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Fix dash words and some other typos
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@@ -260,13 +260,14 @@ class ForgeDomain(ClericDomain):
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humble blacksmith who keeps a village in horseshoes and plow blades to the
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mighty elf artisan whose diamond-tipped arrows of mithral have felled demon
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lords. The gods of the forge teach that, with patience and hard work, even
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the most intractable metal can be transformed from a lump of ore to a beau-
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tifully wrought object. Clerics of these deities search for objects lost to
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the forces of darkness, liberate mines overrun by ores, and uncover rare
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and wondrous materials necessary to create potent magic items. Followers
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of these gods take great pride in their work, and they are willing to craft
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and use heavy armor and powerful weapons to protect them. Deities of this
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domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
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the most intractable metal can be transformed from a lump of ore to
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a beautifully wrought object. Clerics of these deities search for objects
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lost to the forces of darkness, liberate mines overrun by ores, and uncover
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rare and wondrous materials necessary to create potent magic items.
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Followers of these gods take great pride in their work, and they are willing
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to craft and use heavy armor and powerful weapons to protect them. Deities
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of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and
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Goibhniu.
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"""
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name = "Forge Domain"
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@@ -85,8 +85,8 @@ class ShepherdCircle(SubClass):
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Members of this circle become adventurers to oppose forces that threaten
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their charges or to seek knowledge and power that will help them safeguard
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their charges better. Wherever these druids go, the spirits of the wil-
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derness are with them
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their charges better. Wherever these druids go, the spirits of
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the wilderness are with them
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"""
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name = "Circle of the Shepherd"
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@@ -114,9 +114,9 @@ class OathOfVengance(PaladinOath):
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committed a grievous sin. When evil forces slaughter helpless villagers,
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when an entire people turns against the will of the gods, when a thieves'
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guild grows too violent and powerful, when a dragon rampages through the
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countryside-at times like these, paladins arise and swear an Oath of
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Vengeance to set right that which has gone wrong. To these paladins-
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sometimes called avengers or dark knights-their own purity is not as
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countryside - at times like these, paladins arise and swear an Oath of
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Vengeance to set right that which has gone wrong. To these paladins -
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sometimes called avengers or dark knights - their own purity is not as
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important as delivering justice.
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**Tenets of Vengance**: The tenets of the Oath of Vengeance vary by
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@@ -121,9 +121,9 @@ class HorizonWalker(SubClass):
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class MonsterSlayer(SubClass):
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"""You have dedicated yourself to hunting down creatures of the night and
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wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil
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fey, fiends, and other magical threats. Trained in supernatural tech-
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niques to overcome such monsters, Slayers are experts at unearthing and
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defeating mighty, mystical foes.
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fey, fiends, and other magical threats. Trained in supernatural techniques
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to overcome such monsters, Slayers are experts at unearthing and defeating
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mighty, mystical foes.
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"""
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name = "Monster Slayer"
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@@ -133,8 +133,8 @@ class Scout(SubClass):
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class Swashbuckler(SubClass):
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"""You focus your training on the art of the blade, relying on speed,
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elegance, and charm in equal parts. While some warriors are brutes clad in
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heavy armor, your method of fighting looks almost like a performance. Du-
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elists and pirates typically belong to this archetype. A Swashbuckler
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heavy armor, your method of fighting looks almost like a performance.
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Duelists and pirates typically belong to this archetype. A Swashbuckler
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excels in single combat, and can fight with two weapons while safely
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darting away from an opponent
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@@ -92,8 +92,8 @@ class Celestial(SubClass):
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"""Your patron is a powerful being of the Upper Planes. You have bound yourself
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to an ancient empyrean, solar, ki-rin, unicorn, or other entity that
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resides in the planes of everlasting bliss. Your pact with that being
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allows you to experience the barest touch of the holy light that illu-
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minates the multiverse.
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allows you to experience the barest touch of the holy light that illuminates
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the multiverse.
