Fix dash words and some other typos

This commit is contained in:
Tomáš Heger
2020-05-01 01:22:24 +02:00
parent bb23154df8
commit 0df5d50fe5
18 changed files with 1757 additions and 1762 deletions
+16 -15
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@@ -18,7 +18,7 @@ class ClericDomain(SubClass):
if self.level >= lvl: if self.level >= lvl:
spells.extend(sps) spells.extend(sps)
return spells return spells
# All Domain spells are both known and prepared # All Domain spells are both known and prepared
@property @property
def spells_prepared(self): def spells_prepared(self):
@@ -260,13 +260,14 @@ class ForgeDomain(ClericDomain):
humble blacksmith who keeps a village in horseshoes and plow blades to the 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 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 lords. The gods of the forge teach that, with patience and hard work, even
the most intractable metal can be transformed from a lump of ore to a beau- the most intractable metal can be transformed from a lump of ore to
tifully wrought object. Clerics of these deities search for objects lost to a beautifully wrought object. Clerics of these deities search for objects
the forces of darkness, liberate mines overrun by ores, and uncover rare lost to the forces of darkness, liberate mines overrun by ores, and uncover
and wondrous materials necessary to create potent magic items. Followers rare and wondrous materials necessary to create potent magic items.
of these gods take great pride in their work, and they are willing to craft Followers of these gods take great pride in their work, and they are willing
and use heavy armor and powerful weapons to protect them. Deities of this to craft and use heavy armor and powerful weapons to protect them. Deities
domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and
Goibhniu.
""" """
name = "Forge Domain" name = "Forge Domain"
@@ -312,14 +313,14 @@ class GraveDomain(ClericDomain):
features_by_level[17] = [features.KeeperOfSouls] features_by_level[17] = [features.KeeperOfSouls]
class DeathDomain(ClericDomain): class DeathDomain(ClericDomain):
"""The Death domain is concerned with the forces that cause death, as """The Death domain is concerned with the forces that cause death, as
well as the negative energy that gives rise to undead creatures. well as the negative energy that gives rise to undead creatures.
Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers,
death knights, liches, mummy lords, and vampires. Gods of the Death death knights, liches, mummy lords, and vampires. Gods of the Death
domain also embody murder (Anubis, Bhaal, and Pyremius), pain domain also embody murder (Anubis, Bhaal, and Pyremius), pain
(Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion),
and the underworld (Hades and Hel).. and the underworld (Hades and Hel)..
""" """
name = "Death Domain" name = "Death Domain"
_domain_spells = {1: [spells.FalseLife, spells.RayOfSickness], _domain_spells = {1: [spells.FalseLife, spells.RayOfSickness],
+2 -2
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@@ -85,8 +85,8 @@ class ShepherdCircle(SubClass):
Members of this circle become adventurers to oppose forces that threaten 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 or to seek knowledge and power that will help them safeguard
their charges better. Wherever these druids go, the spirits of the wil- their charges better. Wherever these druids go, the spirits of
derness are with them the wilderness are with them
""" """
name = "Circle of the Shepherd" name = "Circle of the Shepherd"
+19 -19
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@@ -18,7 +18,7 @@ class PaladinOath(SubClass):
if self.level >= lvl: if self.level >= lvl:
spells.extend(sps) spells.extend(sps)
return spells return spells
# All Oath spells are both known and prepared # All Oath spells are both known and prepared
@property @property
def spells_prepared(self): def spells_prepared(self):
@@ -69,7 +69,7 @@ class OathOfDevotion(PaladinOath):
features_by_level[15] = [features.PurityOfSpirit] features_by_level[15] = [features.PurityOfSpirit]
features_by_level[20] = [features.HolyNimbus] features_by_level[20] = [features.HolyNimbus]
class OathOfAncients(PaladinOath): class OathOfAncients(PaladinOath):
"""The Oath of the Ancients is as old as the race of elves and the rituals of """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, 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 life-giving things of the world, not necessarily because they believe in
principles of honor, courage, and justice. They adorn their armor and principles of honor, courage, and justice. They adorn their armor and
clothing with images of growing things-leaves, antlers, or flowers-to clothing with images of growing things-leaves, antlers, or flowers-to
reflect their commitment to preserving life and light in the world. reflect their commitment to preserving life and light in the world.
**Tenets of the Ancients**: The tenets of the Oath of the Ancients have **Tenets of the Ancients**: The tenets of the Oath of the Ancients have
been preserved for uncounted centuries. This oath emphasizes the been preserved for uncounted centuries. This oath emphasizes the
@@ -107,16 +107,16 @@ class OathOfAncients(PaladinOath):
13: [spells.IceStorm, spells.Stoneskin], 13: [spells.IceStorm, spells.Stoneskin],
17: [spells.CommuneWithNature, spells.TreeStride]} 17: [spells.CommuneWithNature, spells.TreeStride]}
features_by_level = defaultdict(list) features_by_level = defaultdict(list)
class OathOfVengance(PaladinOath): class OathOfVengance(PaladinOath):
"""The Oath of Vengeance is a solemn commitment to punish those who have """The Oath of Vengeance is a solemn commitment to punish those who have
committed a grievous sin. When evil forces slaughter helpless villagers, committed a grievous sin. When evil forces slaughter helpless villagers,
when an entire people turns against the will of the gods, when a thieves' when an entire people turns against the will of the gods, when a thieves'
guild grows too violent and powerful, when a dragon rampages through the guild grows too violent and powerful, when a dragon rampages through the
countryside-at times like these, paladins arise and swear an Oath of countryside - at times like these, paladins arise and swear an Oath of
Vengeance to set right that which has gone wrong. To these paladins- Vengeance to set right that which has gone wrong. To these paladins -
sometimes called avengers or dark knights-their own purity is not as sometimes called avengers or dark knights - their own purity is not as
important as delivering justice. important as delivering justice.
**Tenets of Vengance**: The tenets of the Oath of Vengeance vary by **Tenets of Vengance**: The tenets of the Oath of Vengeance vary by
@@ -146,8 +146,8 @@ class OathOfVengance(PaladinOath):
13: [spells.Banishment, spells.DimensionDoor], 13: [spells.Banishment, spells.DimensionDoor],
17: [spells.HoldMonster, spells.Scrying]} 17: [spells.HoldMonster, spells.Scrying]}
features_by_level = defaultdict(list) features_by_level = defaultdict(list)
class OathOfCrown(PaladinOath): class OathOfCrown(PaladinOath):
"""The Oath of the Crown is sworn to the ideals of civilization, be it the """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 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], 13: [spells.Banishment, spells.GuardianOfFaith],
17: [spells.CircleOfPower, spells.Geas]} 17: [spells.CircleOfPower, spells.Geas]}
features_by_level = defaultdict(list) features_by_level = defaultdict(list)
class OathOfConquest(PaladinOath): class OathOfConquest(PaladinOath):
"""The Oath of Conquest calls to paladins who seek glory in battle and the """The Oath of Conquest calls to paladins who seek glory in battle and the
subjugation of their enemies. It isn't enough for these paladins to subjugation of their enemies. It isn't enough for these paladins to
@@ -213,7 +213,7 @@ class OathOfConquest(PaladinOath):
--Rule with an Iron Fist. Once you have conquered, tolerate no --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 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 --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. 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], 13: [spells.DominateBeast, spells.Stoneskin],
17: [spells.Cloudkill, spells.DominatePerson]} 17: [spells.Cloudkill, spells.DominatePerson]}
features_by_level = defaultdict(list) features_by_level = defaultdict(list)
class OathOfRedemption(PaladinOath): class OathOfRedemption(PaladinOath):
"""The Oath of Redemption sets a paladin on a difficult path, one that requires """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 a holy warrior to use violence only as a last resort. Paladins who dedicate
@@ -285,7 +285,7 @@ class OathOfRedemption(PaladinOath):
class OathOfZor(PaladinOath): class OathOfZor(PaladinOath):
"""The Oath of Zor """The Oath of Zor
**Tenets of Zor**: **Tenets of Zor**:
--Courage. Never fear to act, though caution is wise. --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 the seed of righteousness in a creature, you must work day after day to
allow that seed to survive and flourish. allow that seed to survive and flourish.
""" """
name = "Oath of Zor" name = "Oath of Zor"
_oath_spells = {3: [spells.Sanctuary, spells.Sleep], _oath_spells = {3: [spells.Sanctuary, spells.Sleep],
@@ -318,8 +318,8 @@ class OathOfZor(PaladinOath):
features_by_level[7] = [features.AuraOfTheGuardian] features_by_level[7] = [features.AuraOfTheGuardian]
features_by_level[15] = [features.ProtectiveSpirit] features_by_level[15] = [features.ProtectiveSpirit]
features_by_level[20] = [features.EmissaryOfRedemption] features_by_level[20] = [features.EmissaryOfRedemption]
class Paladin(CharClass): class Paladin(CharClass):
name = 'Paladin' name = 'Paladin'
hit_dice_faces = 10 hit_dice_faces = 10
+9 -9
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@@ -73,7 +73,7 @@ class GloomStalker(SubClass):
if self.level >= lvl: if self.level >= lvl:
spells.extend(sps) spells.extend(sps)
return spells return spells
@property @property
def spells_prepared(self): def spells_prepared(self):
return self.spells_known return self.spells_known
@@ -112,7 +112,7 @@ class HorizonWalker(SubClass):
if self.level >= lvl: if self.level >= lvl:
spells.extend(sps) spells.extend(sps)
return spells return spells
@property @property
def spells_prepared(self): def spells_prepared(self):
return self.spells_known return self.spells_known
@@ -121,9 +121,9 @@ class HorizonWalker(SubClass):
class MonsterSlayer(SubClass): class MonsterSlayer(SubClass):
"""You have dedicated yourself to hunting down creatures of the night and """You have dedicated yourself to hunting down creatures of the night and
wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil
fey, fiends, and other magical threats. Trained in supernatural tech- fey, fiends, and other magical threats. Trained in supernatural techniques
niques to overcome such monsters, Slayers are experts at unearthing and to overcome such monsters, Slayers are experts at unearthing and defeating
defeating mighty, mystical foes. mighty, mystical foes.
