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Fix dash words and some other typos
This commit is contained in:
+353
-353
@@ -2,13 +2,13 @@ from .spells import Spell
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class AbiDalzimsHorridWilting(Spell):
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"""You draw the moisture from every creature in a 30-foot cube centered on a point
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you choose within range. Each creature in that area must make a Constitution
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saving throw. Constructs and undead aren't affected, and plants and water
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elementals make this saving throw with disadvantage. A creature takes 12d8
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necrotic damage on a failed save, or half as much damage on a successful one.
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Nonmagical plants in the area that aren't creatures, such as trees and shrubs,
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"""You draw the moisture from every creature in a 30-foot cube centered on a point
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you choose within range. Each creature in that area must make a Constitution
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saving throw. Constructs and undead aren't affected, and plants and water
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elementals make this saving throw with disadvantage. A creature takes 12d8
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necrotic damage on a failed save, or half as much damage on a successful one.
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Nonmagical plants in the area that aren't creatures, such as trees and shrubs,
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wither and die instantly.
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"""
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name = "Abi-Dalzims Horrid Wilting"
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@@ -26,15 +26,15 @@ class AbiDalzimsHorridWilting(Spell):
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class AbsorbElements(Spell):
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"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
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damage
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The spell captures some of the incoming energy, lessening its effect on
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you and storing it for your next melee attack. You have resistance to the
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triggering damage type until the start of your next turn. Also, the first time
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you hit with a melee attack on your next turn, the target takes an extra 1d6
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you and storing it for your next melee attack. You have resistance to the
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triggering damage type until the start of your next turn. Also, the first time
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you hit with a melee attack on your next turn, the target takes an extra 1d6
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damage of the triggering type, and the spell ends.
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At Higher Levels: When you
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cast this spell using a spell slot of 2nd level or higher, the extra damage
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At Higher Levels: When you
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cast this spell using a spell slot of 2nd level or higher, the extra damage
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increases by 1d6 for each slot level above 1st.
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"""
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name = "Absorb Elements"
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@@ -56,11 +56,11 @@ class AcidArrow(Spell):
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2d4 acid damage at the end of its next turn. On a miss, the arrow
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splashes the target with acid for half as much of the initial
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damage and no damage at the end of its next turn.
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At Higher Levels. When you cast this spell using a spell slot of
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3rd level or higher, the damage (both initial and later) increases
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by 1d4 for each slot level above 2nd.
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"""
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level = 2
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name = "Acid Arrow"
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@@ -73,13 +73,13 @@ class AcidArrow(Spell):
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class AcidSplash(Spell):
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"""You hurl a bubble of acid.
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Choose one creature within range, or choose two
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creatures within range that are within 5 feet of each other. A target must
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"""You hurl a bubble of acid.
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Choose one creature within range, or choose two
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creatures within range that are within 5 feet of each other. A target must
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succeed on a Dexterity saving throw or take 1d6 acid damage.
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At Higher Levels:
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This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level
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At Higher Levels:
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This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level
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(3d6), and 17th level (4d6).
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"""
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name = "Acid Splash"
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@@ -95,14 +95,14 @@ class AcidSplash(Spell):
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class AganazzarsScorcher(Spell):
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"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
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direction you choose.
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Each creature in the line must make a Dexterity saving
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"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
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direction you choose.
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Each creature in the line must make a Dexterity saving
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throw. A creature takes 3d8 fire damage on a failed save, or half as much damage
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on a successful one.
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At Higher Levels: When you cast this spell using a spell
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slot of 3rd level or higher, the damage increases by 1d8 for each slot level
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At Higher Levels: When you cast this spell using a spell
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slot of 3rd level or higher, the damage increases by 1d8 for each slot level
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above 2nd.
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"""
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name = "Aganazzars Scorcher"
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@@ -118,13 +118,13 @@ class AganazzarsScorcher(Spell):
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class Aid(Spell):
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"""Your spell bolsters your allies with toughness and resolve.
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Choose up to three
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creatures within range. Each target's hit point maximum and current hit points
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"""Your spell bolsters your allies with toughness and resolve.