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Being connected to such power can cause changes in your behavior and
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beliefs. You might find yourself driven to annihilate the undead, to defeat
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@@ -370,10 +370,10 @@ class UthgardtHeritage(Feature):
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class KeptInStyle(Feature):
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"""While you are in Waterdeep or elsewhere in the North your house sees to your
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everyday needs. Your name and signet are sufficient to cover most of your
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expenses; the inns, taverns, and festhalls you frequent are glad to re-
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cord your debt and send an accounting to your family's estate in Waterdeep
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"""While you are in Waterdeep or elsewhere in the North your house sees to
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your everyday needs. Your name and signet are sufficient to cover most of
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your expenses; the inns, taverns, and festhalls you frequent are glad to
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record your debt and send an accounting to your family's estate in Waterdeep
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to settle what you owe.
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This advantage enables you to live a comfortable lifestyle without having
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@@ -589,8 +589,8 @@ class DesertAura(Feature):
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Choose desert, sea, or tundra. Your aura's effect depends on that chosen
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environment, as detailed below. You can change your environment choice
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whenever you gain a level in this class. If your aura's effects require a
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saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
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tion modifier.
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saving throw, the DC equals 8 + your proficiency bonus + your Constitution
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modifier.
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**Desert**: When this effect is activated, all other creatures in your
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aura take 2 fire damage each. The damage increases when you reach certain
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@@ -612,8 +612,8 @@ class SeaAura(Feature):
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Choose desert, sea, or tundra. Your aura's effect depends on that chosen
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environment, as detailed below. You can change your environment choice
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whenever you gain a level in this class. If your aura's effects require a
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saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
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tion modifier.
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saving throw, the DC equals 8 + your proficiency bonus + your Constitution
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modifier.
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**Sea**: When this effect is activated, you can choose one other creature
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you can see in your aura. The target must make a Dexterity saving
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@@ -637,8 +637,8 @@ class TundraAura(Feature):
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Choose desert, sea, or tundra. Your aura's effect depends on that chosen
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environment, as detailed below. You can change your environment choice
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whenever you gain a level in this class. If your aura's effects require a
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saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
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tion modifier.
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saving throw, the DC equals 8 + your proficiency bonus + your Constitution
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modifier.
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**Tundra**: When this effect is activated, each creature of your choice in
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your aura gains 2 temporary hit points, as icy spirits inure it to
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@@ -402,13 +402,13 @@ class PsychicBlades(Feature):
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class WordsOfTerror(Feature):
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"""At 3rd level, you learn to infuse innocent-seeming words with an insidious
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magic that can inspire terror. If you speak to a humanoid alone for at
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least 1 minute, you can attempt to seed paranoia in its mind. At the end of
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the conversation, the target must succeed on a Wisdom saving throw against
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your spell save DC or be frightened of you or another creature ofyour
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choice. The target is frightened in this way for 1 hour, until it is at-
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tacked or damaged, or until it witnesses its allies being attacked or
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"""At 3rd level, you learn to infuse innocent-seeming words with
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an insidious magic that can inspire terror. If you speak to a humanoid alone
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for at least 1 minute, you can attempt to seed paranoia in its mind. At
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the end of the conversation, the target must succeed on a Wisdom saving
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throw against your spell save DC or be frightened of you or another creature
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of your choice. The target is frightened in this way for 1 hour, until it is
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attacked or damaged, or until it witnesses its allies being attacked or
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damaged.
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If the target succeeds on its saving throw, the target has no hint that you
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@@ -50,8 +50,8 @@ class WildShape(Feature):
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• You retain the benefit of any features from your class, race, or other
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source and can use them if the new form is physically capable of doing
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so. However, you can't use any of your special senses, such as darkvi-
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sion, unless your new form also has that sense.
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so. However, you can't use any of your special senses, such as darkvision,
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unless your new form also has that sense.
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• You choose whether your equipment falls to the ground in your space,
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merges into your new form, or is worn by it. Worn equipment functions as
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@@ -583,8 +583,8 @@ class RoyalEnvoy(Feature):
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class InspiringSurge(Feature):
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"""Starting at 10th level, when you use your Action Surge feature , you can
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choose one creature within 60 feet of you that is allied with you. That
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creature can make one melee or ranged weapon attack with its reaction, pro-
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vided that it can see or hear you. Starting at 18th level, you can choose
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creature can make one melee or ranged weapon attack with its reaction,
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provided that it can see or hear you. Starting at 18th level, you can choose
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two allies within 60 feet of you, rather than one.