""" """
name = "Monster Slayer" name = "Monster Slayer"
@@ -149,7 +149,7 @@ class MonsterSlayer(SubClass):
if self.level >= lvl: if self.level >= lvl:
spells.extend(sps) spells.extend(sps)
return spells return spells
@property @property
def spells_prepared(self): def spells_prepared(self):
return self.spells_known return self.spells_known
@@ -224,7 +224,7 @@ class BeastConclave(SubClass):
features_by_level[7] = [features.BeastsDefense] features_by_level[7] = [features.BeastsDefense]
features_by_level[11] = [features.StormOfClawsAndFangs] features_by_level[11] = [features.StormOfClawsAndFangs]
features_by_level[15] = [features.SuperiorBeastsDefense] features_by_level[15] = [features.SuperiorBeastsDefense]
class HunterConclave(SubClass): class HunterConclave(SubClass):
"""Some rangers seek to master weapons to better protect civilization from the """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[7] = [features.DefensiveTactics]
features_by_level[11] = [features.MultiattackRanger] features_by_level[11] = [features.MultiattackRanger]
features_by_level[15] = [features.SuperiorHuntersDefense] features_by_level[15] = [features.SuperiorHuntersDefense]
class DeepStalkerConclave(SubClass): class DeepStalkerConclave(SubClass):
"""Most folk descend into the depths of the Underdark only under the most """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[18] = [features.FeralSenses]
features_by_level[20] = [features.FoeSlayer] features_by_level[20] = [features.FoeSlayer]
subclasses_available = (BeastConclave, HunterConclave, DeepStalkerConclave) subclasses_available = (BeastConclave, HunterConclave, DeepStalkerConclave)
+2 -2
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@@ -133,8 +133,8 @@ class Scout(SubClass):
class Swashbuckler(SubClass): class Swashbuckler(SubClass):
"""You focus your training on the art of the blade, relying on speed, """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 elegance, and charm in equal parts. While some warriors are brutes clad in
heavy armor, your method of fighting looks almost like a performance. Du- heavy armor, your method of fighting looks almost like a performance.
elists and pirates typically belong to this archetype. A Swashbuckler Duelists and pirates typically belong to this archetype. A Swashbuckler
excels in single combat, and can fight with two weapons while safely excels in single combat, and can fight with two weapons while safely
darting away from an opponent darting away from an opponent
+2 -2
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@@ -92,8 +92,8 @@ class Celestial(SubClass):
"""Your patron is a powerful being of the Upper Planes. You have bound yourself """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 to an ancient empyrean, solar, ki-rin, unicorn, or other entity that
resides in the planes of everlasting bliss. Your pact with that being resides in the planes of everlasting bliss. Your pact with that being
allows you to experience the barest touch of the holy light that illu- allows you to experience the barest touch of the holy light that illuminates
minates the multiverse. the multiverse.
Being connected to such power can cause changes in your behavior and Being connected to such power can cause changes in your behavior and
beliefs. You might find yourself driven to annihilate the undead, to defeat beliefs. You might find yourself driven to annihilate the undead, to defeat
+6 -6
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@@ -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 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 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 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" name = "Shelter of the Faithful"
@@ -93,7 +93,7 @@ class GuildMembership(Feature):
name = "Guild Membership" name = "Guild Membership"
source = "Background (Guild Artisan)" source = "Background (Guild Artisan)"
class Discovery(Feature): class Discovery(Feature):
"""The quiet seclusion of your extended hermitage gave you access to a unique """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 and powerful discovery. The exact nature of this revelation depends on the
@@ -370,10 +370,10 @@ class UthgardtHeritage(Feature):
class KeptInStyle(Feature): class KeptInStyle(Feature):
"""While you are in Waterdeep or elsewhere in the North your house sees to your """While you are in Waterdeep or elsewhere in the North your house sees to
everyday needs. Your name and signet are sufficient to cover most of your your everyday needs. Your name and signet are sufficient to cover most of
expenses; the inns, taverns, and festhalls you frequent are glad to re- your expenses; the inns, taverns, and festhalls you frequent are glad to
cord your debt and send an accounting to your family's estate in Waterdeep record your debt and send an accounting to your family's estate in Waterdeep
to settle what you owe. to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having This advantage enables you to live a comfortable lifestyle without having
+14 -14
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@@ -150,7 +150,7 @@ class PersistentRage(Feature):
name = "Persistent Rage" name = "Persistent Rage"
source = "Barbarian" source = "Barbarian"
class IndomitableMight(Feature): class IndomitableMight(Feature):
"""Beginning at 18th level, if your total for a Strength check is less than """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. your Strength score, you can use that score in place of the total.
@@ -159,7 +159,7 @@ class IndomitableMight(Feature):
name = "Indomitable Might" name = "Indomitable Might"
source = "Barbarian" source = "Barbarian"
class PrimalChampion(Feature): class PrimalChampion(Feature):
"""At 20th level, you embody the power of the wilds. Your Strength and """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. Constitution scores increase by 4. Your maximum for those scores is now 24.
@@ -230,7 +230,7 @@ class SpiritSeeker(Feature):
name = "Spirit Seeker" name = "Spirit Seeker"
source = "Barbarian (Totem Warrior)" source = "Barbarian (Totem Warrior)"
class BearSpirit(Feature): class BearSpirit(Feature):
"""While raging, you have resistance to all damage except psychic damage. The """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. 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 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 another character with this feature. An enemy is immune to this effect if
it can't see or hear you or if it can't be frightened. it can't see or hear you or if it can't be frightened.
""" """
name = "Totemic Attunement (Bear)" name = "Totemic Attunement (Bear)"
source = "Barbarian (Totem Warrior)" source = "Barbarian (Totem Warrior)"
@@ -427,7 +427,7 @@ class ElkAttunement(Feature):
Strength saving throw (DC 8 + your Strength bonus + your proficiency Strength saving throw (DC 8 + your Strength bonus + your proficiency
bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your
Strength modifier Strength modifier
""" """
name = "Totemic Attunement (Elk)" name = "Totemic Attunement (Elk)"
source = "Barbarian (Totem Warrior)" source = "Barbarian (Totem Warrior)"
@@ -466,7 +466,7 @@ class TotemicAttunement(FeatureSelector):
'tiger attunement': TigerAttunement} 'tiger attunement': TigerAttunement}
name = "Totemic Attunement (Select One)" name = "Totemic Attunement (Select One)"
source = "Barbarian (Totem Warrior)" source = "Barbarian (Totem Warrior)"
# Battlerager # Battlerager
class BattleragerArmor(Feature): class BattleragerArmor(Feature):
@@ -502,7 +502,7 @@ class BattleragerCharge(Feature):
name = "Battlerager Charge" name = "Battlerager Charge"
source = "Barbarian (Battlerager)" source = "Barbarian (Battlerager)"
class SpikedRetribution(Feature): class SpikedRetribution(Feature):
"""Starting at 14th level, when a creature within 5 feet of you hits you with """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, 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 Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice 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 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- saving throw, the DC equals 8 + your proficiency bonus + your Constitution
tion modifier. modifier.
**Desert**: When this effect is activated, all other creatures in your **Desert**: When this effect is activated, all other creatures in your
aura take 2 fire damage each. The damage increases when you reach certain 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 Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice 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 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- saving throw, the DC equals 8 + your proficiency bonus + your Constitution
tion modifier. modifier.
**Sea**: When this effect is activated, you can choose one other creature **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 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 Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice 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 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- saving throw, the DC equals 8 + your proficiency bonus + your Constitution
tion modifier. modifier.
**Tundra**: When this effect is activated, each creature of your choice in **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 your aura gains 2 temporary hit points, as icy spirits inure it to
@@ -864,4 +864,4 @@ class RageBeyondDeath(Feature):
""" """
name = "Rage Beyond Death" name = "Rage Beyond Death"
source = "Barbarian (Zealot)" source = "Barbarian (Zealot)"
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@@ -176,7 +176,7 @@ class AdditionalMagicalSecrets(Feature):
name = "Additional Magical Secrets" name = "Additional Magical Secrets"
source = "Bard (College of Lore)" source = "Bard (College of Lore)"
class PeerlessSkill(Feature): class PeerlessSkill(Feature):
"""Starting at 14th level, when you make an ability check, you can expend one """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 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 level = self.owner.Bard.level
hp = 5 + 3*(level // 5) hp = 5 + 3*(level // 5)
return self._name + " ({:d}HP)".format(hp) return self._name + " ({:d}HP)".format(hp)
class EnthrallingPerformance(Feature): class EnthrallingPerformance(Feature):
"""Starting at 3rd level, you can charge your performance with seductive, fey """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 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 reach certain levels in this class, increasing to 3d6 at 5th level, 5d6
at 10th level, and 8d6 at 15th level. at 10th level, and 8d6 at 15th level.
""" """
_name = "Psychic Blades" _name = "Psychic Blades"
source = "Bard (College of Whispers)" source = "Bard (College of Whispers)"
@@ -402,15 +402,15 @@ class PsychicBlades(Feature):
class WordsOfTerror(Feature): class WordsOfTerror(Feature):
"""At 3rd level, you learn to infuse innocent-seeming words with an insidious """At 3rd level, you learn to infuse innocent-seeming words with
magic that can inspire terror. If you speak to a humanoid alone for at an insidious magic that can inspire terror. If you speak to a humanoid alone
least 1 minute, you can attempt to seed paranoia in its mind. At the end of for at least 1 minute, you can attempt to seed paranoia in its mind. At
the conversation, the target must succeed on a Wisdom saving throw against the end of the conversation, the target must succeed on a Wisdom saving
your spell save DC or be frightened of you or another creature ofyour throw against your spell save DC or be frightened of you or another creature
choice. The target is frightened in this way for 1 hour, until it is at- of your choice. The target is frightened in this way for 1 hour, until it is
tacked or damaged, or until it witnesses its allies being attacked or attacked or damaged, or until it witnesses its allies being attacked or
damaged. damaged.
If the target succeeds on its saving throw, the target has no hint that you 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 tried to frighten it. Once you use this feature, you can't use it again
until you finish a short or long rest. until you finish a short or long rest.
+6 -6
View File
@@ -50,8 +50,8 @@ class WildShape(Feature):
• You retain the benefit of any features from your class, race, or other • You retain the benefit of any features from your class, race, or other
source and can use them if the new form is physically capable of doing source and can use them if the new form is physically capable of doing
so. However, you can't use any of your special senses, such as darkvi- so. However, you can't use any of your special senses, such as darkvision,
sion, unless your new form also has that sense. unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, • You choose whether your equipment falls to the ground in your space,
merges into your new form, or is worn by it. Worn equipment functions as 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 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 respite. At the start of the rest, you touch a point in space, and an
invisible, 30-foot-radius sphere of magic appears, centered on that invisible, 30-foot-radius sphere of magic appears, centered on that
point. Total cover blocks the sphere. point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity 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 (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 """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 than normal. Any beast or fey summoned or created by a spell that you cast
gains the. following benefits: 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
- 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. points per Hit Die it has.
- The damage from its natural weapons is considered magical for the - The damage from its natural weapons is considered magical for the
purpose of overcoming immunity and resistance to nonmagical attacks and purpose of overcoming immunity and resistance to nonmagical attacks and
damage. damage.
+19 -19
View File
@@ -26,14 +26,14 @@ class Protection(Feature):
""" """
name = "Fighting Style (Protection)" name = "Fighting Style (Protection)"
source = "Fighter" source = "Fighter"
class FighterFightingStyle(FeatureSelector): class FighterFightingStyle(FeatureSelector):
""" """
Select a Fighting Style by choosing in feature_choices: Select a Fighting Style by choosing in feature_choices:
archery archery
defense defense
dueling dueling
@@ -55,7 +55,7 @@ class FighterFightingStyle(FeatureSelector):
'dual wield': TwoWeaponFighting} 'dual wield': TwoWeaponFighting}
name = "Fighting Style (Select One)" name = "Fighting Style (Select One)"
source = "Fighter" source = "Fighter"
class SecondWind(Feature): class SecondWind(Feature):
"""You have a limited well of stamina that you can draw on to protect yourself """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: Select a Fighting Style by choosing in feature_choices:
archery 2 archery 2
defense 2 defense 2
dueling 2 dueling 2
@@ -185,7 +185,7 @@ class SuperiorCritical(Feature):
name = "Superior Critical" name = "Superior Critical"
source = "Fighter (Champion)" source = "Fighter (Champion)"
class Survivor(Feature): class Survivor(Feature):
"""At 18th level, you attain the pinnacle of resilience in battle. At the """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 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" name = "Know Your Enemy"
source = "Fighter (Battle Master)" source = "Fighter (Battle Master)"
class Relentless(Feature): class Relentless(Feature):
"""Starting at 15th level, when you roll initiative and have no superiority """Starting at 15th level, when you roll initiative and have no superiority
dice remaining, you regain 1 superiority die. dice remaining, you regain 1 superiority die.
