @@ class MonsterSlayer(SubClass): if self.level >= lvl: spells.extend(sps) return spells - + @property def spells_prepared(self): return self.spells_known @@ -224,7 +224,7 @@ class BeastConclave(SubClass): features_by_level[7] = [features.BeastsDefense] features_by_level[11] = [features.StormOfClawsAndFangs] features_by_level[15] = [features.SuperiorBeastsDefense] - + class HunterConclave(SubClass): """Some rangers seek to master weapons to better protect civilization from the @@ -241,7 +241,7 @@ class HunterConclave(SubClass): features_by_level[7] = [features.DefensiveTactics] features_by_level[11] = [features.MultiattackRanger] features_by_level[15] = [features.SuperiorHuntersDefense] - + class DeepStalkerConclave(SubClass): """Most folk descend into the depths of the Underdark only under the most @@ -292,4 +292,4 @@ class RevisedRanger(Ranger): features_by_level[18] = [features.FeralSenses] features_by_level[20] = [features.FoeSlayer] subclasses_available = (BeastConclave, HunterConclave, DeepStalkerConclave) - + diff --git a/dungeonsheets/classes/rogue.py b/dungeonsheets/classes/rogue.py index 7245b20..e37faa9 100644 --- a/dungeonsheets/classes/rogue.py +++ b/dungeonsheets/classes/rogue.py @@ -133,8 +133,8 @@ class Scout(SubClass): class Swashbuckler(SubClass): """You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in - heavy armor, your method of fighting looks almost like a performance. Du- - elists and pirates typically belong to this archetype. A Swashbuckler + heavy armor, your method of fighting looks almost like a performance. + Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent diff --git a/dungeonsheets/classes/warlock.py b/dungeonsheets/classes/warlock.py index b3a8a3e..0631f7f 100644 --- a/dungeonsheets/classes/warlock.py +++ b/dungeonsheets/classes/warlock.py @@ -92,8 +92,8 @@ class Celestial(SubClass): """Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being - allows you to experience the barest touch of the holy light that illu- - minates the multiverse. + allows you to experience the barest touch of the holy light that illuminates + the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat diff --git a/dungeonsheets/features/backgrounds.py b/dungeonsheets/features/backgrounds.py index 4b2478f..2a92c04 100644 --- a/dungeonsheets/features/backgrounds.py +++ b/dungeonsheets/features/backgrounds.py @@ -14,7 +14,7 @@ class ShelterOfTheFaithful(Feature): where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not - hazardous and you remain in good standing with your temple. + hazardous and you remain in good standing with your temple. """ name = "Shelter of the Faithful" @@ -93,7 +93,7 @@ class GuildMembership(Feature): name = "Guild Membership" source = "Background (Guild Artisan)" - + class Discovery(Feature): """The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the @@ -370,10 +370,10 @@ class UthgardtHeritage(Feature): class KeptInStyle(Feature): - """While you are in Waterdeep or elsewhere in the North your house sees to your - everyday needs. Your name and signet are sufficient to cover most of your - expenses; the inns, taverns, and festhalls you frequent are glad to re- - cord your debt and send an accounting to your family's estate in Waterdeep + """While you are in Waterdeep or elsewhere in the North your house sees to + your everyday needs. Your name and signet are sufficient to cover most of + your expenses; the inns, taverns, and festhalls you frequent are glad to + record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having diff --git a/dungeonsheets/features/barbarian.py b/dungeonsheets/features/barbarian.py index bbd0111..0b0d8f6 100644 --- a/dungeonsheets/features/barbarian.py +++ b/dungeonsheets/features/barbarian.py @@ -150,7 +150,7 @@ class PersistentRage(Feature): name = "Persistent Rage" source = "Barbarian" - + class IndomitableMight(Feature): """Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. @@ -159,7 +159,7 @@ class IndomitableMight(Feature): name = "Indomitable Might" source = "Barbarian" - + class PrimalChampion(Feature): """At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. @@ -230,7 +230,7 @@ class SpiritSeeker(Feature): name = "Spirit Seeker" source = "Barbarian (Totem Warrior)" - + class BearSpirit(Feature): """While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. @@ -396,7 +396,7 @@ class BearAttunement(Feature): you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. - + """ name = "Totemic Attunement (Bear)" source = "Barbarian (Totem Warrior)" @@ -427,7 +427,7 @@ class ElkAttunement(Feature): Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier - + """ name = "Totemic Attunement (Elk)" source = "Barbarian (Totem Warrior)" @@ -466,7 +466,7 @@ class TotemicAttunement(FeatureSelector): 'tiger attunement': TigerAttunement} name = "Totemic Attunement (Select One)" source = "Barbarian (Totem Warrior)" - + # Battlerager class BattleragerArmor(Feature): @@ -502,7 +502,7 @@ class BattleragerCharge(Feature): name = "Battlerager Charge" source = "Barbarian (Battlerager)" - + class SpikedRetribution(Feature): """Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, @@ -589,8 +589,8 @@ class DesertAura(Feature): Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a - saving throw, the DC equals 8 + your proficiency bonus + your Constitu- - tion modifier. + saving throw, the DC equals 8 + your proficiency bonus + your Constitution + modifier. **Desert**: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain @@ -612,8 +612,8 @@ class SeaAura(Feature): Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a - saving throw, the DC equals 8 + your proficiency bonus + your Constitu- - tion modifier. + saving throw, the DC equals 8 + your proficiency bonus + your Constitution + modifier. **Sea**: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving @@ -637,8 +637,8 @@ class TundraAura(Feature): Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a - saving throw, the DC equals 8 + your proficiency bonus + your Constitu- - tion modifier. + saving throw, the DC equals 8 + your proficiency bonus + your Constitution + modifier. **Tundra**: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to @@ -864,4 +864,4 @@ class RageBeyondDeath(Feature): """ name = "Rage Beyond Death" source = "Barbarian (Zealot)" - + diff --git a/dungeonsheets/features/bard.py b/dungeonsheets/features/bard.py index 943e513..4777d61 100644 --- a/dungeonsheets/features/bard.py +++ b/dungeonsheets/features/bard.py @@ -176,7 +176,7 @@ class AdditionalMagicalSecrets(Feature): name = "Additional Magical Secrets" source = "Bard (College of Lore)" - + class PeerlessSkill(Feature): """Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number @@ -245,7 +245,7 @@ class MantleOfInspiration(Feature): level = self.owner.Bard.level hp = 5 + 3*(level // 5) return self._name + " ({:d}HP)".format(hp) - + class EnthrallingPerformance(Feature): """Starting at 3rd level, you can charge your performance with seductive, fey @@ -383,7 +383,7 @@ class PsychicBlades(Feature): 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. diff --git a/dungeonsheets/features/druid.py b/dungeonsheets/features/druid.py index c892232..e7428f5 100644 --- a/dungeonsheets/features/druid.py +++ b/dungeonsheets/features/druid.py @@ -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. diff --git a/dungeonsheets/features/fighter.py b/dungeonsheets/features/fighter.py index 9d0c892..ad535af 100644 --- a/dungeonsheets/features/fighter.py +++ b/dungeonsheets/features/fighter.py @@ -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 diff --git a/dungeonsheets/features/paladin.py b/dungeonsheets/features/paladin.py index b10ffb7..5b34fb1 100644 --- a/dungeonsheets/features/paladin.py +++ b/dungeonsheets/features/paladin.py @@ -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 diff --git a/dungeonsheets/features/races.py b/dungeonsheets/features/races.py index d66d700..c7b65d5 100644 --- a/dungeonsheets/features/races.py +++ b/dungeonsheets/features/races.py @@ -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)" diff --git a/dungeonsheets/features/warlock.py b/dungeonsheets/features/warlock.py index d303472..77770ac 100644 --- a/dungeonsheets/features/warlock.py +++ b/dungeonsheets/features/warlock.py @@ -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" - + diff --git a/dungeonsheets/spells/spells_a.py b/dungeonsheets/spells/spells_a.py index 6b082c5..2956b26 100644 --- a/dungeonsheets/spells/spells_a.py +++ b/dungeonsheets/spells/spells_a.py @@ -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" diff --git a/dungeonsheets/spells/spells_d.py b/dungeonsheets/spells/spells_d.py index 3b5b68e..fca479e 100644 --- a/dungeonsheets/spells/spells_d.py +++ b/dungeonsheets/spells/spells_d.py @@ -2,15 +2,15 @@ from .spells import Spell class DancingLights(Spell): - """You create up to four torch-sized lights within range, making them appear as - torches, lanterns, or glowing orbs that hover in the air for the duration. - You - can also combine the four lights into one glowing vaguely humanoid form of - Medium size. Whichever form you choose, each light sheds dim light in a 10-foot - radius. - - As a bonus action on your turn, you can move the lights up to 60 feet - to a new spot within range. A light must be within 20 feet of another light + """You create up to four torch-sized lights within range, making them appear as + torches, lanterns, or glowing orbs that hover in the air for the duration. + You + can also combine the four lights into one glowing vaguely humanoid form of + Medium size. Whichever form you choose, each light sheds dim light in a 10-foot + radius. + + As a bonus action on your turn, you can move the lights up to 60 feet + to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. """ name = "Dancing Lights" @@ -26,24 +26,24 @@ class DancingLights(Spell): class DanseMacabre(Spell): - """Threads of dark power leap from your fingers to pierce up to five Small or - Medium corpses you can see within range. Each corpse immediately stands up and - becomes undead. You decide whether it is a zombie or a skeleton (the statistics - for zombies and skeletons are in the Monster Manual), and it gains a bonus to + """Threads of dark power leap from your fingers to pierce up to five Small or + Medium corpses you can see within range. Each corpse immediately stands up and + becomes undead. You decide whether it is a zombie or a skeleton (the statistics + for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can - use a bonus action to mentally command the creatures you make with this spell, + use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must - be within 60 feet of you. You decide what action the creatures will take and + be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, - such as to guard a chamber or passageway against your foes. lfyou issue no - commands, the creatures do nothing except defend themselves against hostile - creatures. Once given an order, the creatures continue to follow it until their + such as to guard a chamber or passageway against your foes. lfyou issue no + commands, the creatures do nothing except defend themselves against hostile + creatures. Once given an order, the creatures continue to follow it until their task is complete. - The creatures are under your control until the spell ends, + The creatures are under your control until the spell ends, after which they become inanimate once more. - - At Higher Levels: When you cast - this spell using a spell slot‘ of 6th level or higher, you animate up to two + + At Higher Levels: When you cast + this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. """ name = "Danse Macabre" @@ -59,19 +59,19 @@ class DanseMacabre(Spell): class Darkness(Spell): - """Magical darkness spreads from a point you choose within range to fill a 15-foot + """Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. - The darkness spreads around corners. A creature - with darkvision can't see through this darkness, and nonmagical light can't + The darkness spreads around corners. A creature + with darkvision can't see through this darkness, and nonmagical light can't illuminate it.  - - If the point you choose is on an object you are holding or one - that isn't being worn or carried, the darkness emanates from the object and - moves with it. Completely covering the source of the darkness with an opaque + + If the point you choose is on an object you are holding or one + that isn't being worn or carried, the darkness emanates from the object and + moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. - - If any of this spell's - area overlaps with an area of light created by a spell of 2nd level or lower, + + If any of this spell's + area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. """ name = "Darkness" @@ -104,13 +104,13 @@ class Darkvision(Spell): class Dawn(Spell): - """The light of dawn shines down on a location you specify within range. Until the - spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers - there. This light is sunlight. When the cylinder appears, each creature in it - must make a Constitution saving throw, taking 4d10 radiant damage on a failed + """The light of dawn shines down on a location you specify within range. Until the + spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers + there. This light is sunlight. When the cylinder appears, each creature in it + must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this - saving throw whenever it ends its turn in the cylinder. If you're within 60 - feet of the cylinder, you can move it up to 60 feet as a bonus action on your + saving throw whenever it ends its turn in the cylinder. If you're within 60 + feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. """ name = "Dawn" @@ -126,17 +126,17 @@ class Dawn(Spell): class Daylight(Spell): - """A 60-foot-radius sphere of light spreads out from a point you choose within - range. - The sphere is bright light and sheds dim light for an additional 60 - feet. - - If you chose a point on an object you are holding or one that isn't - being worn or carried, the light shines from the object with and moves with it. + """A 60-foot-radius sphere of light spreads out from a point you choose within + range. + The sphere is bright light and sheds dim light for an additional 60 + feet. + + If you chose a point on an object you are holding or one that isn't + being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or - a helm, blocks the light. - - If any of this spell's area overlaps with an area + a helm, blocks the light. + + If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. """ @@ -153,12 +153,12 @@ class Daylight(Spell): class DeathWard(Spell): - """You touch a creature and grant it a measure of protection from death. + """You touch a creature and grant it a measure of protection from death. The first - time the target would drop to 0 hit points as a result of taking damage, the - target instead drops to 1 hit point, and the spell ends. If the spell is still - in effect when the target is subjected to an effect that would kill it - instantaneously without dealing damage, that effect is instead negated against + time the target would drop to 0 hit points as a result of taking damage, the + target instead drops to 1 hit point, and the spell