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Choose up to three
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creatures within range. Each target's hit point maximum and current hit points
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increase by 5 for the duration.
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At Higher Levels: When you cast this spell
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using a spell slot of 3rd level or higher, a target's hit points increase by an
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At Higher Levels: When you cast this spell
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using a spell slot of 3rd level or higher, a target's hit points increase by an
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additional 5 for each slot level above 2nd.
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"""
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name = "Aid"
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@@ -140,17 +140,17 @@ class Aid(Spell):
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class Alarm(Spell):
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"""You set an alarm against unwanted intrusion.
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Choose a door, a window, or an
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area within range that is no larger than a 20-foot cube. Until the spell ends,
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an alarm alerts you whenever a tiny or larger creature touches or enters the
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"""You set an alarm against unwanted intrusion.
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Choose a door, a window, or an
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area within range that is no larger than a 20-foot cube. Until the spell ends,
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an alarm alerts you whenever a tiny or larger creature touches or enters the
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warded area. When you cast the spell, you can designate creatures that won't set
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off the alarm. You also choose whether the alarm is mental or audible.
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A
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off the alarm. You also choose whether the alarm is mental or audible.
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A
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mental alarm alerts you with a ping in your mind if you are within 1 mile of the
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warded area. This ping awakens you if you are sleeping.
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An audible alarm
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warded area. This ping awakens you if you are sleeping.
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An audible alarm
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produces the sound of a hand bell for 10 seconds within 60 feet.
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"""
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name = "Alarm"
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@@ -167,28 +167,28 @@ class Alarm(Spell):
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class AlterSelf(Spell):
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"""You assume a different form.
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When you cast the spell, choose one of the
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following options, the effects of which last for the duration of the spell.
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While the spell lasts, you can end one option as an action to gain the benefits
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When you cast the spell, choose one of the
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following options, the effects of which last for the duration of the spell.
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While the spell lasts, you can end one option as an action to gain the benefits
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of a different one.
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Aquatic Adaptation. You adapt your body to an aquatic
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environment, sprouting gills, and growing webbing between your fingers. You can
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Aquatic Adaptation. You adapt your body to an aquatic
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environment, sprouting gills, and growing webbing between your fingers. You can
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breathe underwater and gain a swimming speed equal to your walking speed.
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Change
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Appearance. You transform your appearance. You decide what you look like,
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including your height, weight, facial features, sound of your voice, hair
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length, coloration, and distinguishing characteristics, if any. You can make
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yourself appear as a member of another race, though none of your statistics
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change. You also don't appear as a creature of a different size than you, and
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your basic shape stays the same; if you're bipedal, you can't use this spell to
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Appearance. You transform your appearance. You decide what you look like,
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including your height, weight, facial features, sound of your voice, hair
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length, coloration, and distinguishing characteristics, if any. You can make
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yourself appear as a member of another race, though none of your statistics
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change. You also don't appear as a creature of a different size than you, and
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your basic shape stays the same; if you're bipedal, you can't use this spell to
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become quadrupedal, for instance. At any time for the duration of the spell, you
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can use your action to change your appearance in this way again.
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Natural
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Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
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your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
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damage, as appropriate to the natural weapon you chose, and you are proficient
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with your unarmed strikes. Finally, the natural weapon is magic and you have a
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Natural
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Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
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your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
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damage, as appropriate to the natural weapon you chose, and you are proficient
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with your unarmed strikes. Finally, the natural weapon is magic and you have a
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+1 bonus to the attack and damage rolls you make using it.
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"""
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name = "Alter Self"
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@@ -205,14 +205,14 @@ class AlterSelf(Spell):
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class AnimalFriendship(Spell):
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"""This spell lets you convince a beast that you mean it no harm.
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Choose a beast
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that you can see within range. It must see and hear you. If the beast's
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Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
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on a Wisdom saving throw or be charmed by you for the spell's duration. If you
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Choose a beast
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that you can see within range. It must see and hear you. If the beast's
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Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
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on a Wisdom saving throw or be charmed by you for the spell's duration. If you
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or one of your companions harms the target, the spell ends.