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"""
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@@ -697,10 +697,10 @@ class BeguilingArrow(Feature):
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target. The creature hit by the arrow takes an extra 2d6 psychic damage,
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and choose one ofyour allies within 30 feet of the target. The target must
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succeed on a Wisdom saving throw, or it is charmed by the chosen ally until
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the start ofyour next turn. This effect ends early if the chosen ally at-
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tacks the charmed target, deals damage to it, or forces it to make a saving
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throw. The psychic damage increases to 4d6 when you reach 18th level in
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this class.
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the start ofyour next turn. This effect ends early if the chosen ally
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attacks the charmed target, deals damage to it, or forces it to make
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a saving throw. The psychic damage increases to 4d6 when you reach 18th
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level in this class.
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"""
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name = "Arcane Shot: Beguiling Arrow"
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@@ -272,10 +272,10 @@ class RebukeTheViolent(Feature):
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class AuraOfTheGuardian(Feature):
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"""Starting at 7th level, you can shield others from harm at the cost of your
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own health. When a creature within 10 feet of you takes damage, you can use
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your reaction to magically take that damage, instead of that creature tak-
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ing it. This feature doesn't transfer any other effects that might
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accompany the damage, and this damage can't be reduced in any way. At 18th
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level, the range of this aura increases to 30 feet.
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your reaction to magically take that damage, instead of that creature taking
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it. This feature doesn't transfer any other effects that might accompany
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the damage, and this damage can't be reduced in any way. At 18th level,
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the range of this aura increases to 30 feet.
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"""
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name = "Aura of the Guardian"
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@@ -409,9 +409,9 @@ class LightBearer(Feature):
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class RadiantSoul(Feature):
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"""Starting at 3rd level, you can use your action to unleash the divine energy
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within yourself, causing your eyes to glimmer and two luminous, incor-
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poreal wings to sprout from your back.
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"""Starting at 3rd level, you can use your action to unleash the divine
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energy within yourself, causing your eyes to glimmer and two luminous,
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incorporeal wings to sprout from your back.
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Your transformation lasts for 1 minute or until you end it as a bonus
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action. During it, you have a flying speed of 30 feet, and once on each of
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@@ -449,18 +449,18 @@ class RadiantConsumption(Feature):
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class NecroticShroud(Feature):
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"""Starting at 3rd level, you can use your action to unleash the divine energy
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within yourself, causing your eyes to turn into pools of darkness and two
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skeletal, ghostly, flightless wings to sprout from your back. The instant
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you transform, other creatures within 10 feet of you that can see you must
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each succeed on a Charisma saving throw (DC 8 + your proficiency bonus +
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your Charisma modifier) or become frightened of you until the end of your
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next turn.
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"""Starting at 3rd level, you can use your action to unleash the divine
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energy within yourself, causing your eyes to turn into pools of darkness and
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two skeletal, ghostly, flightless wings to sprout from your back.
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The instant you transform, other creatures within 10 feet of you that can
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see you must each succeed on a Charisma saving throw (DC 8 + your
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proficiency bonus + your Charisma modifier) or become frightened of you
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until the end of your next turn.
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Your transformation lasts for 1 minute or until you end it as a bonus
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action. During it, once on each of your turns, you can deal extra ne-
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crotic damage to one target when you deal damage to it with an attack or a
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spell. The extra necrotic damage equals your level.
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action. During it, once on each of your turns, you can deal extra necrotic
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damage to one target when you deal damage to it with an attack or a spell.
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The extra necrotic damage equals your level.
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Once you use this trait, you can't use it again until you finish a long
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rest.
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@@ -384,9 +384,9 @@ class HealingLight(Feature):
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class RadiantSoul(Feature):
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"""Starting at 6th level, your link to the Celestial allows you to serve as a
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conduit for radiant energy. You have resistance to radiant damage, and when
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you cast a spell that deals radiant or fire damage, you can add your Cha-
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risma modifier to one radiant or fire damage roll of that spell against one
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of its targets.