ends. If the spell is still + in effect when the target is subjected to an effect that would kill it + instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends. """ name = "Death Ward" @@ -174,30 +174,30 @@ class DeathWard(Spell): class DelayedBlastFireball(Spell): - """A beam of yellow light flashes from your pointing finger, then condenses to - linger at a chosen point within range as a glowing bead for the duration. - When - the spell ends, either because your concentration is broken or because you - decide to end it, the bead blossoms with a low roar into an explosion of flame - that spreads around corners. Each creature in a 20-foot-radius sphere centered - on that point must make a Dexterity saving throw. A creature takes fire damage - equal to the total accumulated damage on a failed save, or half as much damage - on a successful one. - - The spell's base damage is 12d6. If at the end of your - turn the bead has not yet detonated, the damage increases by 1d6. - - If the - glowing bead is touched before the interval has expired, the creature touching - it must make a Dexterity saving throw. On a failed save, the spell ends - immediately, causing the bead to erupt in flame. On a successful save, the + """A beam of yellow light flashes from your pointing finger, then condenses to + linger at a chosen point within range as a glowing bead for the duration. + When + the spell ends, either because your concentration is broken or because you + decide to end it, the bead blossoms with a low roar into an explosion of flame + that spreads around corners. Each creature in a 20-foot-radius sphere centered + on that point must make a Dexterity saving throw. A creature takes fire damage + equal to the total accumulated damage on a failed save, or half as much damage + on a successful one. + + The spell's base damage is 12d6. If at the end of your + turn the bead has not yet detonated, the damage increases by 1d6. + + If the + glowing bead is touched before the interval has expired, the creature touching + it must make a Dexterity saving throw. On a failed save, the spell ends + immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid - object, the spell ends, and the bead explodes. + object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. - - At - Higher Levels: When you cast this spell using a spell slot of 8th level or + + At + Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. """ name = "Delayed Blast Fireball" @@ -214,18 +214,18 @@ class DelayedBlastFireball(Spell): class Demiplane(Spell): """You create a shadowy door on a flat solid surface that you can see within range. - + The door is large enough to allow Medium creatures to pass through unhindered. - When opened, the door leads to a demiplane that appears to be an empty room 30 - feet in each dimension, made of wood or stone. When the spell ends, the door - disappears, and any creatures or objects inside the demiplane remain trapped - there, as the door also disappears from the other side. - - Each time you cast - this spell, you can create a new demiplane, or have the shadowy door connect to - a demiplane you created with a previous casting of this spell. Additionally, if - you know the nature and contents of a demiplane created by a casting of this - spell by another creature, you can have the shadowy door connect to its + When opened, the door leads to a demiplane that appears to be an empty room 30 + feet in each dimension, made of wood or stone. When the spell ends, the door + disappears, and any creatures or objects inside the demiplane remain trapped + there, as the door also disappears from the other side. + + Each time you cast + this spell, you can create a new demiplane, or have the shadowy door connect to + a demiplane you created with a previous casting of this spell. Additionally, if + you know the nature and contents of a demiplane created by a casting of this + spell by another creature, you can have the shadowy door connect to its demiplane instead. """ name = "Demiplane" @@ -241,9 +241,9 @@ class Demiplane(Spell): class DestructiveWave(Spell): - """You strike the ground, creating a burst of divine energy that ripples outward - from you. Each creature you choose within 30 feet of you must succeed on a - Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or + """You strike the ground, creating a burst of divine energy that ripples outward + from you. Each creature you choose within 30 feet of you must succeed on a + Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. """ @@ -261,12 +261,12 @@ class DestructiveWave(Spell): class DetectEvilAndGood(Spell): """For the duration, you know if there is an aberration, celestial, elemental, fey, - fiend, or undead within 30 feet of you, as well as where the creature is + fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you - that has been magically consecrated or desecrated. - - The spell can penetrate - most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a + that has been magically consecrated or desecrated. + + The spell can penetrate + most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. """ name = "Detect Evil And Good" @@ -282,13 +282,13 @@ class DetectEvilAndGood(Spell): class DetectMagic(Spell): - """For the duration, you sense the presence of magic within 30 feet of you. If you - sense magic in this way, you can use your action to see a faint aura around any - visible creature or object in the area that bears magic, and you learn its - school of magic, if any. - + """For the duration, you sense the presence of magic within 30 feet of you. If you + sense magic in this way, you can use your action to see a faint aura around any + visible creature or object in the area that bears magic, and you learn its + school of magic, if any. + The spell can penetrate most barriers, but is blocked - by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of + by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. """ name = "Detect Magic" @@ -304,11 +304,11 @@ class DetectMagic(Spell): class DetectPoisonAndDisease(Spell): - """For the duration, you can sense the presence and location of poisons, poisonous - creatures, and diseases within 30 feet of you. You also identify the kind of - poison, poisonous creature, or disease in each case. - - The spell can penetrate + """For the duration, you can sense the presence and location of poisons, poisonous + creatures, and diseases within 30 feet of you. You also identify the kind of + poison, poisonous creature, or disease in each case. + + The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. """ @@ -325,39 +325,39 @@ class DetectPoisonAndDisease(Spell): class DetectThoughts(Spell): - """For the duration, you can read the thoughts of certain creatures. + """For the duration, you can read the thoughts of certain creatures. When you cast - the spell and as your action on each turn until the spell ends, you can focus - your mind on any one creature that you can see within 30 feet of you. If the - creature you choose has an Intelligence of 3 or lower or doesn't speak any - language, the creature is unaffected. - + the spell and as your action on each turn until the spell ends, you can focus + your mind on any one creature that you can see within 30 feet of you. If the + creature you choose has an Intelligence of 3 or lower or doesn't speak any + language, the creature is unaffected. + You initially learn the surface thoughts - of the creature-what is most on its mind in that moment. As an action, you can - either shift your attention to another creature's thoughts or attempt to probe - deeper into the same creature's mind. If you probe deeper, the target must make - a W isdom saving throw. If it fails, you gain insight into its reasoning (if - any), its emotional state, and something that loom s large in its mind (such as - something it worries over, loves, or hates). If it succeeds, the spell ends. - Either way, the target knows that you are probing into its mind, and unless you - shift your attention to another creature's thoughts, the creature can use its - action on its turn to make an Intelligence check contested by your Intelligence - check; if it succeeds, the spell ends. - - Questions verbally directed at the - target creature naturally shape the course of its thoughts, so this spell is - particularly effective as part of an interrogation. - - You can also use this - spell to detect the presence of thinking creatures you can't see. When you cast - the spell or as your action during the duration, you can search for thoughts - within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 - inches of any metal other than lead, or a thin sheet of lead blocks you. You - can't detect a creature with an Intelligence of 3 or lower or one that doesn't - speak any language. - - Once you detect the presence of a creature in this way, - you can read its thoughts for the rest of the duration as described above, even + of the creature-what is most on its mind in that moment. As an action, you can + either shift your attention to another creature's thoughts or attempt to probe + deeper into the same creature's mind. If you probe deeper, the target must make + a W isdom saving throw. If it fails, you gain insight into its reasoning (if + any), its emotional state, and something that loom s large in its mind (such as + something it worries over, loves, or hates). If it succeeds, the spell ends. + Either way, the target knows that you are probing into its mind, and unless you + shift your attention to another creature's thoughts, the creature can use its + action on its turn to make an Intelligence check contested by your Intelligence + check; if it succeeds, the spell ends. + + Questions verbally directed at the + target creature naturally shape the course of its thoughts, so this spell is + particularly effective as part of an interrogation. + + You can also use this + spell to detect the presence of thinking creatures you can't see. When you cast + the spell or as your action during the duration, you can search for thoughts + within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 + inches of any metal other than lead, or a thin sheet of lead blocks you. You + can't detect a creature with an Intelligence of 3 or lower or one that doesn't + speak any language. + + Once you detect the presence of a creature in this way, + you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. """ name = "Detect Thoughts" @@ -374,19 +374,19 @@ class DetectThoughts(Spell): class DimensionDoor(Spell): """You teleport yourself from your current location to any other spot within range. - You arrive at exactly the spot desired. It can be a place you can see, one you - can visualize, or one you can describe by stating distance and direction, such - as "200 feet straight downward" or "upward to the northwest at a 45-degree + You arrive at exactly the spot desired. It can be a place you can see, one you + can visualize, or one you can describe by stating distance and direction, such + as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet". - + You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size - or smaller who is carrying gear up to its carrying capacity. The creature must - be within 5 feet of you when you cast this spell. - - If you would arrive in a - place already occupied by an object or a creature, you and any creature - traveling with you each take 4d6 force damage, and the spell fails to teleport + 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. + + If you would arrive in a + place already occupied by an object or a creature, you and any creature + traveling with you each take 4d6 force damage, and the spell fails to teleport you. """ name = "Dimension Door" @@ -402,21 +402,21 @@ class DimensionDoor(Spell): class DisguiseSelf(Spell): - """You make yourself, including your clothing, armor, weapons, and other - belongings on your person, look different until the spell ends or until you - use your action to dismiss it. - You can seem 1 foot shorter or taller and can - appear thin, fat, or in between. You can't change your body type, so you must + """You make yourself, including your clothing, armor, weapons, and other + belongings on your person, look different until the spell ends or until you + use your action to dismiss it. + You can seem 1 foot shorter or taller and can + appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent - of the illusion is up to you. - - The changes wrought by this spell fail to hold - up to physical inspection. For example, if you use this spell to add a hat to - your outfit, objects pass through the hat, and anyone who touches it would feel - nothing or would feel your head and hair. If you use this spell to appear - thinner than you are, the hand of som eone who reaches out to touch you would - bump into you while it was seemingly still in midair. To discern that you are - disguised, a creature can use its action to inspect your appearance and must + of the illusion is up to you. + + The changes wrought by this spell fail to hold + up to physical inspection. For example, if you use this spell to add a hat to + your outfit, objects pass through the hat, and anyone who touches it would feel + nothing or would feel your head and hair. If you use this spell to appear + thinner than you are, the hand of som eone who reaches out to touch you would + bump into you while it was seemingly still in midair. To discern that you are + disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. """ name = "Disguise Self" @@ -432,27 +432,27 @@ class DisguiseSelf(Spell): class Disintegrate(Spell): - """A thin green ray springs from your pointing finger to a target that you can see - within range. + """A thin green ray springs from your pointing finger to a target that you can see + within range. The target can be a creature, an object, or a creation of magical - force, such as the wall created by wall of force. - + force, such as the wall created by wall of force. + A creature targeted by this - spell must make a Dexterity saving throw. On a failed save, the target takes + spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is - disintegrated. - - A disintegrated creature and everything it is wearing and - carrying, except magic items, are reduced to a pile of fine gray dust. The - creature can be restored to life only by means of a true resurrection or a wish - spell. - - This spell automatically disintegrates a Large or smaller nonmagical - object or a creation of magical force. If the target is a Huge or larger object - or creation of force, this spell disintegrates a 10-foot-cube portion of it. A + disintegrated. + + A disintegrated creature and everything it is wearing and + carrying, except magic items, are reduced to a pile of fine gray dust. The + creature can be restored to life only by means of a true resurrection or a wish + spell. + + This spell automatically disintegrates a Large or smaller nonmagical + object or a creation of magical force. If the target is a Huge or larger object + or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. - - At Higher Levels: When you cast this + + At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. """ @@ -469,26 +469,26 @@ class Disintegrate(Spell): class DispelEvilAndGood(Spell): - """Shimmering energy surrounds and