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At Higher Levels:
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When you cast this spell using a spell slot of 2nd level or higher, you can
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At Higher Levels:
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When you cast this spell using a spell slot of 2nd level or higher, you can
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affect one additional beast for each slot level above 1st.
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"""
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name = "Animal Friendship"
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@@ -229,24 +229,24 @@ class AnimalFriendship(Spell):
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class AnimalMessenger(Spell):
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"""By means of this spell, you use an animal to deliver a message.
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Choose a Tiny
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beast you can see within range, such as a squirrel, a blue ray, or a bat. You
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specify a location, which you must have visited, and a recipient who matches a
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general description, such as a man or woman dressed in the uniform of the town
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guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
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up to twenty-five words. The target beast travels for the duration of the spell
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towards the specified location, covering about 50 miles per 24 hours for a
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Choose a Tiny
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beast you can see within range, such as a squirrel, a blue ray, or a bat. You
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specify a location, which you must have visited, and a recipient who matches a
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general description, such as a man or woman dressed in the uniform of the town
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guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
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up to twenty-five words. The target beast travels for the duration of the spell
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towards the specified location, covering about 50 miles per 24 hours for a
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flying messenger or 25 miles for other animals.
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When the messenger arrives, it
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delivers your message to the creature that you described, replicating the sound
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of your voice. The messenger speaks only to a creature matching the description
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you gave. If the messenger doesn't reach its destination before the spell ends,
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the message is lost, and the beast makes it way back to where you cast this
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When the messenger arrives, it
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delivers your message to the creature that you described, replicating the sound
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of your voice. The messenger speaks only to a creature matching the description
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you gave. If the messenger doesn't reach its destination before the spell ends,
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the message is lost, and the beast makes it way back to where you cast this
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spell.
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At Higher Levels: If you cast this spell using a spell slot of 3rd level
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or higher, the duration of the spell increases by 48 hours for each slot level
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or higher, the duration of the spell increases by 48 hours for each slot level
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above 2nd.
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"""
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name = "Animal Messenger"
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@@ -262,27 +262,27 @@ class AnimalMessenger(Spell):
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class AnimalShapes(Spell):
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"""Your magic turns others into beasts.
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Choose any number of willing creatures
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that you can see within range. You transform each target into the form of a
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large or smaller beast with a challenge rating of 4 or lower. On subsequent
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"""Your magic turns others into beasts.
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Choose any number of willing creatures
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that you can see within range. You transform each target into the form of a
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large or smaller beast with a challenge rating of 4 or lower. On subsequent
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turns, you can use your actions to transform affected creatures into new forms.
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The transformation lasts for the duration for each target, or until the target
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drops to 0 hit points or dies. You can choose a different form for each target.
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A target's game statistics are replaced by the statistics of the chosen beast,
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though the target retains its alignment and Intelligence, Wisdom, and Charisma
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scores. The target assumes the hit points of its new form, and when it reverts
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to its normal form, it returns to the number of hit point it had before it
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transformed. If it reverts as a result of dropping to 0 hit points, any excess
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damage carries over to its normal form. As long as the excess damage doesn't
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reduce the creature's normal form to 0 hit points, it isn't knocked unconcious.
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The creature is limited in the actions it can perform by the nature of its new
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form, and it can't speak or cast spells.
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A target's game statistics are replaced by the statistics of the chosen beast,
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though the target retains its alignment and Intelligence, Wisdom, and Charisma
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scores. The target assumes the hit points of its new form, and when it reverts
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to its normal form, it returns to the number of hit point it had before it
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transformed. If it reverts as a result of dropping to 0 hit points, any excess
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damage carries over to its normal form. As long as the excess damage doesn't
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reduce the creature's normal form to 0 hit points, it isn't knocked unconcious.
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The creature is limited in the actions it can perform by the nature of its new
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form, and it can't speak or cast spells.
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The target's gear melds into the new
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form. The target can't activate, wield, or otherwise benefit from any of its
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form. The target can't activate, wield, or otherwise benefit from any of its
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equipment.
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"""
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name = "Animal Shapes"
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@@ -298,31 +298,31 @@ class AnimalShapes(Spell):
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class AnimateDead(Spell):
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"""This spell creates an undead servant.