@@ -583,8 +583,8 @@ class RoyalEnvoy(Feature):
class InspiringSurge(Feature): class InspiringSurge(Feature):
"""Starting at 10th level, when you use your Action Surge feature , you can """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 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- creature can make one melee or ranged weapon attack with its reaction,
vided that it can see or hear you. Starting at 18th level, you can choose 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. 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, 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 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 succeed on a Wisdom saving throw, or it is charmed by the chosen ally until
the start ofyour next turn. This effect ends early if the chosen ally at- the start ofyour next turn. This effect ends early if the chosen ally
tacks the charmed target, deals damage to it, or forces it to make a saving attacks the charmed target, deals damage to it, or forces it to make
throw. The psychic damage increases to 4d6 when you reach 18th level in a saving throw. The psychic damage increases to 4d6 when you reach 18th
this class. level in this class.
""" """
name = "Arcane Shot: Beguiling Arrow" name = "Arcane Shot: Beguiling Arrow"
@@ -794,7 +794,7 @@ class ShadowArrow(Feature):
""" """
name = "Shadow Arrow" name = "Shadow Arrow"
source = "Fighter (Arcane Archer)" source = "Fighter (Arcane Archer)"
# Cavalier # Cavalier
class BonusProficiencyCavalier(Feature): class BonusProficiencyCavalier(Feature):
@@ -869,7 +869,7 @@ class WardingManeuver(Feature):
def name(self): def name(self):
num = max(1, self.owner.constitution.modifier) num = max(1, self.owner.constitution.modifier)
return self._name + ' ({:d}x/LR)'.format(num) return self._name + ' ({:d}x/LR)'.format(num)
class HoldTheLine(Feature): class HoldTheLine(Feature):
"""At 10th level, you become a master of locking down your enemies. Creatures """At 10th level, you become a master of locking down your enemies. Creatures
@@ -982,8 +982,8 @@ class StrengthBeforeDeath(Feature):
""" """
name = "Strength Before Death" name = "Strength Before Death"
source = "Fighter (Samurai)" source = "Fighter (Samurai)"
# Gunslinger # Gunslinger
class Gunsmith(Feature): class Gunsmith(Feature):
"""Upon choosing this archetype at 3rd level, you gain proficiency with """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 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 18th level. Each time you learn a new trick shot, you can also replace one
trick shot you know with a different one. trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier 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 (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 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" name = "Winging Shot"
source = "Gunslinger (Trick Shot)" source = "Gunslinger (Trick Shot)"
class ViolentShot(Feature): class ViolentShot(Feature):
"""When you make a firearm attack against a creature, you can expend one or """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 more grit points to enhance the volatility of the attack. For each grit
+8 -8
View File
@@ -58,7 +58,7 @@ class LayOnHands(Feature):
class PaladinFightingStyle(FeatureSelector): class PaladinFightingStyle(FeatureSelector):
""" """
Select a Fighting Style by choosing in feature_choices: Select a Fighting Style by choosing in feature_choices:
defense defense
dueling dueling
@@ -149,7 +149,7 @@ class CleansingTouch(Feature):
""" """
_name = "Cleansing Touch" _name = "Cleansing Touch"
source = "Paladin" source = "Paladin"
@property @property
def name(self): def name(self):
num_uses = max(1, 1+self.owner.charisma.modifier) num_uses = max(1, 1+self.owner.charisma.modifier)
@@ -272,10 +272,10 @@ class RebukeTheViolent(Feature):
class AuraOfTheGuardian(Feature): class AuraOfTheGuardian(Feature):
"""Starting at 7th level, you can shield others from harm at the cost of your """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 own health. When a creature within 10 feet of you takes damage, you can use
your reaction to magically take that damage, instead of that creature tak- your reaction to magically take that damage, instead of that creature taking
ing it. This feature doesn't transfer any other effects that might it. This feature doesn't transfer any other effects that might accompany
accompany the damage, and this damage can't be reduced in any way. At 18th the damage, and this damage can't be reduced in any way. At 18th level,
level, the range of this aura increases to 30 feet. the range of this aura increases to 30 feet.
""" """
name = "Aura of the Guardian" name = "Aura of the Guardian"
@@ -295,12 +295,12 @@ class ProtectiveSpirit(Feature):
class EmissaryOfRedemption(Feature): class EmissaryOfRedemption(Feature):
"""At 20th level, you become an avatar of peace, which gives you two benefits: """At 20th level, you become an avatar of peace, which gives you two benefits:
--You have resistance to all damage dealt by other crea- tures (their --You have resistance to all damage dealt by other crea- tures (their
attacks, spells, and other effects). attacks, spells, and other effects).
--Whenever a creature hits you with an attack, it takes radiant damage --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 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 means but this feature, neither benefit works against that creature until
+50 -50
View File
@@ -409,9 +409,9 @@ class LightBearer(Feature):
class RadiantSoul(Feature): class RadiantSoul(Feature):
"""Starting at 3rd level, you can use your action to unleash the divine energy """Starting at 3rd level, you can use your action to unleash the divine
within yourself, causing your eyes to glimmer and two luminous, incor- energy within yourself, causing your eyes to glimmer and two luminous,
poreal wings to sprout from your back. incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus 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 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): class NecroticShroud(Feature):
"""Starting at 3rd level, you can use your action to unleash the divine energy """Starting at 3rd level, you can use your action to unleash the divine
within yourself, causing your eyes to turn into pools of darkness and two energy within yourself, causing your eyes to turn into pools of darkness and
skeletal, ghostly, flightless wings to sprout from your back. The instant two skeletal, ghostly, flightless wings to sprout from your back.
you transform, other creatures within 10 feet of you that can see you must The instant you transform, other creatures within 10 feet of you that can
each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + see you must each succeed on a Charisma saving throw (DC 8 + your
your Charisma modifier) or become frightened of you until the end of your proficiency bonus + your Charisma modifier) or become frightened of you
next turn. until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus 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- action. During it, once on each of your turns, you can deal extra necrotic
crotic damage to one target when you deal damage to it with an attack or a damage to one target when you deal damage to it with an attack or a spell.
spell. The extra necrotic damage equals your level. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long Once you use this trait, you can't use it again until you finish a long
rest. rest.
@@ -737,7 +737,7 @@ class CallToTheWave(Feature):
class DualMind(Feature): class DualMind(Feature):
""" """
You have advantage on all Wisdom saving throws. You have advantage on all Wisdom saving throws.
""" """
name = "Dual Mind" name = "Dual Mind"
source = "Race (Kalashtar)" source = "Race (Kalashtar)"
@@ -745,7 +745,7 @@ class DualMind(Feature):
class MentalDiscipline(Feature): class MentalDiscipline(Feature):
""" """
You have resistance to psychic damage. You have resistance to psychic damage.
""" """
name = "Mental Discipline" name = "Mental Discipline"
source = "Race (Kalashtar)" source = "Race (Kalashtar)"
@@ -764,7 +764,7 @@ class MindLink(Feature):
an action. To use this ability, the creature must be able to see an action. To use this ability, the creature must be able to see
you and must be within this traits range. You can give this you and must be within this traits range. You can give this
ability to only one creature at a time; giving it to a creature 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" name = "Mind Link"
@@ -787,33 +787,33 @@ class SeveredFromDreams(Feature):
#bugbear #bugbear
class LongLimbed(Feature): class LongLimbed(Feature):
""" When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. """ When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
""" """
name = "Long-Limbed" name = "Long-Limbed"
source = "Race (BugBear)" source = "Race (BugBear)"
class SupriseAttack(Feature): class SupriseAttack(Feature):
""" If you surprise a creature and hit it with an attack on your first turn """ 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 in combat, the attack deals an extra 2d6 damage to it. You can use this trait
only once per combat. only once per combat.
""" """
name = "Suprise Attack" name = "Suprise Attack"
source = "Race (BugBear)" source = "Race (BugBear)"
#goblin #goblin
class FuryOfTheSmall(Feature): class FuryOfTheSmall(Feature):
"""When you damage a creature with an attack or a spell and the creature's size """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 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 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. can't use it again until you finish a short or long rest.
""" """
name = "Fury of the Small" name = "Fury of the Small"
source = "Race (Goblin)" source = "Race (Goblin)"
class NimbleEscape(Feature): 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" name = "Nimble Escape"
@@ -821,19 +821,19 @@ class NimbleEscape(Feature):
#HobGoblin #HobGoblin
class SavingFace(Feature): class SavingFace(Feature):
"""Hobgoblins are careful not to show weakness in front of their allies, for fear """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 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 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 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. can't use it again until you finish a short or long rest.
""" """
name = "Saving Face" name = "Saving Face"
source = "Race (HobGoblin)" source = "Race (HobGoblin)"
class MartialTraining(Feature): #you have to add the weapons of choice to your sheet 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" name = "Martial Training"
source = "Race (HobGoblin)" source = "Race (HobGoblin)"
@@ -843,8 +843,8 @@ class GrovelCowerAndBeg(Feature):
""" As an action on your turn, you can cower pathetically to """ As an action on your turn, you can cower pathetically to
distract nearby foes. Until the end of your next turn, your distract nearby foes. Until the end of your next turn, your
allies gain advantage on attack rolls against enemies allies gain advantage on attack rolls against enemies
within 10 feet of you that can see you. Once you use this 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 trait, you can't use it again until you finish a short
or long rest or long rest
""" """
@@ -854,43 +854,43 @@ class GrovelCowerAndBeg(Feature):
class PackTactics(Feature): class PackTactics(Feature):
"""You have advantage on an attack roll against a creature """You have advantage on an attack roll against a creature
if at least one of your allies is within 5 feet of the 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" name = "Pack Tactics"
source = "Race (Kobold)" source = "Race (Kobold)"
class Aggressive(Feature): class Aggressive(Feature):
""" As a bonus action, you can move up to your speed """ As a bonus action, you can move up to your speed
toward an enemy of your choice that you can see or hear. toward an enemy of your choice that you can see or hear.
You must end this move closer to the enemy than you started. You must end this move closer to the enemy than you started.
""" """
name = "Aggressive" name = "Aggressive"
source = "Race (Orc)" source = "Race (Orc)"
#yuan-ti pureblood #yuan-ti pureblood
class InnateSpellcasting(Feature): class InnateSpellcasting(Feature):
"""You know the poison spray cantrip. You can cast animal """You know the poison spray cantrip. You can cast animal
friendship an unlimited number of times with this trait, friendship an unlimited number of times with this trait,
but you can target only snakes with it. Starting at 3rd level, 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 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 can't do so again until you finish a long rest. Charisma is
your spellcasting ability for these spells. your spellcasting ability for these spells.
""" """
name = "Innate Spellcasting" name = "Innate Spellcasting"
source = "Race (Yuan-Ti Pureblood)" source = "Race (Yuan-Ti Pureblood)"
class MagicResistance(Feature): 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" name = "Magic Resistance"
source = "Race (Yuan_Ti Pureblood)" source = "Race (Yuan_Ti Pureblood)"
class PoisonImmunity(Feature): 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" name = "Poison Immunity"
source = "Race (Yuan_Ti Pureblood)" source = "Race (Yuan_Ti Pureblood)"
+27 -27
View File
@@ -21,7 +21,7 @@ class EldritchInvocation(Feature):
name = "Eldritch Invocations" name = "Eldritch Invocations"
source = "Warlock" source = "Warlock"
class PactOfTheChain(Feature): class PactOfTheChain(Feature):
"""You learn the find familiar spell and can cast it as a ritual. The spell """You learn the find familiar spell and can cast it as a ritual. The spell
doesn't count against your number of spells known. doesn't count against your number of spells known.