protects you from fey, undead, and creatures - originating from beyond the Material Plane. For the duration, celestials, - elementals, fey, fiends, and undead have disadvantage on attack rolls against - you. - - You can end the spell early by using either of the following special - functions. - + """Shimmering energy surrounds and protects you from fey, undead, and creatures + originating from beyond the Material Plane. For the duration, celestials, + elementals, fey, fiends, and undead have disadvantage on attack rolls against + you. + + You can end the spell early by using either of the following special + functions. + Break Enchantment  - As your action, you touch a creature you can - reach that is charmed, frightened, or possessed by a celestial, an elemental, a - fey, a fiend, or an undead. The creature you touch is no longer charmed, - frightened, or possessed by such creatures. - + As your action, you touch a creature you can + reach that is charmed, frightened, or possessed by a celestial, an elemental, a + fey, a fiend, or an undead. The creature you touch is no longer charmed, + frightened, or possessed by such creatures. + Dismissal  - As your action, make a - melee spell attack against a celestial, an elemental, a fey, a fiend, or an - undead you can reach. On a hit, you attempt to drive the creature back to its + As your action, make a + melee spell attack against a celestial, an elemental, a fey, a fiend, or an + undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back - to its home plane (if it isn't there already). If they aren't on their home + to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. """ name = "Dispel Evil And Good" @@ -504,14 +504,14 @@ class DispelEvilAndGood(Spell): class DispelMagic(Spell): - """Choose any creature, object, or magical effect within range. Any spell of 3rd - level or lower on the target ends. For each spell of 4th level or higher on the - target, make an ability check using your spellcasting ability. The DC equals 10 + """Choose any creature, object, or magical effect within range. Any spell of 3rd + level or lower on the target ends. For each spell of 4th level or higher on the + target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. - - At Higher Levels: - When you cast this spell using a spell slot of 4th level or higher, you - automatically end the effects of a spell on the target if the spell's level is + + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, you + automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. """ name = "Dispel Magic" @@ -527,17 +527,17 @@ class DispelMagic(Spell): class DissonantWhispers(Spell): - """You whisper a discordant melody that only one creature of your choice within - range can hear, wracking it with terrible pain. - The target must make a Wisdom + """You whisper a discordant melody that only one creature of your choice within + range can hear, wracking it with terrible pain. + The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately - use its reaction , if available, to move as far as its speed allows away from - you. The creature doesn't move into obviously dangerous ground, such as a fire + use its reaction , if available, to move as far as its speed allows away from + you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. - - At - Higher Levels: When you cast this spell using a spell slot of 2nd level or + + 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 = "Dissonant Whispers" @@ -553,18 +553,18 @@ class DissonantWhispers(Spell): class Divination(Spell): - """Your magic and an offering put you in contact with a god or a god's servants. - You ask a single question concerning a specific goal, event, or activity to - occur within 7 days. The DM offers a truthful reply. The reply might be a short - phrase, a cryptic rhyme, or an omen. - - The spell doesn't take into account any - 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 this spell + """Your magic and an offering put you in contact with a god or a god's servants. + You ask a single question concerning a specific goal, event, or activity to + occur within 7 days. The DM offers a truthful reply. The reply might be a short + phrase, a cryptic rhyme, or an omen. + + The spell doesn't take into account any + 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 this spell two or more times before finishing your next long rest, there is a cumulative 25 - percent chance for each casting after the first that you get a random reading. + percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. """ name = "Divination" @@ -597,23 +597,23 @@ class DivineFavor(Spell): class DivineWord(Spell): """You utter a divine word, imbued with the power that shaped the world at the dawn - of creation. - Choose any number of creatures you can see within range. Each - creature that can hear you must make a Charisma saving throw. On a failed save, - a creature suffers an effect based on its current hit points: - -  - 50 hit - points or fewer: deafened for 1 minute + of creation. + Choose any number of creatures you can see within range. Each + creature that can hear you must make a Charisma saving throw. On a failed save, + a creature suffers an effect based on its current hit points: + +  - 50 hit + points or fewer: deafened for 1 minute  - 40 hit points or fewer: deafened and - blinded for 10 minutes -  - 30 hit points or fewer: blinded, deafened, and - stunned for 1 hour -  - 20 hit points or fewer: killed instantly - + blinded for 10 minutes +  - 30 hit points or fewer: blinded, deafened, and + stunned for 1 hour +  - 20 hit points or fewer: killed instantly + Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails - its save is forced back to its plane of origin (if it isn't there already) and - can't return to your current plane for 24 hours by any means short of a wish + its save is forced back to its plane of origin (if it isn't there already) and + can't return to your current plane for 24 hours by any means short of a wish spell. """ name = "Divine Word" @@ -629,37 +629,34 @@ class DivineWord(Spell): class DominateBeast(Spell): - """You attempt to beguile a beast that you can see within range. - It must succeed - on a W isdom saving throw or be charmed by you for the duration. If you or - creatures that are friendly to you are fighting it, it has advantage on the - saving throw. - - While the beast is charmed, you have a telepathic link with it - as long as the two of you are on the same plane of existence. You can use this - telepathic link to issue commands to the creature while you are conscious (no - action required), which it does its best to obey. You can specify a simple and - general course of action, such as "Attack that creature," "Run over there," or - "Fetch that object." If the creature completes the order and doesn't receive - further direction from you, it defends and preserves itself to the best of its - ability. - - You can use your action to take total and precise control of the - target. Until the end of your next turn, the creature takes only the actions you - choose, and doesn't do anything that you don't allow it to do. During this - time, you can also cause the creature to use a reaction, but this requires you - to use your own reaction as well. - - Each time the target takes damage, it makes - a new Wisdom saving throw against the spell. If the saving throw succeeds, the - spell ends. - - At Higher Levels: When you cast this spell with a 5th-level spell - slot, the duration is concentration, up to 10 minutes. - When you use a 6th- - level spell slot, the duration is concentration, up to 1 hour. - When you use a - spell slot of 7th level or higher, the duration is concentration, up to 8 hours + """You attempt to beguile a beast that you can see within range. It must + succeed on a Wisdom saving throw or be charmed by you for the duration. If + you or creatures that are friendly to you are fighting it, it has advantage + on the saving throw. + + While the beast is charmed, you have a telepathic link with it + as long as the two of you are on the same plane of existence. You can use + this telepathic link to issue commands to the creature while you are + conscious (no action required), which it does its best to obey. You can + specify a simple and general course of action, such as "Attack that + creature," "Run over there," or "Fetch that object." If the creature + completes the order and doesn't receive further direction from you, it + defends and preserves itself to the best of its ability. + + You can use your action to take total and precise control of the target. + Until the end of your next turn, the creature takes only the actions you + choose, and doesn't do anything that you don't allow it to do. During this + time, you can also cause the creature to use a reaction, but this requires + you to use your own reaction as well. + + Each time the target takes damage, it makes a new Wisdom saving throw + against the spell. If the saving throw succeeds, the spell ends. + + At Higher Levels: When you cast this spell with a 5th-level spell slot, + the duration is concentration, up to 10 minutes. When you use a 6th-level + spell slot, the duration is concentration, up to 1 hour. When you use + a spell slot of 7th level or higher, the duration is concentration, up to + 8 hours """ name = "Dominate Beast" level = 4 @@ -674,31 +671,31 @@ class DominateBeast(Spell): class DominateMonster(Spell): - """You attempt to beguile a creature that you can see within range. - It must - succeed on a Wisdom saving throw or be charmed by you for the duration. If you - or creatures that are friendly to you are fighting it, it has advantage on the - saving throw. - - While the creature is charmed, you have a telepathic link with - it as long as the two of you are on the same plane of existence. You can use - this telepathic link to issue commands to the creature while you are conscious - (no action required), which it does its best to obey. You can specify a simple - and general course of action, such as "Attack that creature", "Run over - there", or "Fetch that object". If the creature completes the order and - doesn't receive further direction from you, it defends and preserves itself to - the best of its ability. - - You can use your action to take total and precise - control of the target. Until the end of your next turn, the creature takes only - the actions you choose, and doesn't do anything that you don't allow it to do. - During this time, you can also cause the creature to use a reaction, but this - requires you to use your own reaction as well. - - Each time the target takes - damage, it makes a new Wisdom saving throw against the spell. If the saving + """You attempt to beguile a creature that you can see within range. + It must + succeed on a Wisdom saving throw or be charmed by you for the duration. If you + or creatures that are friendly to you are fighting it, it has advantage on the + saving throw. + + While the creature is charmed, you have a telepathic link with + it as long as the two of you are on the same plane of existence. You can use + this telepathic link to issue commands to the creature while you are conscious + (no action required), which it does its best to obey. You can specify a simple + and general course of action, such as "Attack that creature", "Run over + there", or "Fetch that object". If the creature completes the order and + doesn't receive further direction from you, it defends and preserves itself to + the best of its ability. + + You can use your action to take total and precise + control of the target. Until the end of your next turn, the creature takes only + the actions you choose, and doesn't do anything that you don't allow it to do. + During this time, you can also cause the creature to use a reaction, but this + requires you to use your own reaction as well. + + Each time the target takes + damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - + At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. """ @@ -715,37 +712,34 @@ class DominateMonster(Spell): class DominatePerson(Spell): - """You attempt to beguile a humanoid that you can see within range. - It must - succeed on a Wisdom saving throw or be charmed by you for the duration. If you - or creatures that are friendly to you are fighting it, it has advantage on the - saving throw. - - While the target is charmed, you have a telepathic link with it - as long as the two of you are on the same plane of existence. You can use this - telepathic link to issue commands to the creature while you are conscious (no - action required), which it does its best to obey. You can specify a simple and - general course of action, such as "Attack that creature", "Run over there", - or "Fetch that object". If the creature completes the order and doesn't - receive further direction from you, it defends and preserves itself to the best - of its ability. - - You can use your action to take total and precise control of - the target. Until the end of your next turn, the creature takes only the actions - you choose, and doesn't do anything that you don't allow it to do. During this - time you can also cause the creature to use a reaction, but this requires you to - use your own reaction as well. - - Each time the target takes damage, it makes a - new Wisdom saving throw against the spell. If the saving throw succeeds, the - spell ends. - - At Higher Levels: When you cast this spell using a 6th-level spell - slot, the duration is concentration, up to 10 minutes. - When you use a 7th- - level spell slot, the duration is concentration, up to 1 hour. - When you use a - spell slot of 8th level or higher, the duration is concentration, up to 8 hours. + """You attempt to beguile a humanoid that you can see within range. + It must succeed on a Wisdom saving throw or be charmed by you for the + duration. If you or creatures that are friendly to you are fighting it, it + has advantage on the saving throw. + + While the target is charmed, you have a telepathic link with it as long as + the two of you are on the same plane of existence. You can use this + telepathic link to issue commands to the creature while you are conscious + (no action required), which it does its best to obey. You can specify + a simple and general course of action, such as "Attack that creature", + "Run over there", or "Fetch that object". If the creature completes + the order and doesn't receive further direction from you, it defends and + preserves itself to the best of its ability. + + You can use your action to take total and precise control of + the target. Until the end of your next turn, the creature takes only + the actions you choose, and doesn't do anything that you don't allow it to + do. During this time you can also cause the creature to use a reaction, but + this requires you to use your own reaction as well. + + Each time the target takes damage, it makes a new Wisdom saving throw + against the spell. If the saving throw succeeds, the spell ends. + + At Higher Levels: When you cast this spell using a 6th-level spell slot, + the duration is concentration, up to 10 minutes. When you use a 7th-level + spell slot, the duration is concentration, up to 1 hour. When you use + a spell slot of 8th level or higher, the duration is concentration, up