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you cast a spell that deals radiant or fire damage, you can add your
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Charisma modifier to one radiant or fire damage roll of that spell against
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one of its targets.
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"""
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name = "Radiant Soul"
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@@ -575,24 +575,24 @@ class ArcaneEye(Spell):
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class ArcaneGate(Spell):
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"""You create linked teleportation portals that remain open for the duration.
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"""You create linked teleportation portals that remain open for
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the duration.
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Choose two points on the ground that you can see, one point within 10 feet of
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you and one point within 500 feet of you. A circular portal, 10 feet in
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diameter, opens over each point. If the portal would open in the space occupied
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by a creature, the spell fails, and the casting is lost.
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Choose two points on the ground that you can see, one point within 10 feet
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of you and one point within 500 feet of you. A circular portal, 10 feet in
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diameter, opens over each point. If the portal would open in the space
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occupied by a creature, the spell fails, and the casting is lost.
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The portals are two-
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dimensional glowing rings filled with mist, hovering inches from the ground and
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perpendicular to it at the points you choose. A ring is visible only from one
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side (your choice), which is the side that functions as a portal.
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The portals are two-dimensional glowing rings filled with mist, hovering
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inches from the ground and perpendicular to it at the points you choose.
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A ring is visible only from one side (your choice), which is the side that
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functions as a portal.
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Any
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creature or object entering the portal exits from the other portal as if the two
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were adjacent to each other; passing through a portal from the nonportal side
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has no effect. The mist that fills each portal is opaque and blocks vision
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through it. On your turn, you can rotate the rings as a bonus action so that the
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active side faces in a different direction.
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Any creature or object entering the portal exits from the other portal as if
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the two were adjacent to each other; passing through a portal from
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the nonportal side has no effect. The mist that fills each portal is opaque
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and blocks vision through it. On your turn, you can rotate the rings as
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a bonus action so that the active side faces in a different direction.
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"""
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name = "Arcane Gate"
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level = 6
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@@ -629,37 +629,34 @@ class DivineWord(Spell):
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class DominateBeast(Spell):
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"""You attempt to beguile a beast that you can see within range.
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It must succeed
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on a W isdom saving throw or be charmed by you for the duration. If you or
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creatures that are friendly to you are fighting it, it has advantage on the
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saving throw.
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"""You attempt to beguile a beast that you can see within range. It must
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succeed on a Wisdom saving throw or be charmed by you for the duration. If
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you or creatures that are friendly to you are fighting it, it has advantage
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on the saving throw.
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While the beast is charmed, you have a telepathic link with it
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as long as the two of you are on the same plane of existence. You can use this
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telepathic link to issue commands to the creature while you are conscious (no
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action required), which it does its best to obey. You can specify a simple and
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general course of action, such as "Attack that creature," "Run over there," or
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"Fetch that object." If the creature completes the order and doesn't receive
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further direction from you, it defends and preserves itself to the best of its
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ability.
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as long as the two of you are on the same plane of existence. You can use
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this telepathic link to issue commands to the creature while you are
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conscious (no action required), which it does its best to obey. You can
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specify a simple and general course of action, such as "Attack that
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creature," "Run over there," or "Fetch that object." If the creature
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completes the order and doesn't receive further direction from you, it
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defends and preserves itself to the best of its ability.
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You can use your action to take total and precise control of the
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target. Until the end of your next turn, the creature takes only the actions you
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choose, and doesn't do anything that you don't allow it to do. During this
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time, you can also cause the creature to use a reaction, but this requires you
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to use your own reaction as well.
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You can use your action to take total and precise control of the target.
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Until the end of your next turn, the creature takes only the actions you
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choose, and doesn't do anything that you don't allow it to do. During this
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time, you can also cause the creature to use a reaction, but this requires
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you to use your own reaction as well.
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Each time the target takes damage, it makes
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a new Wisdom saving throw against the spell. If the saving throw succeeds, the
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spell ends.
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Each time the target takes damage, it makes a new Wisdom saving throw
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against the spell. If the saving throw succeeds, the spell ends.