@@ -36,7 +36,7 @@ class PactOfTheChain(Feature):
source = "Warlock" source = "Warlock"
spells_known = spells_prepared = (spells.FindFamiliar,) spells_known = spells_prepared = (spells.FindFamiliar,)
class PactOfTheBlade(Feature): class PactOfTheBlade(Feature):
"""You can use your action to create a pact weapon in your empty hand. You can """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 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" name = "Pact of the Tome"
source = "Warlock" source = "Warlock"
class PactBoon(FeatureSelector): class PactBoon(FeatureSelector):
"""Select a Pact Boon by choosing in feature_choices: """Select a Pact Boon by choosing in feature_choices:
pact of the chain pact of the chain
pact of the blade pact of the blade
pact of the tome pact of the tome
""" """
@@ -190,7 +190,7 @@ class DarkDelirium(Feature):
name = "Dark Delirium" name = "Dark Delirium"
source = "Warlock (Archfey Patron)" source = "Warlock (Archfey Patron)"
# The Fiend Patron # The Fiend Patron
class DarkOnesBlessing(Feature): class DarkOnesBlessing(Feature):
"""Starting at 1st level, when you reduce a hostile creature to 0 hit points, """Starting at 1st level, when you reduce a hostile creature to 0 hit points,
@@ -262,7 +262,7 @@ class AwakenedMind(Feature):
name = "Awakened Mind" name = "Awakened Mind"
source = "Warlock (Great Old One Patron)" source = "Warlock (Great Old One Patron)"
class EntropicWard(Feature): class EntropicWard(Feature):
"""At 6th level, you learn to magically ward yourself against attack and to """At 6th level, you learn to magically ward yourself against attack and to
turn an enemy's failed strike into good luck for yourself. When a creature turn an enemy's failed strike into good luck for yourself. When a creature
@@ -300,7 +300,7 @@ class CreateThrall(Feature):
name = "Create Thrall" name = "Create Thrall"
source = "Warlock (Great Old One Patron)" source = "Warlock (Great Old One Patron)"
# Undying Patron # Undying Patron
class AmongTheDead(Feature): class AmongTheDead(Feature):
"""Starting at 1st level, you learn the spare the dying cantrip, which counts """Starting at 1st level, you learn the spare the dying cantrip, which counts
@@ -357,7 +357,7 @@ class IndestructibleLife(Feature):
""" """
name = "Indestructible Life" name = "Indestructible Life"
source = "Warlock (The Undying Patron)" source = "Warlock (The Undying Patron)"
# The Celestial # The Celestial
class HealingLight(Feature): class HealingLight(Feature):
@@ -384,9 +384,9 @@ class HealingLight(Feature):
class RadiantSoul(Feature): class RadiantSoul(Feature):
"""Starting at 6th level, your link to the Celestial allows you to serve as a """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 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- you cast a spell that deals radiant or fire damage, you can add your
risma modifier to one radiant or fire damage roll of that spell against one Charisma modifier to one radiant or fire damage roll of that spell against
of its targets. one of its targets.
""" """
name = "Radiant Soul" name = "Radiant Soul"
@@ -404,7 +404,7 @@ class CelestialResilience(Feature):
_name = "Celestial Resilience" _name = "Celestial Resilience"
source = "Warlock (The Celestial Patron)" source = "Warlock (The Celestial Patron)"
class SearingVengeance(Feature): class SearingVengeance(Feature):
"""Starting at 14th level, the radiant energy you channel allows you to resist """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 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} 'charisma': self.owner.charisma.modifier}
weapon.ability = max(abils, key=abils.get) weapon.ability = max(abils, key=abils.get)
class AccursedSpecter(Feature): class AccursedSpecter(Feature):
"""Starting at 6th level, you can curse the soul of a person you slay, """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 temporarily binding it to your service. When you slay a humanoid, you can
@@ -521,7 +521,7 @@ class MasterOfHexes(Feature):
name = "Master of Hexes" name = "Master of Hexes"
source = "Warlock (Hexblade)" source = "Warlock (Hexblade)"
# All Invocations # All Invocations
class Invocation(Feature): class Invocation(Feature):
""" """
@@ -600,7 +600,7 @@ class BewitchingWhispers(Invocation):
""" """
name = "Bewitching Whispers" name = "Bewitching Whispers"
class BookOfAncientSecrets(Invocation): class BookOfAncientSecrets(Invocation):
"""You can now inscribe magical rituals in your Book of Shadows. Choose two """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 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" name = "Dreadful Word"
class EldritchSight(Invocation): class EldritchSight(Invocation):
"""You can cast detect magic at will, without expending a spell slot. """You can cast detect magic at will, without expending a spell slot.
@@ -696,7 +696,7 @@ class GazeOfTwoMinds(Invocation):
class LifeDrinker(Invocation): class LifeDrinker(Invocation):
"""When you hit a creature with your pact weapon, the creature takes extra """When you hit a creature with your pact weapon, the creature takes extra
necrotic damage equal to your Charisma modifier (minimum 1). necrotic damage equal to your Charisma modifier (minimum 1).
**Prerequisite**: 12th Level, Pact of the Blade **Prerequisite**: 12th Level, Pact of the Blade
""" """
name = "Life Drinker" name = "Life Drinker"
@@ -720,7 +720,7 @@ class MasterOfMyriadForms(Invocation):
name = "Master of Myriad Forms" name = "Master of Myriad Forms"
at_will_spells = (spells.AlterSelf,) at_will_spells = (spells.AlterSelf,)
class MinionsOfChaos(Invocation): class MinionsOfChaos(Invocation):
"""You can cast conjure elemental once using a warlock spell slot. You can't """You can cast conjure elemental once using a warlock spell slot. You can't
do so again until you finish a long rest. do so again until you finish a long rest.
@@ -729,7 +729,7 @@ class MinionsOfChaos(Invocation):
""" """
name = "Minions of Chaos" name = "Minions of Chaos"
class MireTheMind(Invocation): class MireTheMind(Invocation):
"""You can cast slow once using a warlock spell slot. You can't do so again """You can cast slow once using a warlock spell slot. You can't do so again
until you finish a long rest. until you finish a long rest.
@@ -793,7 +793,7 @@ class SignOfIllOmen(Invocation):
""" """
name = "Sign of Ill Omen" name = "Sign of Ill Omen"
class ThiefOfFiveFates(Invocation): class ThiefOfFiveFates(Invocation):
"""You can cast bane once using a warlock spell slot. You can't do so again """You can cast bane once using a warlock spell slot. You can't do so again
until you finish a long rest. until you finish a long rest.
@@ -805,7 +805,7 @@ class ThiefOfFiveFates(Invocation):
class ThirstingBlade(Invocation): class ThirstingBlade(Invocation):
"""You can attack with your pact weapon twice, instead of once, whenever you """You can attack with your pact weapon twice, instead of once, whenever you
take the Attack action on your turn. take the Attack action on your turn.
**Prerequisite**: 5th Level, Pact of the Blade **Prerequisite**: 5th Level, Pact of the Blade
""" """
name = "Thirsting Blade" name = "Thirsting Blade"
@@ -814,13 +814,13 @@ class ThirstingBlade(Invocation):
class VisionsOfDistantRealms(Invocation): class VisionsOfDistantRealms(Invocation):
""" """
You can cast arcane eye at will, without expending a spell slot You can cast arcane eye at will, without expending a spell slot
**Prerequisite**: 15th level **Prerequisite**: 15th level
""" """
name = "Visions of Distant Realms" name = "Visions of Distant Realms"
at_will_spells = (spells.ArcaneEye,) at_will_spells = (spells.ArcaneEye,)
class VoiceOfTheChainMaster(Invocation): class VoiceOfTheChainMaster(Invocation):
"""You can communicate telepathically with your familiar and perceive through """You can communicate telepathically with your familiar and perceive through
your familiar's senses as long as you are on the same plane of 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" name = "Aspect of the Moon"
class CloakOfFlies(Invocation): class CloakOfFlies(Invocation):
"""As a bonus action, you can surround yourselfwith a magical aura that looks """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, like buzzing flies. The aura extends 5 feet from you in every direction,
@@ -918,8 +918,8 @@ class GiftOfTheDepths(Invocation):
**Prerequisite**: 5th level **Prerequisite**: 5th level
""" """
name = "Gift of the Depths" name = "Gift of the Depths"
class GiftOfTheEverLivingOnes(Invocation): class GiftOfTheEverLivingOnes(Invocation):
"""Whenever you regain hit points while your familiar is within 100 feet """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 ofyou, treat any dice rolled to determine the hit points you regain as
@@ -1029,4 +1029,4 @@ class TrickstersEscape(Invocation):
""" """
name = "Tricksters Escape" name = "Tricksters Escape"
+353 -353
View File
@@ -2,13 +2,13 @@ from .spells import Spell
class AbiDalzimsHorridWilting(Spell): class AbiDalzimsHorridWilting(Spell):
"""You draw the moisture from every creature in a 30-foot cube centered on a point """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 you choose within range. Each creature in that area must make a Constitution
saving throw. Constructs and undead aren't affected, and plants and water saving throw. Constructs and undead aren't affected, and plants and water
elementals make this saving throw with disadvantage. A creature takes 12d8 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. necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, Nonmagical plants in the area that aren't creatures, such as trees and shrubs,
wither and die instantly. wither and die instantly.
""" """
name = "Abi-Dalzims Horrid Wilting" name = "Abi-Dalzims Horrid Wilting"
@@ -26,15 +26,15 @@ class AbiDalzimsHorridWilting(Spell):
class AbsorbElements(Spell): class AbsorbElements(Spell):
"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder """1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
damage damage
The spell captures some of the incoming energy, lessening its effect on 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 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 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 hit with a melee attack on your next turn, the target takes an extra 1d6
damage of the triggering type, and the spell ends. damage of the triggering type, and the spell ends.
At Higher Levels: When you At Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the extra damage cast this spell using a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st. increases by 1d6 for each slot level above 1st.
""" """
name = "Absorb Elements" 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 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 splashes the target with acid for half as much of the initial
damage and no damage at the end of its next turn. damage and no damage at the end of its next turn.
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
3rd level or higher, the damage (both initial and later) increases 3rd level or higher, the damage (both initial and later) increases
by 1d4 for each slot level above 2nd. by 1d4 for each slot level above 2nd.
""" """
level = 2 level = 2
name = "Acid Arrow" name = "Acid Arrow"
@@ -73,13 +73,13 @@ class AcidArrow(Spell):
class AcidSplash(Spell): class AcidSplash(Spell):
"""You hurl a bubble of acid. """You hurl a bubble of acid.
Choose one creature within range, or choose two Choose one creature within range, or choose two
creatures within range that are within 5 feet of each other. A target must 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. succeed on a Dexterity saving throw or take 1d6 acid damage.
At Higher Levels: At Higher Levels:
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6). (3d6), and 17th level (4d6).
""" """
name = "Acid Splash" name = "Acid Splash"
@@ -95,14 +95,14 @@ class AcidSplash(Spell):
class AganazzarsScorcher(Spell): class AganazzarsScorcher(Spell):
"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a """A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
direction you choose. direction you choose.