to + 8 hours. """ name = "Dominate Person" level = 5 @@ -760,15 +754,15 @@ class DominatePerson(Spell): class DragonsBreath(Spell): - """You touch one willing creature and imbue it with the power to spew magical - energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, + """You touch one willing creature and imbue it with the power to spew magical + energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy - of the chosen type in a 15-foot cone. Each creature in that area must make a - Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, + of the chosen type in a 15-foot cone. Each creature in that area must make a + Dexterity saving throw, taking 3d6 damage of the chosen type 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 + + At Higher Levels: When you cast + this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. """ name = "Dragons Breath" @@ -785,20 +779,20 @@ class DragonsBreath(Spell): class DrawmijsInstantSummons(Spell): """You touch an object weighing 10 pounds or less whose longest dimension is 6 feet - or less. - The spell leaves an invisible mark on its surface and invisibly - inscribes the name of the item on the sapphire you use as the material - component. Each time you cast this spell, you must use a different sapphire. - - - At any time thereafter, you can use your action to speak the item's name and - crush the sapphire. The item instantly appears in your hand regardless of + or less. + The spell leaves an invisible mark on its surface and invisibly + inscribes the name of the item on the sapphire you use as the material + component. Each time you cast this spell, you must use a different sapphire. + + + At any time thereafter, you can use your action to speak the item's name and + crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding - or carrying the item, crushing the sapphire doesn't transport the item to you, - but instead you learn who the creature possessing the object is and roughly - where that creature is located at that moment. - - Dispel magic or a similar + or carrying the item, crushing the sapphire doesn't transport the item to you, + but instead you learn who the creature possessing the object is and roughly + where that creature is located at that moment. + + Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect. """ name = "Drawmijs Instant Summons" @@ -814,36 +808,36 @@ class DrawmijsInstantSummons(Spell): class Dream(Spell): - """This spell shapes a creature's dreams. Choose a creature known to you - as the target of this spell. The target must be on the same plane of - existence as you. Creatures that don't sleep, such as elves, can't be - contacted by this spell. You, or a willing creature you touch, enters - a trance state, acting as a messenger. While in the trance, the - messenger is aware of his or her surroundings, but can't take actions + """This spell shapes a creature's dreams. Choose a creature known to you + as the target of this spell. The target must be on the same plane of + existence as you. Creatures that don't sleep, such as elves, can't be + contacted by this spell. You, or a willing creature you touch, enters + a trance state, acting as a messenger. While in the trance, the + messenger is aware of his or her surroundings, but can't take actions or move. - - If the target is asleep, the messenger appears in the + + If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains - asleep, through the duration of the spell. The messenger can also - shape the environment of the dream, creating landscapes, objects, and - other images. The messenger can emerge from the trance at any time, - ending the effect of the spell early. The target recalls the dream + asleep, through the duration of the spell. The messenger can also + shape the environment of the dream, creating landscapes, objects, and + other images. The messenger can emerge from the trance at any time, + ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) - or wait for the target to fall asleep, at which point the messenger + or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. - - You can make the messenger appear - monstrous and terrifying to the target. If you do, the messenger can - deliver a message of no more than ten words and then the target must + + You can make the messenger appear + monstrous and terrifying to the target. If you do, the messenger can + deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's - sleep and prevents the target from gaining any benefit from that - rest. In addition, when the target wakes up, it takes 3d6 psychic + sleep and prevents the target from gaining any benefit from that + rest. In addition, when the target wakes up, it takes 3d6 psychic damage. - - If you have a body part, lock of hair, clipping from a nail, - or similar portion of the target's body, the target makes its saving + + If you have a body part, lock of hair, clipping from a nail, + or similar portion of the target's body, the target makes its saving throw with disadvantage. """ name = "Dream" @@ -851,7 +845,7 @@ class Dream(Spell): casting_time = "1 minute" casting_range = "Special" components = ('V', 'S', 'M') - materials = """A handful of sand, a dab of ink, and a writing quill plucked from a + materials = """A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird""" duration = "8 hours" ritual = False @@ -862,45 +856,45 @@ sleeping bird""" class DruidGrove(Spell): """You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings - and other structures are excluded from the affected area. If you cast this - spell in the same area every day for a year, the spell lasts until dispelled. - The spell creates the following effects within the area. When you cast this - spell, you can specify creatures as friends who are immune to the effects. You + and other structures are excluded from the affected area. If you cast this + spell in the same area every day for a year, the spell lasts until dispelled. + The spell creates the following effects within the area. When you cast this + spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to - these effects. The entire warded area radiates magic. A dispel magic cast on - the area, if successful, removes only one of the following effects, not the - entire area. That spell's caster chooses which effect to end. Only when all its + these effects. The entire warded area radiates magic. A dispel magic cast on + the area, if successful, removes only one of the following effects, not the + entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. - Solid Fog. You can fill any number of - 5-foot squares on the ground with thick fog, making them heavily obscured. The - fog reaches 10 feet high. In addition, every foot of movement through the fog - costs 2 extra feet. To a creature immune to this effect, the fog obscures + Solid Fog. You can fill any number of + 5-foot squares on the ground with thick fog, making them heavily obscured. The + fog reaches 10 feet high. In addition, every foot of movement through the fog + costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. - - Grasping Undergrowth. You can fill any number of 5-foot squares on the ground - that aren't filled with fog with grasping weeds and vines, as if they were - affected by an entangle spell. To a creature immune to this effect, the weeds + + Grasping Undergrowth. You can fill any number of 5-foot squares on the ground + that aren't filled with fog with grasping weeds and vines, as if they were + affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. - - Grove Guardians. You can animate up to four trees in the area, causing them to - uproot themselves from the ground. These trees have the same statistics as an + + Grove Guardians. You can animate up to four trees in the area, causing them to + uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and - their bark is covered with druidic symbols. If any creature not immune to this - effect enters the warded area, the grove guardians fight until they have driven - off or slain the intruders. The grove guardians also obey your spoken commands - (no action required by you) that you issue while in the area. Ifyou don't give - them commands and no intruders are present, the grove guardians do nothing. The - grove guardians can‘t leave the warded area. When the spell ends, the magic + their bark is covered with druidic symbols. If any creature not immune to this + effect enters the warded area, the grove guardians fight until they have driven + off or slain the intruders. The grove guardians also obey your spoken commands + (no action required by you) that you issue while in the area. Ifyou don't give + them commands and no intruders are present, the grove guardians do nothing. The + grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. Additional Spell Effect. You can place your choice of one of the following magical effects - within the warded area: - - A constant gust of Wind in two locations of your + within the warded area: + - A constant gust of Wind in two locations of your choice - Spike growth in one location of your choice - - Wind wall in two + - Wind wall in two locations of your choice - To a creature immune to this effect, the winds are a + To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless. """ name = "Druid Grove" @@ -916,20 +910,20 @@ class DruidGrove(Spell): class Druidcraft(Spell): - """Whispering to the spirits of nature, you create one of the following effects - within range: - - - You create a tiny, harmless sensory effect that predicts what - the weather will be at your location for the next 24 hours. The effect might - manifest as a golden orb  for clear skies, a cloud for rain, falling snowflakes - for snow, and so on. This effect persists for 1 round. - - You instantly make a - flower blossom, a seed pod open, or a leaf bud bloom. - - You create an - instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, + """Whispering to the spirits of nature, you create one of the following effects + within range: + + - You create a tiny, harmless sensory effect that predicts what + the weather will be at your location for the next 24 hours. The effect might + manifest as a golden orb  for clear skies, a cloud for rain, falling snowflakes + for snow, and so on. This effect persists for 1 round. + - You instantly make a + flower blossom, a seed pod open, or a leaf bud bloom. + - You create an + instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect  must fit in - a 5-foot cube. - - You instantly light or snuff out a candle, a torch, or a + a 5-foot cube. + - You instantly light or snuff out a candle, a torch, or a small campfire. """ name = "Druidcraft" @@ -946,20 +940,20 @@ class Druidcraft(Spell): class DustDevil(Spell): """(a pinch of dust) - Choose an unoccupied 5-foot cube of air that you can see + Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration. - Any creature that ends its turn within 5 - feet of the dust devil must make a Strength saving throw. On a failed save, the - creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a + Any creature that ends its turn within 5 + feet of the dust devil must make a Strength saving throw. On a failed save, the + creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed. - As a + As a bonus action, you can move the dust devil up to 30 feet in any direction. If the - dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the - material and forms a 10-foot-radius cloud of debris around itself that lasts + dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the + material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. - At - Higher Levels. When you cast this spell using a spell slot of 3rd level or + 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 = "Dust Devil" diff --git a/dungeonsheets/spells/spells_s.py b/dungeonsheets/spells/spells_s.py index 4087ad1..992fd11 100644 --- a/dungeonsheets/spells/spells_s.py +++ b/dungeonsheets/spells/spells_s.py @@ -2,12 +2,12 @@ from .spells import Spell class SacredFlame(Spell): - """Flame-like radiance descends on a creature that you can see within range. The - target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The + """Flame-like radiance descends on a creature that you can see within range. The + target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. - + At Higher Levels: The - spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level + spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ name = "Sacred Flame" @@ -24,14 +24,14 @@ class SacredFlame(Spell): class Sanctuary(Spell): """You ward a creature within range against attack. - Until the spell ends, any - creature who targets the warded creature with an attack or a harmful spell must - first make a Wisdom saving throw. On a failed save, the creature must choose a - new target or lose the attack or spell. This spell doesn't protect the warded + Until the spell ends, any + creature who targets the warded creature with an attack or a harmful spell must + first make a Wisdom saving throw. On a failed save, the creature must choose a + new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. - - If the warded - creature makes an attack or casts a spell that affects an enemy creature, this + + If the warded + creature makes an attack or casts a spell that affects an enemy creature, this spell ends. """ name = "Sanctuary" @@ -47,10 +47,10 @@ class Sanctuary(Spell): class Scatter(Spell): - """The air quivers around up to five creatures of your choice that you can see - within range. An unwilling creature must succeed on a Wisdom saving throw to + """The air quivers around up to five creatures of your choice that you can see + within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that - you can see within 120 feet of you. That space must be on the ground or on a + you can see within 120 feet of you. That space must be on the ground or on a floor. """ name = "Scatter" @@ -66,12 +66,12 @@ class Scatter(Spell): class ScorchingRay(Spell): - """You create three rays of fire and hurl them at targets within range. You can - hurl them at one target or several. Make a ranged spell attack for each ray. On + """You create three rays of fire and hurl them at targets within range. You can + hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. - - At Higher Levels: When you cast this - spell using a spell slot of 3rd level or higher, you create one additional ray + + At Higher Levels: When you cast this + spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. """ name = "Scorching Ray" @@ -87,38 +87,38 @@ class ScorchingRay(Spell): class Scrying(Spell): - """You can see and hear a particular creature you choose that is on the same plane - of existence as you. The target must make a W isdom saving throw, which is + """You can see and hear a particular creature you choose that is on the same plane + of existence as you. The target must make a W isdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. - - Knowledge                 Save + + Knowledge                 Save Modifier Secondhand (you have heard of the target) +5 - Firsthand (you have met + Firsthand (you have met the target)      +0 Familiar (you know the target well)     -5 - - Connection + + Connection                Save Modifier Likeness or picture               -2 - Posession or + Posession or