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At Higher Levels: When you cast this spell with a 5th-level spell
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slot, the duration is concentration, up to 10 minutes.
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When you use a 6th-
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level spell slot, the duration is concentration, up to 1 hour.
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When you use a
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spell slot of 7th level or higher, the duration is concentration, up to 8 hours
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At Higher Levels: When you cast this spell with a 5th-level spell slot,
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the duration is concentration, up to 10 minutes. When you use a 6th-level
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spell slot, the duration is concentration, up to 1 hour. When you use
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a spell slot of 7th level or higher, the duration is concentration, up to
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8 hours
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"""
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name = "Dominate Beast"
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level = 4
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@@ -716,36 +713,33 @@ class DominateMonster(Spell):
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class DominatePerson(Spell):
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"""You attempt to beguile a humanoid that you can see within range.
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It must
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succeed on a Wisdom saving throw or be charmed by you for the duration. If you
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||||
or creatures that are friendly to you are fighting it, it has advantage on the
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saving throw.
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It must succeed on a Wisdom saving throw or be charmed by you for the
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duration. If you or creatures that are friendly to you are fighting it, it
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has advantage on the saving throw.
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While the target is charmed, you have a telepathic link with it
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as long as the two of you are on the same plane of existence. You can use this
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telepathic link to issue commands to the creature while you are conscious (no
|
||||
action required), which it does its best to obey. You can specify a simple and
|
||||
general course of action, such as "Attack that creature", "Run over there",
|
||||
or "Fetch that object". If the creature completes the order and doesn't
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receive further direction from you, it defends and preserves itself to the best
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of its ability.
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||||
While the target is charmed, you have a telepathic link with it as long as
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||||
the two of you are on the same plane of existence. You can use this
|
||||
telepathic link to issue commands to the creature while you are conscious
|
||||
(no action required), which it does its best to obey. You can specify
|
||||
a simple and general course of action, such as "Attack that creature",
|
||||
"Run over there", or "Fetch that object". If the creature completes
|
||||
the order and doesn't receive further direction from you, it defends and
|
||||
preserves itself to the best of its ability.
|
||||
|
||||
You can use your action to take total and precise control of
|
||||
the target. Until the end of your next turn, the creature takes only the actions
|
||||
you choose, and doesn't do anything that you don't allow it to do. During this
|
||||
time you can also cause the creature to use a reaction, but this requires you to
|
||||
use your own reaction as well.
|
||||
the target. Until the end of your next turn, the creature takes only
|
||||
the actions you choose, and doesn't do anything that you don't allow it to
|
||||
do. During this time you can also cause the creature to use a reaction, but
|
||||
this requires you to use your own reaction as well.
|
||||
|
||||
Each time the target takes damage, it makes a
|
||||
new Wisdom saving throw against the spell. If the saving throw succeeds, the
|
||||
spell ends.
|
||||
Each time the target takes damage, it makes a new Wisdom saving throw
|
||||
against the spell. If the saving throw succeeds, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a 6th-level spell
|
||||
slot, the duration is concentration, up to 10 minutes.
|
||||
When you use a 7th-
|
||||
level spell slot, the duration is concentration, up to 1 hour.
|
||||
When you use a
|
||||
spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
|
||||
At Higher Levels: When you cast this spell using a 6th-level spell slot,
|
||||
the duration is concentration, up to 10 minutes. When you use a 7th-level
|
||||
spell slot, the duration is concentration, up to 1 hour. When you use
|
||||
a spell slot of 8th level or higher, the duration is concentration, up to
|
||||
8 hours.
|
||||
"""
|
||||
name = "Dominate Person"
|
||||
level = 5
|
||||
|
||||
@@ -539,11 +539,11 @@ class SickeningRadiance(Spell):
|
||||
|
||||
|
||||
class Silence(Spell):
|
||||
"""For the duration, no sound can be created within or pass through a 20-foot-
|
||||
radius sphere centered on a point you choose within range. Any creature or
|
||||
object entirely inside the sphere is immune to thunder damage, and creatures are
|
||||
deafened while entirely inside it. Casting a spell that includes a verbal
|
||||
component is impossible there.