Each creature in the line must make a Dexterity saving 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 throw. A creature takes 3d8 fire damage on a failed save, or half as much damage
on a successful one. on a successful one.
At Higher Levels: When you cast this spell using a spell 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 slot of 3rd level or higher, the damage increases by 1d8 for each slot level
above 2nd. above 2nd.
""" """
name = "Aganazzars Scorcher" name = "Aganazzars Scorcher"
@@ -118,13 +118,13 @@ class AganazzarsScorcher(Spell):
class Aid(Spell): class Aid(Spell):
"""Your spell bolsters your allies with toughness and resolve. """Your spell bolsters your allies with toughness and resolve.
Choose up to three Choose up to three
creatures within range. Each target's hit point maximum and current hit points creatures within range. Each target's hit point maximum and current hit points
increase by 5 for the duration. increase by 5 for the duration.
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, a target's hit points increase by an using a spell slot of 3rd level or higher, a target's hit points increase by an
additional 5 for each slot level above 2nd. additional 5 for each slot level above 2nd.
""" """
name = "Aid" name = "Aid"
@@ -140,17 +140,17 @@ class Aid(Spell):
class Alarm(Spell): class Alarm(Spell):
"""You set an alarm against unwanted intrusion. """You set an alarm against unwanted intrusion.
Choose a door, a window, or an Choose a door, a window, or an
area within range that is no larger than a 20-foot cube. Until the spell ends, 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 an alarm alerts you whenever a tiny or larger creature touches or enters the
warded area. When you cast the spell, you can designate creatures that won't set warded area. When you cast the spell, you can designate creatures that won't set
off the alarm. You also choose whether the alarm is mental or audible. off the alarm. You also choose whether the alarm is mental or audible.
A A
mental alarm alerts you with a ping in your mind if you are within 1 mile of the 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. warded area. This ping awakens you if you are sleeping.
An audible alarm An audible alarm
produces the sound of a hand bell for 10 seconds within 60 feet. produces the sound of a hand bell for 10 seconds within 60 feet.
""" """
name = "Alarm" name = "Alarm"
@@ -167,28 +167,28 @@ class Alarm(Spell):
class AlterSelf(Spell): class AlterSelf(Spell):
"""You assume a different form. """You assume a different form.
When you cast the spell, choose one of the When you cast the spell, choose one of the
following options, the effects of which last for the duration of the spell. 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 While the spell lasts, you can end one option as an action to gain the benefits
of a different one. of a different one.
Aquatic Adaptation. You adapt your body to an aquatic Aquatic Adaptation. You adapt your body to an aquatic
environment, sprouting gills, and growing webbing between your fingers. You can environment, sprouting gills, and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to your walking speed. breathe underwater and gain a swimming speed equal to your walking speed.
Change Change
Appearance. You transform your appearance. You decide what you look like, Appearance. You transform your appearance. You decide what you look like,
including your height, weight, facial features, sound of your voice, hair including your height, weight, facial features, sound of your voice, hair
length, coloration, and distinguishing characteristics, if any. You can make length, coloration, and distinguishing characteristics, if any. You can make
yourself appear as a member of another race, though none of your statistics 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 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 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 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. can use your action to change your appearance in this way again.
Natural Natural
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
damage, as appropriate to the natural weapon you chose, and you are proficient 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 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. +1 bonus to the attack and damage rolls you make using it.
""" """
name = "Alter Self" name = "Alter Self"
@@ -205,14 +205,14 @@ class AlterSelf(Spell):
class AnimalFriendship(Spell): class AnimalFriendship(Spell):
"""This spell lets you convince a beast that you mean it no harm. """This spell lets you convince a beast that you mean it no harm.
Choose a beast Choose a beast
that you can see within range. It must see and hear you. If the beast's that you can see within range. It must see and hear you. If the beast's
Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
on a Wisdom saving throw or be charmed by you for the spell's duration. If you on a Wisdom saving throw or be charmed by you for the spell's duration. If you
or one of your companions harms the target, the spell ends. or one of your companions harms the target, the spell ends.
At Higher Levels: At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can 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. affect one additional beast for each slot level above 1st.
""" """
name = "Animal Friendship" name = "Animal Friendship"
@@ -229,24 +229,24 @@ class AnimalFriendship(Spell):
class AnimalMessenger(Spell): class AnimalMessenger(Spell):
"""By means of this spell, you use an animal to deliver a message. """By means of this spell, you use an animal to deliver a message.
Choose a Tiny Choose a Tiny
beast you can see within range, such as a squirrel, a blue ray, or a bat. You 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 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 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 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 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 towards the specified location, covering about 50 miles per 24 hours for a
flying messenger or 25 miles for other animals. flying messenger or 25 miles for other animals.
When the messenger arrives, it When the messenger arrives, it
delivers your message to the creature that you described, replicating the sound 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 of your voice. The messenger speaks only to a creature matching the description
you gave. If the messenger doesn't reach its destination before the spell ends, you gave. If the messenger doesn't reach its destination before the spell ends,
the message is lost, and the beast makes it way back to where you cast this the message is lost, and the beast makes it way back to where you cast this
spell. spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level 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. above 2nd.
""" """
name = "Animal Messenger" name = "Animal Messenger"
@@ -262,27 +262,27 @@ class AnimalMessenger(Spell):
class AnimalShapes(Spell): class AnimalShapes(Spell):
"""Your magic turns others into beasts. """Your magic turns others into beasts.
Choose any number of willing creatures Choose any number of willing creatures
that you can see within range. You transform each target into the form of a 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 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.  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 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. drops to 0 hit points or dies. You can choose a different form for each target.
A target's game statistics are replaced by the statistics of the chosen beast, A target's game statistics are replaced by the statistics of the chosen beast,
though the target retains its alignment and Intelligence, Wisdom, and Charisma 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 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 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 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 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. 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 The creature is limited in the actions it can perform by the nature of its new
form, and it can't speak or cast spells. form, and it can't speak or cast spells.
   
The target's gear melds into the new 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. equipment.
""" """
name = "Animal Shapes" name = "Animal Shapes"
@@ -298,31 +298,31 @@ class AnimalShapes(Spell):
class AnimateDead(Spell): class AnimateDead(Spell):
"""This spell creates an undead servant. """This spell creates an undead servant.
Choose a pile of bones or a corpse of a Choose a pile of bones or a corpse of a
Medium or Small humanoid within range. Your spell imbues the target with a foul 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 mimicry of life, raising it as an undead creature. The target becomes a skeleton
if you chose bones or a zombie if you chose a corpse (the DM has the creature's if you chose bones or a zombie if you chose a corpse (the DM has the creature's
game statistics). game statistics).
On each of your turns, you can use a bonus action to 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 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 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 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 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 corridor. If you issue no commands, the creature only defends itself against
hostile creatures. Once given an order, the creature continues to follow it hostile creatures. Once given an order, the creature continues to follow it
until its task is complete. until its task is complete.
The creature is under your control for 24 hours, The creature is under your control for 24 hours,
after which it stops obeying any command you've given it. To maintain the after which it stops obeying any command you've given it. To maintain the
control of the creature for another 24 hours, you must cast this spell on the 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 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 reasserts your control over up to four creatures you have animated with this
spell, rather than animating a new one. 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 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 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. creatures must come from a different corpse or pile of bones.
@@ -340,54 +340,54 @@ class AnimateDead(Spell):
class AnimateObjects(Spell): class AnimateObjects(Spell):
"""Objects come to life at your command. """Objects come to life at your command.
Choose up to ten nonmagical objects Choose up to ten nonmagical objects
within range that are not being worn or carried. Medium targets count as two 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, Large targets count as four objects, Huge targets count as eight
objects. You can't animate any object larger than Huge. Each target animates and objects. You can't animate any object larger than Huge. Each target animates and
becomes a creature under your control until the spell ends or until reduced to becomes a creature under your control until the spell ends or until reduced to
0 hit points. 0 hit points.
As a bonus action, you can mentally command any creature you 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 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 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, 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 only defends itself against hostile creatures. Once given an order,
the creature continues to follow it until its task is complete. the creature continues to follow it until its task is complete.
Animated Animated
Object Statistics Object Statistics
Tiny HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Tiny HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
Str: 4, Dex: 18 Str: 4, Dex: 18
Small HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: Small HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str:
6, Dex: 14 6, Dex: 14
Medium HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: Medium HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
10, Dex: 12 10, Dex: 12
Large HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: Large HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
14, Dex: 10 14, Dex: 10
Huge HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Huge HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18,
Dex: 6 Dex: 6
An animated object is a construct with AC, hit points, attacks, An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determine by its size. Its Constitution is 10 and its 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 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 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 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. 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. 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 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. 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 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 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. object inflicts slashing or piercing damage based on its form.
At Higher At Higher
Levels: If you cast this spell using a spell slot of 6th level or higher, you 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. can animate two additional objects for each slot level above 5th.
""" """
name = "Animate Objects" name = "Animate Objects"
@@ -403,14 +403,14 @@ class AnimateObjects(Spell):
class AntilifeShell(Spell): class AntilifeShell(Spell):
"""A shimmering barrier extends out from you in a 10-foot radius and moves with """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 you, remaining centered on you and hedging out creatures other than undead and
constructs. constructs.
The barrier lasts for the duration. The barrier prevents an The barrier lasts for the duration. The barrier prevents an
affected creature from passing or reaching through. An affected creature can affected creature from passing or reaching through. An affected creature can
cast spells or make attacks with ranged or reach weapons through the barrier. 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, If you move so that an affect creature is forced to pass through the barrier,
the spell ends. the spell ends.
""" """
name = "Antilife Shell" name = "Antilife Shell"
@@ -426,62 +426,62 @@ class AntilifeShell(Spell):
class AntimagicField(Spell): class AntimagicField(Spell):
"""A 10-foot-radius invisible sphere of antimagic surrounds you. """A 10-foot-radius invisible sphere of antimagic surrounds you.
This area is This area is
divorced from the magical energy that suffeses the multiverse. Within the divorced from the magical energy that suffeses the multiverse. Within the
sphere, spells can't be cast, summoned creatures disappear, and even magic items sphere, spells can't be cast, summoned creatures disappear, and even magic items
become mundane. Until the spell ends, the spere moves with you, centered on become mundane. Until the spell ends, the spere moves with you, centered on
you. you.
Spells and other magical effects, except those created by an artifact or a Spells and other magical effects, except those created by an artifact or a
deity, are suppressed in the sphere and can't protrude into it. A slot expended deity, are suppressed in the sphere and can't protrude into it. A slot expended
to cast a suppressed spell is consumed. While an effect is suppressed, it to cast a suppressed spell is consumed. While an effect is suppressed, it
doesn't function, but the time it spends suppressed counts against its duration. doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Targeted Effects.
Spells and other magical effects, such as magic missle and 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 charm person, that target a creature or an object in the sphere have no effect
on that target. on that target.
Areas of Magic. Areas of Magic.
The area of another spell or magical effect, The area of another spell or magical effect,
such as fireball, can't extend into the sphere. If the sphere overlaps an area such as fireball, can't extend into the sphere. If the sphere overlaps an area
of magic, the part of the area that is covered by the sphere is suppressed. For 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, 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. creating a gap in the wall if the overlap is large enough.
Spells. Spells.
 Any  Any
active spell or other magical effect on a creature or an object in the sphere is 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. suppressed while the creature or object is in it.
Magic Items. Magic Items.