garment            -4 Body part, lock of hair, bit of nail, or the like -10 - - On - a successful save, the target isn't affected, and you can't use this spell + + On + a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. - + On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as - if you w ere there. The sensor moves with the target, remaining within 10 feet - of it for the duration. A creature that can see invisible objects sees the + if you w ere there. The sensor moves with the target, remaining within 10 feet + of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. - - Instead of targeting a - creature, you can choose a location you have seen before as the target of this + + Instead of targeting a + creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. """ name = "Scrying" @@ -134,17 +134,17 @@ class Scrying(Spell): class SearingSmite(Spell): - """The next time you hit a creature with a melee weapon attack during the spell's + """The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. - - + + At the start of each of its turns until the spell ends, the target must make a - Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a - successful save, the spells ends. If the target or a creature within 5 feet of - it uses an action to put out the flames, or if some other effect douses the + Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a + successful save, the spells ends. If the target or a creature within 5 feet of + it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. - + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot @@ -162,7 +162,7 @@ class SearingSmite(Spell): class SeeInvisibility(Spell): - """For the duration, you see invisible creatures and objects as if they were + """For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. """ @@ -179,30 +179,30 @@ class SeeInvisibility(Spell): class Seeming(Spell): - """This spell allows you to change the appearance of any number of creatures that + """This spell allows you to change the appearance of any number of creatures that you can see within range. - You give each target you choose a new, illusory - appearance. An unwilling target can make a Charisma saving throw, and if it + You give each target you choose a new, illusory + appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. - - The spell disguises physicial - appearances as well as clothing, armor, weapons, and equipment. You can make - each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween. - You can't change a target's body type, so you must choose a form that has the - same basic arrangement of limbs. Otherwise, the extent of the illusion is up to - you. The spell lasts for the duration, unless you use your action to dismiss it + + The spell disguises physicial + appearances as well as clothing, armor, weapons, and equipment. You can make + each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween. + You can't change a target's body type, so you must choose a form that has the + same basic arrangement of limbs. Otherwise, the extent of the illusion is up to + you. The spell lasts for the duration, unless you use your action to dismiss it sooner. - - The changes wrought by this spell fail to hold up to physical - inspections. For example, if you use this spell to add a hat to a creature's - outfitm objects pass through the hat, and anyone who touches it would feel - nothing or would feel the creature's head and hair. If you use this spell to - appear thinner then you are, the hand of someone who reaches out to touch you + + The changes wrought by this spell fail to hold up to physical + inspections. For example, if you use this spell to add a hat to a creature's + outfitm objects pass through the hat, and anyone who touches it would feel + nothing or would feel the creature's head and hair. If you use this spell to + appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - - A creature can use - its action to inspect a target and make an Intelligence (Investigation) check - against your spell save DC. If it succeeds, it becomes aware that the target is + + A creature can use + its action to inspect a target and make an Intelligence (Investigation) check + against your spell save DC. If it succeeds, it becomes aware that the target is disguised. """ name = "Seeming" @@ -219,13 +219,13 @@ class Seeming(Spell): class Sending(Spell): """You send a short message of twenty-five words or less to a creature with you are - familiar. The creature hears the message in its mind, regonizes you as the - sender if it knows you, and can answer in a like manner immediately. The spell - enables creatures with Intelligence scores of at least 1 to understand the + familiar. The creature hears the message in its mind, regonizes you as the + sender if it knows you, and can answer in a like manner immediately. The spell + enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. - - You can send the message across any distance and even - to other planes of existence, but if the target is on a different plane than + + You can send the message across any distance and even + to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. """ name = "Sending" @@ -243,17 +243,17 @@ class Sending(Spell): class Sequester(Spell): """By means of this spell, a willing creature of an object can be hidden away, safe from detection for the duration. - When you cast the spell and touch the target, - it becomes invisible and can't be targeted by divination spells or perceived + When you cast the spell and touch the target, + it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells. - + If the target is a - crreature, it falls into a state of suspended animation. Time ceases to flow + crreature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. - + You can set a condition for the spell to end - early. The condition can be anything you choose, but it must occur or be - visible within 1 mile of the target. Examples include after 1,000 years or when + early. The condition can be anything you choose, but it must occur or be + visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakes. This spells also ends if the target takes any damage. """ name = "Sequester" @@ -269,19 +269,19 @@ class Sequester(Spell): class ShadowBlade(Spell): - """You weave together threads of shadow to create a sword of solidified gloom in - your hand. This magic sword lasts until the spell ends. It counts as a simple + """You weave together threads of shadow to create a sword of solidified gloom in + your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit - and has the finesse, light, and thrown properties (range 20/60). In addition, - when you use the sword to attack a target that is in dim light or darkness, you + and has the finesse, light, and thrown properties (range 20/60). In addition, + when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. - If you drop the weapon or throw it, it + If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. - - At Higher - Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the - damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, + + At Higher + Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the + damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. """ @@ -299,11 +299,11 @@ class ShadowBlade(Spell): class ShadowOfMoil(Spell): """Flame-like shadows wreathe your body until the spell ends, causing you to become - heavily obscured to others. The shadows turn dim light within 10 feet of you + heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. - Until the spell - ends, you have resistance to radiant damage. In addition, whenever a creature - within 10 feet of you hits you with an attack, the shadows lash out at that + Until the spell + ends, you have resistance to radiant damage. In addition, whenever a creature + within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. """ name = "Shadow Of Moil" @@ -320,24 +320,24 @@ class ShadowOfMoil(Spell): class ShapeWater(Spell): """You choose an area of water that you can see within range and that fits within a - 5-foot cube. + 5-foot cube. You manipulate it in one of the following ways: - - - You + + - You instantaneously move or otherwise change the flow of the water as you direct, up - to 5 feet in any direction. This movement doesn't have enough force to cause + to 5 feet in any direction. This movement doesn't have enough force to cause damage. - - - You cause the water to form into simple shapes and animate at your + + - You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. - - - You change the water's color or + + - You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. - - - You freeze the water, provided that there are no crea- tures in + + - You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour. - If you cast this spell multiple times, you + If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. """ @@ -355,45 +355,45 @@ class ShapeWater(Spell): class Shapechange(Spell): """You assume the form of a different creature for the duration. - The new form can - be any creature with a challenge rating equal to your level or lower. The - creature can't be a construct or an undead, and you must have seen the sort of - creature at least once. You transform into an average example of that creature, + The new form can + be any creature with a challenge rating equal to your level or lower. The + creature can't be a construct or an undead, and you must have seen the sort of + creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. - - Your game statistics - are replaced by the statistics of the chosen creature, though you retain your - alignment and Intelligence, Wisdom, and Charisma scores You also retain all of - your skill and saving throw proficiencies, in addition to gaining those of the - creature, If the creature has the same proficiency as you, and the bonus listed - in its statistics is higher than yours, use the creature's bonus in place of + + Your game statistics + are replaced by the statistics of the chosen creature, though you retain your + alignment and Intelligence, Wisdom, and Charisma scores You also retain all of + your skill and saving throw proficiencies, in addition to gaining those of the + creature, If the creature has the same proficiency as you, and the bonus listed + in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. - + You - assume the hit points and Hit Dice of the new form. When you revert to your - normal, you return to the number of hit points you had before you transformed. + assume the hit points and Hit Dice of the new form. When you revert to your + normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries - over to your normal form. As long as the excess damage doesn't reduce your + over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious. - - You retain the + + You retain the benefit of any features from your class, race, or other source and can use them, - provided that your new form is physically capable of doing so. You can't use - any special senses you have (for example, darkvision) unless your new form also + provided that your new form is physically capable of doing so. You can't use + any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. - + When you - transform, you choose whether your equipment falls to the ground, merges into - the new form, or is worn by it. Worn equipment functions as normal. The DM - determines whether it is practical for the new form to wear a piece of + transform, you choose whether your equipment falls to the ground, merges into + the new form, or is worn by it. Worn equipment functions as normal. The DM + determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change - shape or size to match the new form, and any equipment that the new form can't - wear must either fall to the ground or merge into your new form. Equipment that + shape or size to match the new form, and any equipment that the new form can't + wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. - - During this spell's duration, you can use + + During this spell's duration, you can use your action to assume a different form following the same restrictions and rules - for the original form, with one exception: if your new form has more hit pints + for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value. """ name = "Shapechange" @@ -409,17 +409,17 @@ class Shapechange(Spell): class Shatter(Spell): - """A sudden loud ringing noise, painfully intense, erupts from a point of your - choice within range. Each creature in a 10-foot-radius sphere centered on that + """A sudden loud ringing noise, painfully intense, erupts from a point of your + choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage - on a failed save, or half as much damage on a successful one. A creature made - of inorganic material such as stone, crystal, or metal has disadvantage on this + on a failed save, or half as much damage on a successful one. A creature made + of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. - - A nonmagical object that isn't being worn or carried also takes + + A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. - - At Higher Levels: When you cast this + + 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. """ @@ -436,11 +436,11 @@ class Shatter(Spell): class Shield(Spell): - """Reaction trigger: You are hit by an attack or targeted by the magic missile + """Reaction trigger: You are hit by an attack or targeted by the magic missile spell - + An invisible barrier of magical force appears and protects you. Until the - start of your next turn, you have a +5 bonus to AC, including against the + start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. """ name = "Shield" @@ -472,12 +472,12 @@ class ShieldOfFaith(Spell): class Shillelagh(Spell): - """The wood of a club or quarterstaff you are holding is imbued with nature's + """The wood of a club or quarterstaff you are holding is imbued with nature's power. - For the duration, you can use your spellcasting ability instead of + For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and - the weapon's damage die becomes a d8. The weapon also becomes magical, if it - isn't already. The spell ends if you cast it again or if you let go of the + the weapon's damage die becomes a d8. The weapon also becomes magical, if it + isn't already. The spell ends if you cast it again or if you let go of the weapon """ name = "Shillelagh" @@ -493,13 +493,13 @@ class Shillelagh(Spell): class ShockingGrasp(Spell): - """Lightning springs from your hand to deliver a shock to a creature you try to + """Lightning springs from your hand to deliver a shock to a creature you try to touch. - Make a melee spell attack against the target. You have advantage on the - attack roll if the target is wearing armor made of metal. On a hit, the target - takes 1d8 lightning damage, and it can't take reactions until the start of its + Make a melee spell attack against the target. You have advantage on the + attack roll if the target is wearing armor made of metal. On a hit, the target + takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. - + At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). """ @@ -516,14 +516,14 @@ class ShockingGrasp(Spell): class SickeningRadiance(Spell): - """Dim, greenish light spreads within a 30-foot-radius sphere centered on a point - you