|
||||
"""For the duration, no sound can be created within or pass through a 20-foot-radius
|
||||
sphere centered on a point you choose within range. Any creature or object entirely
|
||||
inside the sphere is immune to thunder damage, and creatures are deafened while
|
||||
entirely inside it. Casting a spell that includes a verbal component is impossible
|
||||
there.
|
||||
"""
|
||||
name = "Silence"
|
||||
level = 2
|
||||
@@ -1358,20 +1358,21 @@ class SummonLesserDemons(Spell):
|
||||
|
||||
|
||||
class Sunbeam(Spell):
|
||||
"""A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-
|
||||
line.
|
||||
"""A beam of brilliant light flashes out from your hand in a 5-foot-wide,
|
||||
60-foot-line.
|
||||
Each creature in the line must make a Constitution saving throw. On a
|
||||
failed save, a creature takes 6d8 radiant damage and is blinded until your next
|
||||
turn. On a successful save, it takes half as much damage and isn't blinded by
|
||||
this spell. Undead and oozes have disadvantage on this saving throw.
|
||||
failed save, a creature takes 6d8 radiant damage and is blinded until your
|
||||
next turn. On a successful save, it takes half as much damage and isn't
|
||||
blinded by this spell. Undead and oozes have disadvantage on this saving
|
||||
throw.
|
||||
|
||||
You can
|
||||
create a new line of radiance as your action on any turn until the spell ends.
|
||||
You can create a new line of radiance as your action on any turn until
|
||||
the spell ends.
|
||||
|
||||
|
||||
For the duration, a mote of brilliant radiance shines in your hand. It sheds
|
||||
bright light in a 30-foot radius and dim light for an additional 30 feet. The
|
||||
light is sunlight.
|
||||
bright light in a 30-foot radius and dim light for an additional 30 feet.
|
||||
The light is sunlight.
|
||||
"""
|
||||
name = "Sunbeam"
|
||||
level = 6
|
||||
|
||||
@@ -268,23 +268,22 @@ class TempleOfTheGods(Spell):
|
||||
|
||||
|
||||
class TensersFloatingDisk(Spell):
|
||||
"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and
|
||||
1 inch thick, that floats 3 feet above the ground in an unoccupied space of
|
||||
your choice that you can see within range.
|
||||
The disk remains for the duration,
|
||||
and can hold up to 500 pounds. If more weight is placed on it, the spell ends,
|
||||
and everything on the disk falls to the ground.
|
||||
"""This spell creates a circular, horizontal plane of force, 3 feet in
|
||||
diameter and 1 inch thick, that floats 3 feet above the ground in
|
||||
an unoccupied space of your choice that you can see within range. The disk
|
||||
remains for the duration, and can hold up to 500 pounds. If more weight is
|
||||
placed on it, the spell ends, and everything on the disk falls to
|
||||
the ground.
|
||||
|
||||
The disk is immobile while you
|
||||
are within 20 feet of it. If you move more than 20 feet away from it, the disk
|
||||
follows you so that it remains within 20 feet of you. It can more across uneven
|
||||
terrain, up or down stairs, slopes and the like, but it can't cross an elevation
|
||||
change of 10 feet or more. For example, the disk can't move across a 10-foot-
|
||||
deep pit, nor could it leave such a pit if it was created at the bottom.
|
||||
The disk is immobile while you are within 20 feet of it. If you move more
|
||||
than 20 feet away from it, the disk follows you so that it remains within
|
||||
20 feet of you. It can more across uneven terrain, up or down stairs, slopes
|
||||
and the like, but it can't cross an elevation change of 10 feet or more. For
|
||||
example, the disk can't move across a 10-foot-deep pit, nor could it leave
|
||||
such a pit if it was created at the bottom.
|
||||
|
||||
If you
|
||||
move more than 100 feet from the disk (typically because it can't move around
|
||||
an obstacle to follow you), the spell ends.
|
||||
If you move more than 100 feet from the disk (typically because it can't
|
||||
move around an obstacle to follow you), the spell ends.
|
||||
"""
|
||||
name = "Tensers Floating Disk"
|
||||
level = 1
|
||||
|
||||
Reference in New Issue
Block a user