The The
properties and powers of magic items are suppressed in the sphere. Forexample, a 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 +1 longsword in the sphere functions as a nonmagical longsword. A magic
weapon's properties and powers are suppressed if it is used against a target in weapon's properties and powers are suppressed if it is used against a target in
the sphere or wielded by an attacker in the sphere. If a magic weapon or piece 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 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 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. item ceases to be supressed as soon as it exits.
Magical Travel. Magical Travel.
Teleportation and planar travel fail to work in the sphere, whether the sphere 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 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 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, extradimensional space such as that created by the rope trick spells,
temporarily closes while in the sphere. temporarily closes while in the sphere.
Creatures and Objects. Creatures and Objects.
A creature or A creature or
object summoned or created by magic temporarily winks out of existence in the 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 sphere. Such a creature instantly reappears once the space the creature occupied
is no longer withinthe sphere. is no longer withinthe sphere.
Dispel Magic. Dispel Magic.
Spells and magical effects such 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. different antimagic field spells don't nullify each other.
""" """
name = "Antimagic Field" name = "Antimagic Field"
@@ -497,46 +497,46 @@ class AntimagicField(Spell):
class Antipathysympathy(Spell): class Antipathysympathy(Spell):
"""This spell attracts or repels creatures of your choice. """This spell attracts or repels creatures of your choice.
You target something You target something
within range, either a Huge or smaller object or creature or an area that is no 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 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 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 either attracts or repels the specified creatures for the duration. Choose
antipathy or sympathy as the aura's effect.  antipathy or sympathy as the aura's effect. 
Antipathy. Antipathy.
The enchantment causes 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 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 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 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 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 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 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 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.  again if it regains sight of the target or moves within 60 feet of it. 
Sympathy. Sympathy.
The enchantment causes the specified creatures to feel an intense 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 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 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 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 to enter the area or move within reach of the target. When the creature has done
so, it can't willingly move away from the target. If the target damages or so, it can't willingly move away from the target. If the target damages or
otherwise harms an affected creature, the affected creature can make a otherwise harms an affected creature, the affected creature can make a
Wisdom saving throw to end the effect, as described below.  Wisdom saving throw to end the effect, as described below. 
Ending the Effect. Ending the Effect.
If an affected creature ends its turn while not within 60 feet of the target 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 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 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 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.  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. immune to it for 1 minute, after which time it can be affected again.
""" """
name = "Antipathysympathy" name = "Antipathysympathy"
@@ -553,13 +553,13 @@ class Antipathysympathy(Spell):
class ArcaneEye(Spell): class ArcaneEye(Spell):
"""You create an invisible, magical eye within range that hovers in the air for the """You create an invisible, magical eye within range that hovers in the air for the
duration. duration.
You mentally receive visual information from the eye, which has You mentally receive visual information from the eye, which has
normal vision and darkvision out to 30 feet. The eye can look in every normal vision and darkvision out to 30 feet. The eye can look in every
direction. direction.
As an action, you can move the eye up to 30 feet in any 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 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 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. eye can pass through an opening as small as 1 inch in diameter.
""" """
name = "Arcane Eye" name = "Arcane Eye"
@@ -575,24 +575,24 @@ class ArcaneEye(Spell):
class ArcaneGate(Spell): class ArcaneGate(Spell):
"""You create linked teleportation portals that remain open for the duration. """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 Choose two points on the ground that you can see, one point within 10 feet
diameter, opens over each point. If the portal would open in the space occupied of you and one point within 500 feet of you. A circular portal, 10 feet in
by a creature, the spell fails, and the casting is lost. 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 The portals are two-dimensional glowing rings filled with mist, hovering
perpendicular to it at the points you choose. A ring is visible only from one inches from the ground and perpendicular to it at the points you choose.
side (your choice), which is the side that functions as a portal. A ring is visible only from one side (your choice), which is the side that
functions as a portal.
   
Any Any creature or object entering the portal exits from the other portal as if
creature or object entering the portal exits from the other portal as if the two the two were adjacent to each other; passing through a portal from
were adjacent to each other; passing through a portal from the nonportal side the nonportal side has no effect. The mist that fills each portal is opaque
has no effect. The mist that fills each portal is opaque and blocks vision and blocks vision through it. On your turn, you can rotate the rings as
through it. On your turn, you can rotate the rings as a bonus action so that the a bonus action so that the active side faces in a different direction.
active side faces in a different direction.
""" """
name = "Arcane Gate" name = "Arcane Gate"
level = 6 level = 6
@@ -607,16 +607,16 @@ class ArcaneGate(Spell):
class ArcaneLock(Spell): class ArcaneLock(Spell):
"""You touch a closed door, window, gate, chest, or other entryway, and """You touch a closed door, window, gate, chest, or other entryway, and
it becomes locked for the duration. You and the creatures you it becomes locked for the duration. You and the creatures you
designate when you cast this spell can open the object normally. 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, 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 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. on the object suppresses arcane lock for 10 minutes.
While affected While affected
by this spell, the object is more difficult to break or force open; 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. the DC to break it or pick any locks on it increases by 10.
""" """
name = "Arcane Lock" name = "Arcane Lock"
@@ -632,14 +632,14 @@ class ArcaneLock(Spell):
class ArmorOfAgathys(Spell): class ArmorOfAgathys(Spell):
"""A protective magical force surrounds you, manifesting as a spectral frost that """A protective magical force surrounds you, manifesting as a spectral frost that
covers you and your gear. covers you and your gear.
You gain 5 temporary hit points for the duration. If 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 creature hits you with a melee attack while you have these hit points, the
creature takes 5 cold damage. creature takes 5 cold damage.
At Higher Levels: When you cast this spell using 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 a spell slot of 2nd level or higher, both the temporary hit points and the cold
damage increase by 5 for each slot damage increase by 5 for each slot
""" """
name = "Armor Of Agathys" name = "Armor Of Agathys"
@@ -655,15 +655,15 @@ class ArmorOfAgathys(Spell):
class ArmsOfHadar(Spell): class ArmsOfHadar(Spell):
"""You invoke the power of Hadar, the Dark Hunger. """You invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt Tendrils of dark energy erupt
from you and batter all creatures within 10 feet of you. Each creature in that 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 area must make a Strength saving throw. On a failed save, a target takes 2d6
necrotic damage and can't take reactions until its next turn. On a successful necrotic damage and can't take reactions until its next turn. On a successful
save, the creature takes half damage, but suffers no other effect. save, the creature takes half damage, but suffers no other effect.
At Higher At Higher
Levels: When you cast this spell using a spell slot of 2nd level or higher, the 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. damage increases by 1d6 for each slot level above 1st.
""" """
name = "Arms Of Hadar" name = "Arms Of Hadar"
@@ -679,39 +679,39 @@ class ArmsOfHadar(Spell):
class AstralProjection(Spell): class AstralProjection(Spell):
"""You and up to eight willing creatures within range project your astral bodies """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 into the Astral Plane (the spell fails and the casting is wasted if you are
already on that plane). already on that plane).
The material body you leave behind is unconscious and The material body you leave behind is unconscious and
in a state of suspended animation; it doesn't need food or air and doesn't age.  in a state of suspended animation; it doesn't need food or air and doesn't age. 
Your astral body resembles your mortal form in almost every way, replicating Your astral body resembles your mortal form in almost every way, replicating
your game statistics and possessions. The principal difference is the addition your game statistics and possessions. The principal difference is the addition
of a silvery cord that extends from between your shoulder blades and trails 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 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 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 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 specifically states that it does your soul and body are separated, killing you
instantly.  instantly. 
Your astral form can freely travel through the Astral Plane and can 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 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 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 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 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 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 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 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.  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 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 dispel magic spell used against an astral or physical body ends the spell for
that creature. If a creature's original body or its astral form drops to 0 hit that creature. If a creature's original body or its astral form drops to 0 hit
points, the spell ends for that creature. If the spell ends and the silver cord points, the spell ends for that creature. If the spell ends and the silver cord
is intact, the cord pulls the creature's astral form back to its body, ending is intact, the cord pulls the creature's astral form back to its body, ending
its state of suspended animation. If you are returned to your body prematurely, 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 your companions remain in their astral forms and must find their own way back to
their bodies, usually by dropping to 0 hit points. their bodies, usually by dropping to 0 hit points.
""" """
@@ -728,23 +728,23 @@ class AstralProjection(Spell):
class Augury(Spell): class Augury(Spell):
"""By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or """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 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 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: within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results - Weal, for good results
- Woe, for bad results - Woe, for bad results
- Weal and woe, for both good - Weal and woe, for both good
and bad results and bad results
- Nothing, for results that aren't especially good or bad - Nothing, for results that aren't especially good or bad
The The
spell doesn't take into account any possible circumstances that might change spell doesn't take into account any possible circumstances that might change
the outcome, such as the casting of additional spells or the loss or gain of a 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 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 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. the first that you get a random reading. The DM makes this roll in secret.
""" """
name = "Augury" name = "Augury"
@@ -760,11 +760,11 @@ class Augury(Spell):
class AuraOfLife(Spell): class AuraOfLife(Spell):
"""Life-preserving energy radiates from you in an aura with a 30-foot radius. """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 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 creature in the aura (including you) has resistance to necrotic damage, and its
hit point maximum can't be reduced. In addition, a nonhostile, living creature hit point maximum can't be reduced. In addition, a nonhostile, living creature
regains 1 hit point when it starts its turn in the arua with 0 hit points. regains 1 hit point when it starts its turn in the arua with 0 hit points.
""" """
name = "Aura Of Life" name = "Aura Of Life"
@@ -780,12 +780,12 @@ class AuraOfLife(Spell):
class AuraOfPurity(Spell): class AuraOfPurity(Spell):
"""Purifying energy radiates from you in an aura with a 30-foot radius. """Purifying energy radiates from you in an aura with a 30-foot radius.
Until the Until the
spell ends, the aura moves with you, centered on you. Each nonhostile creature spell ends, the aura moves with you, centered on you. Each nonhostile creature
in the aura (including you) can't become diseased, has resistance to poison in the aura (including you) can't become diseased, has resistance to poison
damage, and has advantage on saving throws against effects that cause any of the 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. poisoned, and stunned.
""" """
name = "Aura Of Purity" name = "Aura Of Purity"
@@ -801,8 +801,8 @@ class AuraOfPurity(Spell):
class AuraOfVitality(Spell): class AuraOfVitality(Spell):
"""Healing energy radiates from you in an aura with a 30-foot radius. """Healing energy radiates from you in an aura with a 30-foot radius.
Until the Until the
spell ends, the aura moves with you, centered on you. You can use a bonus action 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. to cause one creature in the aura (including you) to regain 2d6 hit points.
""" """
@@ -819,20 +819,20 @@ class AuraOfVitality(Spell):
class Awaken(Spell): class Awaken(Spell):
"""After spending the casting time tracing magical pathways within a precious """After spending the casting time tracing magical pathways within a precious
gemstone, you touch a huge or smaller beast or plant. gemstone, you touch a huge or smaller beast or plant.
The target must have The target must have
either no Intelligence score or an Intelligence of 3 or less. The target gains 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 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, you know. If the target is a plant, it gains the ability to move its limbs,
roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's. roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's.
Your DM chooses statistics appropriate for the awakened plant, such as the Your DM chooses statistics appropriate for the awakened plant, such as the
statistics for the awakened shrub or the awakened tree. statistics for the awakened shrub or the awakened tree.