choose within range. The light spreads around corners, and it lasts until + """Dim, greenish light spreads within a 30-foot-radius sphere centered on a point + you choose within range. The light spreads around corners, and it lasts until the spell ends. - When a creature moves into the spell's area for the first time + When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution - saving throw or take 4d10 radiant damage, and it suffers one level of - exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes - it impossible for the creature to benefit from being invisible. The light and + saving throw or take 4d10 radiant damage, and it suffers one level of + exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes + it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. """ name = "Sickening Radiance" @@ -539,11 +539,11 @@ class SickeningRadiance(Spell): class Silence(Spell): - """For the duration, no sound can be created within or pass through a 20-foot- - radius sphere centered on a point you choose within range. Any creature or - object entirely inside the sphere is immune to thunder damage, and creatures are - deafened while entirely inside it. Casting a spell that includes a verbal - component is impossible there. + """For the duration, no sound can be created within or pass through a 20-foot-radius + sphere centered on a point you choose within range. Any creature or object entirely + inside the sphere is immune to thunder damage, and creatures are deafened while + entirely inside it. Casting a spell that includes a verbal component is impossible + there. """ name = "Silence" level = 2 @@ -558,22 +558,22 @@ class Silence(Spell): class SilentImage(Spell): - """You create the image of an object, a creature, or some other visible phenomenon - that is no larger than a 15-foot cube. The image appears at a spot within range - and lasts for the duration. The image is purely visual; it isn't accompanied by + """You create the image of an object, a creature, or some other visible phenomenon + that is no larger than a 15-foot cube. The image appears at a spot within range + and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. - - You can use your action to cause the - image to move to any spot within range. As the image changes location, you can - alter its appearance so that its movements appear natural for the image. For - example, if you create an image of a creature and move it, you can alter the + + You can use your action to cause the + image to move to any spot within range. As the image changes location, you can + alter its appearance so that its movements appear natural for the image. For + example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. - - Physical interaction with the image - reveals it to be an illusion, because things can pass through it. A creature - that uses its action to examine the image can determine that it is an illusion + + Physical interaction with the image + reveals it to be an illusion, because things can pass through it. A creature + that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. - If a creature discerns the illusion for what it is, the creature can see + If a creature discerns the illusion for what it is, the creature can see through the image. """ name = "Silent Image" @@ -589,27 +589,27 @@ class SilentImage(Spell): class Simulacrum(Spell): - """You shape an illusory duplicate of one beast or humanoid that is within range + """You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially - real and formed from ice or snow, and it can take actions and otherwise be + real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it - has half the creature's hit point maximum and is formed without any equipment. + has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. - - - The simulacrum is friendly to you and creatures you designate. It obeys your - spoken commands, moving and acting in accordance with your wishes and acting on - your turn in combat. The simulacrum lacks the ability to learn or become more - powerful, so it never increases its level or other abilities, nor can it regain + + + The simulacrum is friendly to you and creatures you designate. It obeys your + spoken commands, moving and acting in accordance with your wishes and acting on + your turn in combat. The simulacrum lacks the ability to learn or become more + powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. - - If the simulacrum is damaged, you can repair it in an - alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point - it regains. The simulacrum lasts until it drops to 0 hit points, at which point + + If the simulacrum is damaged, you can repair it in an + alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point + it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. - - If you cast this spell again, any + + If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. """ name = "Simulacrum" @@ -625,12 +625,12 @@ class Simulacrum(Spell): class SkillEmpowerment(Spell): - """Your magic deepens a creature's understanding of its own talent. You touch one - willing creature and give it expertise in one skill of your choice; until the - spell ends, the creature doubles its proficiency bonus for ability checks it + """Your magic deepens a creature's understanding of its own talent. You touch one + willing creature and give it expertise in one skill of your choice; until the + spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. - You must choose a skill in which the target is - proficient and that isn't already benefiting from an effect, such as Expertise, + You must choose a skill in which the target is + proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. """ name = "Skill Empowerment" @@ -646,9 +646,9 @@ class SkillEmpowerment(Spell): class Skywrite(Spell): - """You cause up to ten words to form in a part of the sky you can see. The words - appear to be made of cloud and remain in place for the spell's duration. The - words dissipate when the spell ends. A strong wind can disperse the clouds and + """You cause up to ten words to form in a part of the sky you can see. The words + appear to be made of cloud and remain in place for the spell's duration. The + words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. """ name = "Skywrite" @@ -664,21 +664,21 @@ class Skywrite(Spell): class Sleep(Spell): - """This spell sends creatures into a magical slumber. Roll 5d8, the total is how - many hit points of creatures this spell can affect. Creatures within 20 feet of + """This spell sends creatures into a magical slumber. Roll 5d8, the total is how + many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). - - Starting with the creature that - has the lowest current hit points, each creature affected by this spell falls - unconscious until the spell ends, the sleeper takes damage, or someone uses an - action to shake or slap the sleeper awake. Subtract each creature's hit points + + Starting with the creature that + has the lowest current hit points, each creature affected by this spell falls + unconscious until the spell ends, the sleeper takes damage, or someone uses an + action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. - A creature's hit points must be equal to or less than the remaining total for + A creature's hit points must be equal to or less than the remaining total for that creature to be affected. - Undead and creatures immune to being charmed + Undead and creatures immune to being charmed aren't affected by this spell. - + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. @@ -696,18 +696,18 @@ class Sleep(Spell): class SleetStorm(Spell): - """Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder - with a 40-foot radius centered on a point you choose within range. The area is + """Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder + with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. - - The ground in the - area is covered with slick ice, making it difficult terrain. When a creature - enters the spell's area for the first time on a turn or starts its turn there, + + The ground in the + area is covered with slick ice, making it difficult terrain. When a creature + enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. - - If a - creature is concentrating in the spell's area, the creature must make a - successful Constitution saving throw against your spell save DC or lose + + If a + creature is concentrating in the spell's area, the creature must make a + successful Constitution saving throw against your spell save DC or lose concentration. """ name = "Sleet Storm" @@ -723,22 +723,22 @@ class SleetStorm(Spell): class Slow(Spell): - """You alter time around up to six creatures of your choice in a 40-foot cube - within range. Each target must succeed on a Wisdom saving throw or be affected + """You alter time around up to six creatures of your choice in a 40-foot cube + within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. - - An affected target's speed is halved, it takes - a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On + + An affected target's speed is halved, it takes + a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of - the creature's abilities or magic items, it can't make more than one melee or + the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. - - If the creature attempts to cast a spell with a + + If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take - effect until the creature's next turn, and the creature must use its action on + effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. - - A creature + + A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. """ @@ -756,19 +756,19 @@ class Slow(Spell): class Snare(Spell): """As you cast this spell, you use the rope to create a circle with a 5-foot radius - on the ground or the floor. When you finish casting, the rope disappears and + on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. - This trap is nearly invisible, requiring a - successful Intelligence (Investigation) check against your spell save DC to be + This trap is nearly invisible, requiring a + successful Intelligence (Investigation) check against your spell save DC to be discerned. - The trap triggers when a Small, Medium, or Large creature moves onto - the ground or the floor in the spell's radius. That creature must succeed on a - Dexterity saving throw or be magically hoisted into the air, leaving it hanging - upside down 3 feet above the ground or the floor. The creature is restrained + The trap triggers when a Small, Medium, or Large creature moves onto + the ground or the floor in the spell's radius. That creature must succeed on a + Dexterity saving throw or be magically hoisted into the air, leaving it hanging + upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. - A restrained creature can make a Dexterity saving + A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. - Alternatively, the creature or someone else who can reach it can use an action + Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no @@ -788,12 +788,12 @@ class Snare(Spell): class SnillocsSnowballSwarm(Spell): """(a piece of ice or a small white rock chip) - A flurry of magic snowballs erupts - from a point you choose within range. Each creature in a 5-foot-radius sphere - centered on that point must make a Dexterity saving throw. A creature takes 3d6 + A flurry of magic snowballs erupts + from a point you choose within range. Each creature in a 5-foot-radius sphere + centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 + At + Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. """ name = "Snillocs Snowball Swarm" @@ -809,37 +809,37 @@ class SnillocsSnowballSwarm(Spell): class SoulCage(Spell): - """1 reaction, which you take when a humanoid you can see within 60 feet of you + """1 reaction, which you take when a humanoid you can see within 60 feet of you dies - - This spell snatches the soul of a humanoid as it dies and traps it inside - the tiny cage you use for the material component. A stolen soul remains inside - the cage until the spell ends or until you destroy the cage, which ends the - spell. While you have a soul inside the cage, you can exploit it in any of the - ways described below. You can use a trapped soul up to six times. Once you - exploit a soul for the sixth time, it is released, and the spell ends. While a + + This spell snatches the soul of a humanoid as it dies and traps it inside + the tiny cage you use for the material component. A stolen soul remains inside + the cage until the spell ends or until you destroy the cage, which ends the + spell. While you have a soul inside the cage, you can exploit it in any of the + ways described below. You can use a trapped soul up to six times. Once you + exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived. - Steal Life. - You can use a bonus action to drain vigor from the soul and regain 2d8 hit + Steal Life. + You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. Query Soul. You ask the soul a question (no action required) and receive - a brief telepathic answer, which you can understand regardless of the language - used. The soul knows only what it knew in life, but it must answer you + a brief telepathic answer, which you can understand regardless of the language + used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. - Borrow Experience. You can use a bonus action to - bolster yourself with the soul's life experience, making your next attack roll, - ability check, or saving throw with advantage. If you don't use this benefit + Borrow Experience. You can use a bonus action to + bolster yourself with the soul's life experience, making your next attack roll, + ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost. Eyes of the Dead. You can use an - action to name a place the humanoid saw in life, which creates an invisible - sensor somewhere in that place if it is on the plane of existence you're - currently on. The sensor remains for as long as you concentrate, up to 10 - minutes (as if you were concentrating on a spell). You receive visual and - auditory information from the sensor as if you were in its space using your + action to name a place the humanoid saw in life, which creates an invisible + sensor somewhere in that place if it is on the plane of existence you're + currently on. The sensor remains for as long as you concentrate, up to 10 + minutes (as if you were concentrating on a spell). You receive visual and + auditory information from the sensor as if you were in its space using your senses. - A creature that can see the sensor (such as one using see invisibility - or truesight) sees a translucent image of the tormented humanoid whose soul you + A creature that can see the sensor (such as one using see invisibility + or truesight) sees a translucent image of the tormented humanoid whose soul you caged. """ name = "Soul Cage" @@ -855,7 +855,7 @@ class SoulCage(Spell): class SpareTheDying(Spell): - """You touch a living creature that has 0 hit points. The creature becomes stable. + """You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. """ name = "Spare The Dying" @@ -871,12 +871,12 @@ class SpareTheDying(Spell): class SpeakWithAnimals(Spell): - """You gain the ability to comprehend and verbally communicate with