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Choose a pile of bones or a corpse of a
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Medium or Small humanoid within range. Your spell imbues the target with a foul
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"""This spell creates an undead servant.
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Choose a pile of bones or a corpse of a
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Medium or Small humanoid within range. Your spell imbues the target with a foul
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mimicry of life, raising it as an undead creature. The target becomes a skeleton
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if you chose bones or a zombie if you chose a corpse (the DM has the creature's
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game statistics).
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On each of your turns, you can use a bonus action to
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game statistics).
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On each of your turns, you can use a bonus action to
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mentally command any creature you made with this spell if the creature is within
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60 feet of you (if you control multiple creatures, you can command any or all
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60 feet of you (if you control multiple creatures, you can command any or all
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of them at the same time, issuing the same command to each one). You decide what
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action the creature will take and where it will move during its next turn, or
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you can issue a general command, such as to guard a particular chamber or
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corridor. If you issue no commands, the creature only defends itself against
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hostile creatures. Once given an order, the creature continues to follow it
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action the creature will take and where it will move during its next turn, or
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you can issue a general command, such as to guard a particular chamber or
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corridor. If you issue no commands, the creature only defends itself against
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hostile creatures. Once given an order, the creature continues to follow it
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until its task is complete.
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The creature is under your control for 24 hours,
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after which it stops obeying any command you've given it. To maintain the
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control of the creature for another 24 hours, you must cast this spell on the
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creature again before the current 24-hour period ends. This use of the spell
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reasserts your control over up to four creatures you have animated with this
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The creature is under your control for 24 hours,
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after which it stops obeying any command you've given it. To maintain the
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control of the creature for another 24 hours, you must cast this spell on the
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creature again before the current 24-hour period ends. This use of the spell
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reasserts your control over up to four creatures you have animated with this
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spell, rather than animating a new one.
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At Higher Levels: When you cast this
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At Higher Levels: When you cast this
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spell using a spell slot of 4th level or higher, you animate or reassert control
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over two additional undead creatures for each slot level above 3rd. Each of the
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creatures must come from a different corpse or pile of bones.
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@@ -340,54 +340,54 @@ class AnimateDead(Spell):
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class AnimateObjects(Spell):
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"""Objects come to life at your command.
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Choose up to ten nonmagical objects
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within range that are not being worn or carried. Medium targets count as two
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objects, Large targets count as four objects, Huge targets count as eight
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"""Objects come to life at your command.
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Choose up to ten nonmagical objects
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within range that are not being worn or carried. Medium targets count as two
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objects, Large targets count as four objects, Huge targets count as eight
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objects. You can't animate any object larger than Huge. Each target animates and
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becomes a creature under your control until the spell ends or until reduced to
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0 hit points.
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As a bonus action, you can mentally command any creature you
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made with this spell if the creature is within 500 feet of you (if you control
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becomes a creature under your control until the spell ends or until reduced to
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0 hit points.
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As a bonus action, you can mentally command any creature you
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made with this spell if the creature is within 500 feet of you (if you control
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multiple creatures, you can command any or all of them at the same time, issuing
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the same command to each one). You decide what action the creature will take
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the same command to each one). You decide what action the creature will take
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and where it will move during its next turn, or you can issue a general command,
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such as to guard a particular chamber or corridor. If you issue no commands,
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such as to guard a particular chamber or corridor. If you issue no commands,
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the creature only defends itself against hostile creatures. Once given an order,
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the creature continues to follow it until its task is complete.
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Animated
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Object Statistics
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Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
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Str: 4, Dex: 18
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the creature continues to follow it until its task is complete.
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Animated
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Object Statistics
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Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
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Str: 4, Dex: 18
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Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str:
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6, Dex: 14
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Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
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10, Dex: 12
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Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
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14, Dex: 10
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6, Dex: 14
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Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
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10, Dex: 12
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Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
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14, Dex: 10
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Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18,
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Dex: 6
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An animated object is a construct with AC, hit points, attacks,
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Strength, and Dexterity determine by its size. Its Constitution is 10 and its
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Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
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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"
|
||||
|
||||
Reference in New Issue
Block a user