The awakened beast or The awakened beast or
plant is charmed by you for 30 days or until you and your companions do anything 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 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 whether to remain friendly to you, based on how you treated it while it was
charmed. charmed.
""" """
name = "Awaken" name = "Awaken"
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@@ -2,15 +2,15 @@ from .spells import Spell
class TashasHideousLaughter(Spell): class TashasHideousLaughter(Spell):
"""A creature of your choice that you can see within range perceives everything as """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 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 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 incapacitated and unable to stand up for the duration. A creature with an
Intelligence score of 4 or less isn't affected. Intelligence score of 4 or less isn't affected.
At the end of each of its At the end of each of its
turns, and each time it takes damage, the target can make another Wisdom saving turns, and each time it takes damage, the target can make another Wisdom saving
throw. The target has advantage on the saving throw ifit's triggered by damage. throw. The target has advantage on the saving throw ifit's triggered by damage.
On a success, the spell ends. On a success, the spell ends.
""" """
name = "Tashas Hideous Laughter" name = "Tashas Hideous Laughter"
@@ -28,36 +28,36 @@ class TashasHideousLaughter(Spell):
class Telekinesis(Spell): class Telekinesis(Spell):
"""You gain the ability to move or manipulate creatures or objects by thought. """You gain the ability to move or manipulate creatures or objects by thought.
When 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 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, 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. longer affected by the spell.
Creature Creature
You can try to move a Huge or smaller You can try to move a Huge or smaller
creature. Make an ability check with your spellcasting ability contested by the creature. Make an ability check with your spellcasting ability contested by the
creature's Strength check. If you win the contest, you move the creature up to creature's Strength check. If you win the contest, you move the creature up to
30 feet in any direction, including upward but not beyond the range of this 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 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. telekinetic grip. A creature lifted upward is suspended in mid-air.
On On
subsequent rounds, you can use your action to attempt to maintain your subsequent rounds, you can use your action to attempt to maintain your
telekinetic grip on the creature by repeating the contest. telekinetic grip on the creature by repeating the contest.
Object 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 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. beyond the range of this spell.
If the object is worn or carried by a creature, If the object is worn or carried by a creature,
you must make an ability check with your spellcasting ability contested by that you must make an ability check with your spellcasting ability contested by that
creature's Strength check. If you succeed, you pull the object away from that creature's Strength check. If you succeed, you pull the object away from that
creature and can move it up to 30 feet in any direction but not beyond the range creature and can move it up to 30 feet in any direction but not beyond the range
of this spell. 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 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. vial.
""" """
name = "Telekinesis" name = "Telekinesis"
@@ -73,16 +73,16 @@ class Telekinesis(Spell):
class Telepathy(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. you are familiar.
The creature can be anywhere on the same plane of existence as 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. 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, Until the spell ends, you and the target can instantaneously share words,
images, sounds, and other sensory messages with one another through the link, 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 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 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 the meaning of your words and take in the scope of any sensory messages you send
to it. to it.
""" """
@@ -99,17 +99,17 @@ class Telepathy(Spell):
class Teleport(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 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 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. unwilling creature.
The destination you choose must be known to you, and it 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 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 destination determines whether you arrive there successfully. The DM rolls d100
and consults the table. and consults the table.
================= ====== ============ ========== ========= ================= ====== ============ ========== =========
Familiarity Mishap Similar Area Off Target On Target Familiarity Mishap Similar Area Off Target On Target
================= ====== ============ ========== ========= ================= ====== ============ ========== =========
@@ -123,50 +123,50 @@ class Teleport(Spell):
================= ====== ============ ========== ========= ================= ====== ============ ========== =========
Familiarity. Familiarity.
"Permanent circle" means a permanent "Permanent circle" means a permanent
teleportation circle whose sigil sequence you know. "Associated object" means teleportation circle whose sigil sequence you know. "Associated object" means
that you possess an object taken from the desired destination within the last 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 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. suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a "Very familiar" is a
place you have been very often, a place you have carefully studied, or a place 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 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 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 you have seen once, possibly using magic. "Description" is a place whose
location and appearance you know through someone else's description, perhaps location and appearance you know through someone else's description, perhaps
from a map. from a map.
"False destination" is a place that doesn't exist. Perhaps you tried "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. attempting to teleport to a familiar location that no longer exists.
On Target On Target
You and your group (or the target object) appear where you want to. You and your group (or the target object) appear where you want to.
Off Target Off Target
You and your group (or the target object) appear a random distance away from the 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 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 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 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 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. coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Similar
Area Area
You and your group (or the target object) wind up in a different 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 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 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 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 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 place, but since the spell has no range limit, you could conceivably wind up
anywhere on the plane. anywhere on the plane.
Mishap Mishap
The spell's unpredictable magic results in a The spell's unpredictable magic results in a
difficult journey. Each teleporting creature (or the target object) takes 3d10 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 force damage, and the DM rerolls on the table to see where you wind up (multiple
mishaps can occur, dealing damage each time). mishaps can occur, dealing damage each time).
""" """
@@ -183,27 +183,27 @@ class Teleport(Spell):
class TeleportationCircle(Spell): class TeleportationCircle(Spell):
"""As you cast the spell, you draw a 10-foot-diameter circle on the ground """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 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 circle of your choice whose sigil sequence you know and that is on the same
plane of existence as you. plane of existence as you.
A shimmering portal opens within the circle you drew A shimmering portal opens within the circle you drew
and remains open until the end of your next turn. Any creature that enters the 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 portal instantly appears within 5 feet of the destination circle or in the
nearest unoccupied space if that space is occupied. nearest unoccupied space if that space is occupied.
Many major temples, guilds, Many major temples, guilds,
and other important places have permanent teleportation circles inscribed and other important places have permanent teleportation circles inscribed
somewhere within their confines. Each such circle includes a unique sigil somewhere within their confines. Each such circle includes a unique sigil
sequence a string of magical runes arranged in a particular pattern. When you 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 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 destinations on the Material Plane, determined by the DM. You can learn
additional sigil sequences during your adventures. You can commit a new sigil additional sigil sequences during your adventures. You can commit a new sigil
sequence to memory after studying it for 1 minute. sequence to memory after studying it for 1 minute.
You can create a permanent You can create a permanent
teleportation circle by casting this spell in the same location every day for 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 one year. You need not use the circle to teleport when you cast the spell in
this way. this way.
""" """
name = "Teleportation Circle" name = "Teleportation Circle"
@@ -220,37 +220,37 @@ class TeleportationCircle(Spell):
class TempleOfTheGods(Spell): class TempleOfTheGods(Spell):
"""You cause a temple to shimmer into existence on ground you can see within range. """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 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, 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. 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 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. cast the spell can open or close the door.
The temple's interior is an open The temple's interior is an open
space with an idol or altar at one end. You decide whether the temple is 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 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. smell of burning incense fills the air within, and the temperature is mild.
The The
temple opposes types of creatures you choose when you cast this spell. Choose 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 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 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 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. temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In In
addition, the sensors created by divination spells can't appear inside the addition, the sensors created by divination spells can't appear inside the
temple, and creatures within can't be targeted by divination spells. 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 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). modifier (minimum 1 hit point).
The temple is made from opaque magical force The temple is made from opaque magical force
that extends into the Ethereal Plane, thus blocking ethereal travel into the 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 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. disintegrate spell destroys the temple instantly.
Casting this spell on the same Casting this spell on the same
spot every day for a year makes this effect permanent. spot every day for a year makes this effect permanent.
@@ -268,23 +268,22 @@ class TempleOfTheGods(Spell):
class TensersFloatingDisk(Spell): class TensersFloatingDisk(Spell):
"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and """This spell creates a circular, horizontal plane of force, 3 feet in
1 inch thick, that floats 3 feet above the ground in an unoccupied space of diameter and 1 inch thick, that floats 3 feet above the ground in
your choice that you can see within range. an unoccupied space of your choice that you can see within range. The disk
The disk remains for the duration, remains for the duration, and can hold up to 500 pounds. If more weight is
and can hold up to 500 pounds. If more weight is placed on it, the spell ends, placed on it, the spell ends, and everything on the disk falls to
and everything on the disk falls to the ground. the ground.
The disk is immobile while you The disk is immobile while you are within 20 feet of it. If you move more
are within 20 feet of it. If you move more than 20 feet away from it, the disk than 20 feet away from it, the disk follows you so that it remains within
follows you so that it remains within 20 feet of you. It can more across uneven 20 feet of you. It can more across uneven terrain, up or down stairs, slopes
terrain, up or down stairs, slopes and the like, but it can't cross an elevation and the like, but it can't cross an elevation change of 10 feet or more. For
change of 10 feet or more. For example, the disk can't move across a 10-foot- example, the disk can't move across a 10-foot-deep pit, nor could it leave
deep pit, nor could it leave such a pit if it was created at the bottom. such a pit if it was created at the bottom.
If you If you move more than 100 feet from the disk (typically because it can't
move more than 100 feet from the disk (typically because it can't move around move around an obstacle to follow you), the spell ends.
an obstacle to follow you), the spell ends.
""" """
name = "Tensers Floating Disk" name = "Tensers Floating Disk"
level = 1 level = 1
@@ -301,24 +300,24 @@ class TensersFloatingDisk(Spell):
class TensersTransformation(Spell): class TensersTransformation(Spell):
"""You endow yourself with endurance and martial prowess fueled by magic. Until the """You endow yourself with endurance and martial prowess fueled by magic. Until the
spell ends, you can't cast spells, and you gain the following benefits: spell ends, you can't cast spells, and you gain the following benefits:
- You - You
gain 50 temporary hit points. If any of these remain when the spell ends, they gain 50 temporary hit points. If any of these remain when the spell ends, they
are lost. 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. martial weapons.
- When you hit a target with a weapon attack, that target takes - When you hit a target with a weapon attack, that target takes
an extra 2d12 force an extra 2d12 force
damage. damage.
- You have proficiency with all armor, shields, - You have proficiency with all armor, shields,
simple weapons, and martial weapons. simple weapons, and martial weapons.
- You have proficiency in Strength and - You have proficiency in Strength and
Constitution saving throws. 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 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. a feature, like Extra Attack, that gives you extra attacks.
Immediately after Immediately after
the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer
one level of exhaustion. one level of exhaustion.
""" """
name = "Tensers Transformation" name = "Tensers Transformation"
@@ -334,25 +333,25 @@ class TensersTransformation(Spell):
class Thaumaturgy(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: create one of the following magical effects within range:
* Your voice booms up * Your voice booms up
to three times as loud as normal for 1 minute. 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. brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the * You cause harmless tremors in the
ground for 1 minute. ground for 1 minute.
* You create an instantaneous sound that originates from a * 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. 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. 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. minute.
If you cast this spell multiple times, you can have up to three of its 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 1-minute effects active at a time, and you can dismiss such an effect as an
action. action.
""" """
name = "Thaumaturgy" name = "Thaumaturgy"
@@ -368,13 +367,13 @@ class Thaumaturgy(Spell):
class ThornWhip(Spell): class ThornWhip(Spell):
"""You create a long, vine-like whip covered in thorns that lashes out at your """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 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 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. 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). level (2d6), 11th level (3d6), and 17th level (4d6).
""" """
name = "Thorn Whip" name = "Thorn Whip"
@@ -390,20 +389,20 @@ class ThornWhip(Spell):
class ThunderStep(Spell): class ThunderStep(Spell):
"""You teleport yourself to an unoccupied space you can see within range. """You teleport yourself to an unoccupied space you can see within range.