beasts for the + """You gain the ability to comprehend and verbally communicate with beasts for the duration. - The knowledge and awareness of many beasts is limited by their - intelligence, but at minimum, beasts can give you information about nearby - locations and monsters, including whatever they can perceive or have perceived - within the past day. You might be able to persuade a beast to perform a small + The knowledge and awareness of many beasts is limited by their + intelligence, but at minimum, beasts can give you information about nearby + locations and monsters, including whatever they can perceive or have perceived + within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. """ name = "Speak With Animals" @@ -892,18 +892,18 @@ class SpeakWithAnimals(Spell): class SpeakWithDead(Spell): - """You grant the semblance of life and intelligence to a corpse of your choice - within range, allowing it to answer the questions you pose. The corpse must - still have a mouth and can't be undead. The spell fails if the corpse was the + """You grant the semblance of life and intelligence to a corpse of your choice + within range, allowing it to answer the questions you pose. The corpse must + still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. - + Until the spell ends, you can ask - the corpse up to five questions. The corpse knows only what it knew in life, - including the languages it knew. Answers are usually brief, cryptic, or - repetitive, and the corpse is under no compulsion to offer a truthful answer if - you are hostile to it or it recognizes you as an enemy. This spell doesn't - return the creature's soul to its body, only its animating spirit. Thus, the - corpse can't learn new information, doesn't comprehend anything that has + the corpse up to five questions. The corpse knows only what it knew in life, + including the languages it knew. Answers are usually brief, cryptic, or + repetitive, and the corpse is under no compulsion to offer a truthful answer if + you are hostile to it or it recognizes you as an enemy. This spell doesn't + return the creature's soul to its body, only its animating spirit. Thus, the + corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. """ name = "Speak With Dead" @@ -919,28 +919,28 @@ class SpeakWithDead(Spell): class SpeakWithPlants(Spell): - """You imbue plants within 30 feet of you with limited sentience and animation, + """You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. - You can question plants about events in the spell's area within the past day, - gaining information about creatures that have passed, weather, and other + You can question plants about events in the spell's area within the past day, + gaining information about creatures that have passed, weather, and other circumstances. - + You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. - Or you can turn ordinary terrain where plants are present into difficult - terrain that lasts for the duration, causing vines and branches to hinder + Or you can turn ordinary terrain where plants are present into difficult + terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. - - Plants might be able to perform other tasks on your - behalf, at the DM's discretion. The spell doesn't enable plants to uproot - themselves and move about, but they can freely move branches, tendrils, and + + Plants might be able to perform other tasks on your + behalf, at the DM's discretion. The spell doesn't enable plants to uproot + themselves and move about, but they can freely move branches, tendrils, and stalks. - - If a plant creature is in the area, you can communicate with it as if + + If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. - - - This spell can cause the plants created by the entangle spell to release a + + + This spell can cause the plants created by the entangle spell to release a restrained creature. """ name = "Speak With Plants" @@ -956,9 +956,9 @@ class SpeakWithPlants(Spell): class SpiderClimb(Spell): - """Until the spell ends, one willing creature you touch gains the ability to move - up, down, and across vertical surfaces and upside down along ceilings, while - leaving its hands free. The target also gains a climbing speed equal to its + """Until the spell ends, one willing creature you touch gains the ability to move + up, down, and across vertical surfaces and upside down along ceilings, while + leaving its hands free. The target also gains a climbing speed equal to its walking speed. """ name = "Spider Climb" @@ -974,14 +974,14 @@ class SpiderClimb(Spell): class SpikeGrowth(Spell): - """The ground in a 20-foot radius centered on a point within range twists and - sprouts hard spikes and thorns. The area becomes difficult terrain for the - duration. When a creature moves into or within the area, it takes 2d4 piercing + """The ground in a 20-foot radius centered on a point within range twists and + sprouts hard spikes and thorns. The area becomes difficult terrain for the + duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. - - The transformation of the ground is - camouflaged to look natural. Any creature that can't see the area at the time - the spell is case must make a Wisdom (Perception) check against your spell save + + The transformation of the ground is + camouflaged to look natural. Any creature that can't see the area at the time + the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. """ name = "Spike Growth" @@ -998,20 +998,20 @@ class SpikeGrowth(Spell): class SpiritGuardians(Spell): """You call forth spirits to protect you. - They flit around you to a distance of 15 - feet for the duration. If you are good or neutral, their spectral form appears + They flit around you to a distance of 15 + feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. - - When you - cast this spell, you can designate any number of creatures you can see to be - unaffected by it. An affected creature's speed is halved in the area, and when - the creature enters the area for the first time on a turn or starts its turn - there, it must make a Wisdom saving throw. On a failed save, the creature takes - 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you + + When you + cast this spell, you can designate any number of creatures you can see to be + unaffected by it. An affected creature's speed is halved in the area, and when + the creature enters the area for the first time on a turn or starts its turn + there, it must make a Wisdom saving throw. On a failed save, the creature takes + 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. - - At - Higher Levels: When you cast this spell using a spell slot of 4th level or + + At + Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. """ name = "Spirit Guardians" @@ -1027,23 +1027,23 @@ class SpiritGuardians(Spell): class SpiritualWeapon(Spell): - """You create a floating, spectral weapon within range that lasts for the duration + """You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. - When you cast the spell, you can make a + When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. - - + + As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. - - The weapon can take - whatever form you choose. Clerics of deities who are associated with a - particular weapon (as St. Cuthbert is known for his mace and Thor for his + + The weapon can take + whatever form you choose. Clerics of deities who are associated with a + particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. - - At Higher Levels: When - you cast this spell using a spell slot of 3rd level or higher, the damage + + At Higher Levels: When + you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. """ name = "Spiritual Weapon" @@ -1059,10 +1059,10 @@ class SpiritualWeapon(Spell): class StaggeringSmite(Spell): - """The next time you hit a creature with a melee weapon attack during this spell's - duration, your weapon pierces both body and mind, and the attack deals an extra + """The next time you hit a creature with a melee weapon attack during this spell's + duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On - a failed save, it has disadvantage on attack rolls and ability checks, and + a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. """ name = "Staggering Smite" @@ -1078,11 +1078,11 @@ class StaggeringSmite(Spell): class SteelWindStrike(Spell): - """You flourish the weapon used in the casting and then vanish to strike like the - wind. Choose up to five creatures you can see within range. Make a melee spell + """You flourish the weapon used in the casting and then vanish to strike like the + wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. - You can - then teleport to an unoccupied space you can see within 5 feet of one of the + You can + then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. """ name = "Steel Wind Strike" @@ -1099,17 +1099,17 @@ class SteelWindStrike(Spell): class StinkingCloud(Spell): """You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point - within range. The cloud spreads around corners, and its area is heavily + within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. - - Each creature that is - completely within the cloud at the start of its turn must make a Constitution - saving throw against poison. On a failed save, the creature spends its action - that turn retching and reeling. Creatures that don't need to breathe or are + + Each creature that is + completely within the cloud at the start of its turn must make a Constitution + saving throw against poison. On a failed save, the creature spends its action + that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. - - A moderate wind - (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind + + A moderate wind + (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. """ name = "Stinking Cloud" @@ -1126,11 +1126,11 @@ class StinkingCloud(Spell): class StoneShape(Spell): """You touch a stone object of Medium size or smaller or a section of stone no more - than 5 feet in any dimension and form it into any shape that suits your - purpose. So, for example, you could shape a large rock into a weapon, idol, or + than 5 feet in any dimension and form it into any shape that suits your + purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than - 5 feet thick. You could also shape a stone door or its frame to seal the door - shut. The object you create can have up to two hinges and a latch, but finer + 5 feet thick. You could also shape a stone door or its frame to seal the door + shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. """ name = "Stone Shape" @@ -1146,8 +1146,8 @@ class StoneShape(Spell): class Stoneskin(Spell): - """This spell turns the flesh of a willing creature you touch as hard as stone. - Until the spell ends, the target has resistance to nonmagical bludgeoning, + """This spell turns the flesh of a willing creature you touch as hard as stone. + Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. """ name = "Stoneskin" @@ -1164,37 +1164,37 @@ class Stoneskin(Spell): class StormOfVengeance(Spell): """A churning storm cloud forms, centered on a point you can see and spreading to a - radius of 360 feet. Lightning flashes in the area, thunder booms, and strong - winds roar. Each creature under the cloud (no more than 5,000 feet beneath the - cloud) when it appears must make a Constitution saving throw. On a failed save, + radius of 360 feet. Lightning flashes in the area, thunder booms, and strong + winds roar. Each creature under the cloud (no more than 5,000 feet beneath the + cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. - - Each - round you maintain concentration on this spell, the storm produces additional + + Each + round you maintain concentration on this spell, the storm produces additional effects on your turn. - + Round 2 - Acidic rain falls from the cloud. Each creature + Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. - - Round 3You call six bolts of - lightning from the cloud to strike six creatures or objects of your choice - beneath the cloud. A given creature or object can't be struck by more than one - bolt. A struck creature must make a Dexterity saving throw. The creature takes - 10d6 lightning damage on a failed save, or half as much damage on a successful + + Round 3You call six bolts of + lightning from the cloud to strike six creatures or objects of your choice + beneath the cloud. A given creature or object can't be struck by more than one + bolt. A struck creature must make a Dexterity saving throw. The creature takes + 10d6 lightning damage on a failed save, or half as much damage on a successful one. - + Round 4 Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. - + Round 5-10 - Gusts and freezing rain assail the - area under the cloud. the area becomes difficult terrain and is heavily - obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in + Gusts and freezing rain assail the + area under the cloud. the area becomes difficult terrain and is heavily + obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the - purposes of maintaining concentration on spells. Finally, gusts of strong wind - (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and + purposes of maintaining concentration on spells. Finally, gusts of strong wind + (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical. """ name = "Storm Of Vengeance" @@ -1210,21 +1210,21 @@ class StormOfVengeance(Spell): class StormSphere(Spell): - """A 20-foot-radius sphere of whirling air springs into existence centered on a + """A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed - on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space + on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain. - Until the spell ends, you can use a bonus action on each + Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere - toward one creature you choose within 60 feet of the center. Make a ranged - spell attack. You have advantage on the attack roll if the target is in the + toward one creature you choose within 60 feet of the center. Make a ranged + spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. - Creatures within 30 - feet of the sphere have disadvantage on Wisdom (Perception) checks made to + Creatures within 30 + feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. - At Higher Levels. When you cast this spell using a spell slot of 5th - level or higher, the damage increases for each of its effects by 1d6 for each + At Higher Levels. When you cast this spell using a spell slot of 5th + level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. """ name = "Storm Sphere" @@ -1240,26 +1240,26 @@ class StormSphere(Spell): class Suggestion(Spell): - """You suggest a course of activity (limited to a sentence or two) and magically - influence a creature you can see within range that can hear and understand you. - Creatures that can't be charmed are immune to this effect. The suggestion must - be worded in such a manner as to make the course of action sound reasonable. - Asking the creature to stab itself, throw itself onto a spear, immolate itself, + """You suggest a course of activity (limited to a sentence or two) and magically + influence a creature you can see within range that can hear and understand you. + Creatures that can't be charmed are immune to this