Immediately after you disappear, a thunderous boom sounds, and each creature 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, 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 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. successful one. The thunder can be heard from up to 300 feet away.
You can bring You can bring
along objects as long as their weight doesn't exceed what you can carry. You along objects as long as their weight doesn't exceed what you can carry. You
can also teleport one willing creature of your size or smaller who is carrying 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 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 your destination space for the creature to appear in; otherwise, the creature is
left behind. 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. 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
""" """
name = "Thunder Step" name = "Thunder Step"
@@ -419,12 +418,12 @@ class ThunderStep(Spell):
class Thunderclap(Spell): class Thunderclap(Spell):
"""You create a burst of thunderous sound, which can be heard 100 feet away. """You create a burst of thunderous sound, which can be heard 100 feet away.
Each Each
creature other than you within 5 feet of you must make a Constitution saving 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. throw. On a failed save, the creature takes 1d6 thunder damage.
The spell's The spell's
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6). 17th level (4d6).
""" """
name = "Thunderclap" name = "Thunderclap"
@@ -440,9 +439,9 @@ class Thunderclap(Spell):
class ThunderousSmite(Spell): class ThunderousSmite(Spell):
"""The first time you hit with a melee weapon attack during this spell's duration, """The first time you hit with a melee weapon attack during this spell's duration,
your weapon rings with thunder that is audible within 300 feet of you, and the 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 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 target is a creature, it must succeed on a Strength saving throw or be pushed 10
feet away from you and knocked prone. feet away from you and knocked prone.
""" """
@@ -460,18 +459,18 @@ class ThunderousSmite(Spell):
class Thunderwave(Spell): class Thunderwave(Spell):
"""A wave of thunderous force sweeps out from you. """A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube Each creature in a 15-foot cube
originating from you must make a Constitution saving throw. On a failed save, a 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 creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a
successful save, the creature takes half as much damage and isn't pushed. successful save, the creature takes half as much damage and isn't pushed.
In In
addition, unsecured objects that are completely within the area of effect are addition, unsecured objects that are completely within the area of effect are
automatically pushed 10 feet away from you by the spell's effect, and the spell automatically pushed 10 feet away from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300 feet. emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you At Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the damage increases cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d8 for each slot level above 1st. by 1d8 for each slot level above 1st.
""" """
name = "Thunderwave" name = "Thunderwave"
@@ -487,12 +486,12 @@ class Thunderwave(Spell):
class TidalWave(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 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 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 creature takes 4d8 bludgeoning damage and is knocked prone. On a successful
save, a creature takes half as much damage and isn't knocked prone. The water save, a creature takes half as much damage and isn't knocked prone. The water
then spreads out across the ground in all directions, extinguishing unprotected 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. flames in its area and within 30 feet of it, and then it vanishes.
""" """
name = "Tidal Wave" name = "Tidal Wave"
@@ -508,14 +507,14 @@ class TidalWave(Spell):
class TimeStop(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 other creatures, while you take 1d4 + 1 turns in a row, during which you can use
actions and move as normal. 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 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 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 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. feet from the location where you cast it.
""" """
name = "Time Stop" name = "Time Stop"
@@ -532,24 +531,24 @@ class TimeStop(Spell):
class TinyServant(Spell): class TinyServant(Spell):
"""You touch one Tiny, nonmagical object that isn't attached to another object or a """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 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 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 spell ends or the creature drops to 0 hit points. See the stat block for its
statistics. statistics.
As a bonus action, you can mentally command the creature if it 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 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 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 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 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 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 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 given an order, the servant continues to follow that order until its task is
complete. 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. form, and any remaining damage carries over to that form.
At Higher Levels: At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you can 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. animate two additional objects for each slot level above 3rd.
""" """
name = "Tiny Servant" name = "Tiny Servant"
@@ -565,11 +564,11 @@ class TinyServant(Spell):
class TollTheDead(Spell): class TollTheDead(Spell):
"""You point at one creature you can see within range, and the sound of a dolorous """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 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 saving throw or take 1d8 necrotic damage. If the target is missing any of its
hit points, it instead takes 1d12 necrotic damage. 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 by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
17th level (4d8 or 4d12). 17th level (4d8 or 4d12).
""" """
@@ -586,8 +585,8 @@ class TollTheDead(Spell):
class Tongues(Spell): class Tongues(Spell):
"""This spell grants the creature you touch the ability to understand any spoken """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 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. least one language and can hear the target understands what it says.
""" """
name = "Tongues" name = "Tongues"
@@ -603,31 +602,31 @@ class Tongues(Spell):
class TransmuteRock(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. cube and is within range, and choose one of the following effects.
Transmute Transmute
Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of
thick, flowing mud that remains for the spell's duration. thick, flowing mud that remains for the spell's duration.
The ground in the The ground in the
spell's area becomes muddy enough that creatures can sink into it. Each foot spell's area becomes muddy enough that creatures can sink into it. Each foot
that a creature moves through the mud costs 4 feet of movement, and any creature 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 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 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 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 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. restrained condition on itself by pulling itself free of the mud.
If you cast If you cast
the spell on a ceiling, the mud falls. Any creature under the mud when it falls 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 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. failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Transmute Mud to Rock.
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms Nonmagical mud or quicksand in the area no more than 10 feet deep transforms
into soft stone for the spell's duration. Any creature in the mud when it into soft stone for the spell's duration. Any creature in the mud when it
transforms must make a Dexterity saving throw. On a successful save, a creature 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 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 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 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 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. hit points, and it is immune to poison and psychic damage.
""" """
name = "Transmute Rock" name = "Transmute Rock"
@@ -643,10 +642,10 @@ class TransmuteRock(Spell):
class TransportViaPlants(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. 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 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 the duration, any creature can step into the target plant and exit from the
destination plant by using 5 feet of movement. destination plant by using 5 feet of movement.
""" """
name = "Transport Via Plants" name = "Transport Via Plants"
@@ -662,18 +661,18 @@ class TransportViaPlants(Spell):
class TreeStride(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. tree of the same kind within 500 feet.
Both trees must be living and at least 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 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 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 and, as part of the move used to enter the tree, can either pass into one of
those trees or step out of the tree you're in. You appear in a spot of your those trees or step out of the tree you're in. You appear in a spot of your
choice within 5 feet of the destination tree, using another 5 feet of movement. 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. 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. must end each turn outside a tree.
""" """
name = "Tree Stride" name = "Tree Stride"
@@ -689,56 +688,56 @@ class TreeStride(Spell):
class TruePolymorph(Spell): class TruePolymorph(Spell):
"""Choose one creature or nonmagical object that you can see within range. You """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, 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 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 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 target drops to 0 hit points or dies. If you concentrate on this spell for the
full duration, the transformation becomes permanent. full duration, the transformation becomes permanent.
Shapechangers aren't Shapechangers aren't
affected by this spell. An unwilling creature can make a Wisdom saving throw, affected by this spell. An unwilling creature can make a Wisdom saving throw,
and if it succeeds, it isn't affected by this spell. and if it succeeds, it isn't affected by this spell.
Creature into Creature Creature into Creature
If If
you turn a creature into another kind of creature, the new form can be any kind 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 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 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 statistics, including mental ability scores, are replaced by the statistics of
the new form. It retains its alignment and personality. 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 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 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 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 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. form to 0 hit points, it isn't knocked unconscious.
The creature is limited in The creature is limited in
the actions it can perform by the nature of its new form, and it can't speak, the actions it can perform by the nature of its new form, and it can't speak,
cast spells, or take any other action that requires hands or speech unless its cast spells, or take any other action that requires hands or speech unless its
new form is capable of such actions. new form is capable of such actions.
The target's gear melds into the new form. The target's gear melds into the new form.
The creature can't activate, use, wield, or otherwise benefit from any of its The creature can't activate, use, wield, or otherwise benefit from any of its
equipment. equipment.
Object into Creature 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 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 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 and your companions. It acts on each of your turns. You decide what action it
takes and how it moves. The DM has the creature's statistics and resolves all of takes and how it moves. The DM has the creature's statistics and resolves all of
its actions and movement. its actions and movement.
If the spell becomes permanent, you no longer control 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. treated it.
Creature into Object Creature into Object
If you turn a creature into an object, it If you turn a creature into an object, it
transforms along with whatever it is wearing and carrying into that form. The transforms along with whatever it is wearing and carrying into that form. The
creature's statistics become those of the object, and the creature has no memory creature's statistics become those of the object, and the creature has no memory
of time spent in this form, after the spell ends and it returns to its normal of time spent in this form, after the spell ends and it returns to its normal
form. form.
This spell can't affect a target that has 0 hit points. This spell can't affect a target that has 0 hit points.
""" """
name = "True Polymorph" name = "True Polymorph"
@@ -754,17 +753,17 @@ class TruePolymorph(Spell):
class TrueResurrection(Spell): class TrueResurrection(Spell):
"""You touch a creature that has been dead for no longer than 200 years and that """You touch a creature that has been dead for no longer than 200 years and that
died for any reason except old age. If the creature's soul is free and willing, died for any reason except old age. If the creature's soul is free and willing,
the creature is restored to life with all its hit points. the creature is restored to life with all its hit points.
This spell closes all This spell closes all
wounds, neutralizes any poison, cures all diseases, and lifts any curses wounds, neutralizes any poison, cures all diseases, and lifts any curses
affecting the creature when it died. The spell replaces damaged or missing affecting the creature when it died. The spell replaces damaged or missing
organs or limbs. organs or limbs.
The spell can even provide a new body if the original no The spell can even provide a new body if the original no
longer exists, in which case you must speak the creature's name. The creature longer exists, in which case you must speak the creature's name. The creature
then appears in an unoccupied space you choose within 10 feet of you. then appears in an unoccupied space you choose within 10 feet of you.
""" """
name = "True Resurrection" name = "True Resurrection"
@@ -780,9 +779,9 @@ class TrueResurrection(Spell):
class TrueSeeing(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 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. of 120 feet.
""" """
name = "True Seeing" name = "True Seeing"
@@ -798,8 +797,8 @@ class TrueSeeing(Spell):
class TrueStrike(Spell): class TrueStrike(Spell):
"""You extend your hand and point a finger at a target in range. Your magic grants """You extend your hand and point a finger at a target in range. Your magic grants
you a brief insight into the target's defenses. On your next turn, you gain you a brief insight into the target's defenses. On your next turn, you gain
advantage on your first attack roll against the target, provided that this spell advantage on your first attack roll against the target, provided that this spell
hasn't ended. hasn't ended.
""" """
@@ -816,27 +815,27 @@ class TrueStrike(Spell):
class Tsunami(Spell): class Tsunami(Spell):
"""A wall of water springs into existence at a point you choose within range. You """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 can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The
wall lasts for the duration. wall lasts for the duration.
When the wall appears, each creature within its When the wall appears, each creature within its
area must make a Strength saving throw. On a failed save, a creature takes 6d10 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. 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 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 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 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 saving throw or take 5d10 bludgeoning damage. A creature can take this damage
only once per round. At the end of the turn, the wall's height is reduced by 50 only once per round. At the end of the turn, the wall's height is reduced by 50
feet, and the damage creatures take from the spell on subsequent rounds is 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. reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A A
creature caught in the wall can move by swimming. Because of the force of the 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 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 against your spell save DC in order to move at all. If it fails the check, it
can't move. A creature that moves out of the area falls to the ground. can't move. A creature that moves out of the area falls to the ground.
""" """
name = "Tsunami" name = "Tsunami"