effect. The suggestion must + be worded in such a manner as to make the course of action sound reasonable. + Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. - - The target must make a - Wisdom saving throw. On a failed save, it purses the course of action you - described to the best of its ability. The suggested course of action can - continue for the entire duration. If the suggested activity can be completed in - a shorter time, the spell ends when the subject finishes what it was asked to + + The target must make a + Wisdom saving throw. On a failed save, it purses the course of action you + described to the best of its ability. The suggested course of action can + continue for the entire duration. If the suggested activity can be completed in + a shorter time, the spell ends when the subject finishes what it was asked to do. - + You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to - the first beggar she meets. If the condition isn't met before the spell + the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed. - - If you or any of your companions damage + + If you or any of your companions damage the target, the spell ends. """ name = "Suggestion" @@ -1275,33 +1275,33 @@ class Suggestion(Spell): class SummonGreaterDemon(Spell): - """You utter foul words, summoning one demon from the chaos of the Abyss. You - choose the demon's type, which must be one of challenge rating 5 or lower, such - as a shadow demon or a barlgura. The demon appears in an unoccupied space you - can see within range, and the demon disappears when it drops to 0 hit points or + """You utter foul words, summoning one demon from the chaos of the Abyss. You + choose the demon's type, which must be one of challenge rating 5 or lower, such + as a shadow demon or a barlgura. The demon appears in an unoccupied space you + can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. - Roll initiative for the demon, which has its own turns. - When you summon it and on each of your turns thereafter, you can issue a verbal - command to it (requiring no action on your part), telling it what it must do on - its next turn. If you issue no command, it spends its turn attacking any + Roll initiative for the demon, which has its own turns. + When you summon it and on each of your turns thereafter, you can issue a verbal + command to it (requiring no action on your part), telling it what it must do on + its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. - At the end of each of the demon's - turns, it makes a Charisma saving throw. The demon has disadvantage on this - saving throw if you say its true name. On a failed save, the demon continues to - obey you. On a successful save, your control of the demon ends for the rest of - the duration, and the demon spends its turns pursuing and attacking the nearest - non-demons to the best of its ability. If you stop concentrating on the spell + At the end of each of the demon's + turns, it makes a Charisma saving throw. The demon has disadvantage on this + saving throw if you say its true name. On a failed save, the demon continues to + obey you. On a successful save, your control of the demon ends for the rest of + the duration, and the demon spends its turns pursuing and attacking the nearest + non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points. - As part of casting the spell, you can - form a circle on the ground with the blood used as a material component. The - circle is large enough to encompass your space. While the spell lasts, the - summoned demon can't cross the circle or harm it, and it can't target anyone - within it. Using the material component in this manner consumes it when the + As part of casting the spell, you can + form a circle on the ground with the blood used as a material component. The + circle is large enough to encompass your space. While the spell lasts, the + summoned demon can't cross the circle or harm it, and it can't target anyone + within it. Using the material component in this manner consumes it when the spell ends. - - At Higher Levels: When you cast this spell using a spell slot of - 5th level or higher, the challenge rating increases by 1 for each slot level + + At Higher Levels: When you cast this spell using a spell slot of + 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. """ name = "Summon Greater Demon" @@ -1317,31 +1317,31 @@ class SummonGreaterDemon(Spell): class SummonLesserDemons(Spell): - """You utter foul words, summoning demons from the chaos of the Abyss. Roll on the + """You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. d6 / Demons Summoned 1–2 / Two demons of challenge rating 1 or lower - 3–4 / Four demons of challenge rating 1/2 or + 3–4 / Four demons of challenge rating 1/2 or lower 5–6 / Eight demons of challenge rating 1/4 or lower - - The DM chooses the - demons, such as manes or dretches, and you choose the unoccupied spaces you can + + The DM chooses the + demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. - The demons are hostile to all creatures, + The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its - own turns. The demons pursue and attack the nearest non-demons to the best of + own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground - with the blood used as a material component. The circle is large enough to + with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the - circle or harm it, and they can't target anyone within it. Using the material + circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. - - At Higher Levels: - When you cast this spell using a spell slot of 6th or 7th level, you summon + + At Higher Levels: + When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. """ @@ -1358,20 +1358,21 @@ class SummonLesserDemons(Spell): class Sunbeam(Spell): - """A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot- - line. - Each creature in the line must make a Constitution saving throw. On a - failed save, a creature takes 6d8 radiant damage and is blinded until your next - turn. On a successful save, it takes half as much damage and isn't blinded by - this spell. Undead and oozes have disadvantage on this saving throw. - - You can - create a new line of radiance as your action on any turn until the spell ends. - - - For the duration, a mote of brilliant radiance shines in your hand. It sheds - bright light in a 30-foot radius and dim light for an additional 30 feet. The - light is sunlight. + """A beam of brilliant light flashes out from your hand in a 5-foot-wide, + 60-foot-line. + Each creature in the line must make a Constitution saving throw. On a + failed save, a creature takes 6d8 radiant damage and is blinded until your + next turn. On a successful save, it takes half as much damage and isn't + blinded by this spell. Undead and oozes have disadvantage on this saving + throw. + + You can create a new line of radiance as your action on any turn until + the spell ends. + + + For the duration, a mote of brilliant radiance shines in your hand. It sheds + bright light in a 30-foot radius and dim light for an additional 30 feet. + The light is sunlight. """ name = "Sunbeam" level = 6 @@ -1386,18 +1387,18 @@ class Sunbeam(Spell): class Sunburst(Spell): - """Brilliant sunlight flashes in a 60-foot radius centered on a point you choose + """Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. - On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 - minute. On a successful save, it takes half as much damage and isn't blinded by + On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 + minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. - + A creature - blinded by this spell makes another Constitution saving throw at the end of + blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. - - This spell + + This spell dispels any darkness in its area that was created by a spell. """ name = "Sunburst" @@ -1413,15 +1414,15 @@ class Sunburst(Spell): class SwiftQuiver(Spell): - """You transmute your quiver so it produces an endless supply of nonmagical + """You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. - - On each - of your turns until the spell ends, you can use a bonus action to make two - attacks with a weapon that uses ammunition from the quiver. Each time you make + + On each + of your turns until the spell ends, you can use a bonus action to make two + attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you - used with a similar piece of nonmagical ammunition. Any pieces of ammunition - created by this spell disintegrate when the spell ends. If the quiver leaves + used with a similar piece of nonmagical ammunition. Any pieces of ammunition + created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. """ name = "Swift Quiver" @@ -1438,11 +1439,11 @@ class SwiftQuiver(Spell): class SwordBurst(Spell): """You create a momentary circle of spectral blades that sweep around you. - Each - creature within range, other than you, must succeed on a Dexterity saving throw + Each + creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. - - At Higher Levels: This spell's damage increases by + + At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). """ name = "Sword Burst" @@ -1459,81 +1460,81 @@ class SwordBurst(Spell): class Symbol(Spell): """When you cast this spell, you inscribe a harmful glyph either on a surface (such - as a section of floor, a wall, or a table) or within an object that can be + as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). - If - you choose a surface, the glyph can cover an area of the surface no larger than - 10 feet in diameter. If you choose an object, that object must remain in its - place; if the object is moved more than 10 feet from where you cast this spell, + If + you choose a surface, the glyph can cover an area of the surface no larger than + 10 feet in diameter. If you choose an object, that object must remain in its + place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - - The glyph is - nearly invisible, requiring an Intelligence (Investigation) check against your + + The glyph is + nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - - You decide what triggers the glyph when you cast the - spell. For glyphs inscribed on a surface, the most typical triggers include - touching or stepping on the glyph, removing another object covering it, - approaching within a certain distance of it, or manipulating the object that - holds it. For glyphs inscribed within an object, the most common triggers are - opening the object, approaching within a certain distance of it, or seeing or + + You decide what triggers the glyph when you cast the + spell. For glyphs inscribed on a surface, the most typical triggers include + touching or stepping on the glyph, removing another object covering it, + approaching within a certain distance of it, or manipulating the object that + holds it. For glyphs inscribed within an object, the most common triggers are + opening the object, approaching within a certain distance of it, or seeing or reading the glyph. - + You can further refine the trigger so the spell is activated - only under certain circumstances or according to a creature's physical - characteristics (such as height or weight), or physical kind (for example, the - ward could be set to affect hags or shapechangers). You can also specify - creatures that don't trigger the glyph, such as those who say a certain + only under certain circumstances or according to a creature's physical + characteristics (such as height or weight), or physical kind (for example, the + ward could be set to affect hags or shapechangers). You can also specify + creatures that don't trigger the glyph, such as those who say a certain password. - - When you inscribe the glyph, choose one of the options below for ist - effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with - dim light for 10 minutes, after which time the spell ends. Each creature in the + + When you inscribe the glyph, choose one of the options below for ist + effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with + dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. - + Death - - Each target must make a Constitution saving throw, taking 10d10 necrotic damage + + Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. - + Discord - Each + Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable - of meaningful communication and has disadvantage on attack rolls and ability + of meaningful communication and has disadvantage on attack rolls and ability checks. Fear - Each target must make a Wisdom saving throw and becomes frightened + Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is - holding and must move at least 20 feet away from the glyph on each of ist + holding and must move at least 20 feet away from the glyph on each of ist turns, if able.  - + Hopelessness Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. - + Insanity - Each target must make an Intelligence saving - throw. On a failed save, the target is driven insane for 1 minute. An insane - creature can't take actions, can't understand what other creatures say, can't - read, and speaks only in gibberish. The DM controls its movement, which is + Each target must make an Intelligence saving + throw. On a failed save, the target is driven insane for 1 minute. An insane + creature can't take actions, can't understand what other creatures say, can't + read, and speaks only in gibberish. The DM controls its movement, which is erratic. - + Pain - Each target must make a Constitution saving throw and becomes + Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. - + Sleep - Each + Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. - + Stunning - Each target must make a Wisdom saving + Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. """ name = "Symbol" @@ -1549,16 +1550,16 @@ class Symbol(Spell): class SynapticStatic(Spell): - """You choose a point within range and cause psychic energy to explode there. Each - creature in a 20-foot-radius sphere centered on that point must make an - Intelligence saving throw. A creature with an Intelligence score of 2 or lower - can't be affected by this spell. A target takes 8d6 psychic damage on a failed + """You choose a point within range and cause psychic energy to explode there. Each + creature in a 20-foot-radius sphere centered on that point must make an + Intelligence saving throw. A creature with an Intelligence score of 2 or lower + can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. - After a failed save, a target + After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts - the number rolled from all its attack rolls and ability checks, as well as its - Constitution saving throws to maintain concentration. The target can make an - Intelligence saving throw at the end of each of its turns, ending the effect on + the number rolled from all its attack rolls and ability checks, as well as its + Constitution saving throws to maintain concentration. The target can make an + Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. """ name = "Synaptic Static" diff --git a/dungeonsheets/spells/spells_t.py b/dungeonsheets/spells/spells_t.py index b503179..64710f2 100644 --- a/dungeonsheets/spells/spells_t.py +++ b/dungeonsheets/spells/spells_t.py @@ -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"