Merge branch 'spells' of https://github.com/VKerman/dungeon-sheets into VKerman-spells

This commit is contained in:
Mark Wolfman
2020-04-28 12:48:27 -05:00
3 changed files with 358 additions and 304 deletions
+107 -92
View File
@@ -116,13 +116,16 @@ class BeaconOfHope(Spell):
class BeastBond(Spell):
"""You establish a telepathic link with one beast you touch that is friendly to you
or charmed by you. The spell fails if the beast's Intelligence is 4 or higher.
Until the spell ends, the link is active while you and the beast are within line
of sight of each other. Through the link, the beast can understand your
telepathic messages to it, and it can telepathically communicate simple emotions
and concepts back to you. While the link is active, the beast gains advantage
on attack rolls against any creature within 5 feet of you that you can see.
"""You establish a telepathic link with one beast you touch that is
friendly to you or charmed by you. The spell fails if the beast's
Intelligence is 4 or higher. Until the spell ends, the link is
active while you and the beast are within line of sight of each
other. Through the link, the beast can understand your telepathic
messages to it, and it can telepathically communicate simple
emotions and concepts back to you. While the link is active, the
beast gains advantage on attack rolls against any creature within
5 feet of you that you can see.
"""
name = "Beast Bond"
level = 1
@@ -137,9 +140,11 @@ class BeastBond(Spell):
class BeastSense(Spell):
"""You touch a willing beast. For the duration of the spell, you can use your
action to see through the beast's eyes and hear what it hears, and continue to
do so until you use your action to return to your normal senses.
"""You touch a willing beast. For the duration of the spell, you can
use your action to see through the beast's eyes and hear what it
hears, and continue to do so until you use your action to return
to your normal senses.
"""
name = "Beast Sense"
level = 2
@@ -195,56 +200,59 @@ class BestowCurse(Spell):
class BigbysHand(Spell):
"""You create a Large hand of shimmering, translucent force in an unoccupied space
that you can see within range. The hand lasts for the spell's duration, and it
moves at your command, mimicking the movements of your own hand.
"""You create a Large hand of shimmering, translucent force in an
unoccupied space that you can see within range. The hand lasts for
the spell's duration, and it moves at your command, mimicking the
movements of your own hand.
The hand is
an object that has AC 20 and hit points equal to your hit point maximum. If it
drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a
Dexterity of 10 (+0). The hand doesn't fill its space.
The hand is an object that has AC 20 and hit points equal to your
hit point maximum. If it drops to 0 hit points, the spell ends. It
has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand
doesn't fill its space.
When you cast the spell
and as a bonus action on your subsequent turns, you can move the hand up to 60
feet and then cause one of the following effects with it.
When you cast the spell and as a bonus action on your subsequent
turns, you can move the hand up to 60 feet and then cause one of
the following effects with it.
Clenched Fist 
The
hand strikes one creature or object within 5 feet of it. Make a melee spell
attack for the hand using your game statistics. On a hit, the target takes 4d8
force damage.
**Clenched Fist**
The hand strikes one creature or object within 5 feet of it. Make
a melee spell attack for the hand using your game statistics. On a
hit, the target takes 4d8 force damage.
Forceful Hand
The hand attempts to push a creature within 5 feet
of it in a direction you choose. Make a check with the hand's Strength
contested by the Strength (Athletics) check of the target. If the target is
Medium or smaller, you have advantage on the check. If you succeed, the hand
pushes the target up to 5 feet plus a number of feet equal to five times your
spellcasting ability modifier. The hand moves with the target to remain within 5
feet of it.
**Forceful Hand**
The hand attempts to push a creature within 5 feet of it in a
direction you choose. Make a check with the hand's Strength
contested by the Strength (Athletics) check of the target. If the
target is Medium or smaller, you have advantage on the check. If
you succeed, the hand pushes the target up to 5 feet plus a number
of feet equal to five times your spellcasting ability
modifier. The hand moves with the target to remain within 5 feet
of it.
Grasping Hand
The hand attempts to grapple a Huge or smaller
creature within 5 feet of it. You use the hand's Strength score to resolve the
grapple. If the target is Medium or smaller, you have advantage on the check.
While the hand is grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6
+ your spellcasting ability modifier.
**Grasping Hand**
The hand attempts to grapple a Huge or smaller creature within 5
feet of it. You use the hand's Strength score to resolve the
grapple. If the target is Medium or smaller, you have advantage on
the check. While the hand is grappling the target, you can use a
bonus action to have the hand crush it. When you do so, the target
takes bludgeoning damage equal to 2d6 + your spellcasting ability
modifier.
Interposing Hand
The hand interposes
itself between you and a creature you choose until you give the hand a different
command. The hand moves to stay between you and the target, providing you with
half cover against the target. The target can't move through the hand's space if
its Strength score is less than or equal to the hand's Strength score. If its
Strength score is higher than the hand's Strength score, the target can move
toward you through the hand's space, but that space is difficult terrain for the
target.
**Interposing Hand**
The hand interposes itself between you and a creature you choose
until you give the hand a different command. The hand moves to
stay between you and the target, providing you with half cover
against the target. The target can't move through the hand's space
if its Strength score is less than or equal to the hand's Strength
score. If its Strength score is higher than the hand's Strength
score, the target can move toward you through the hand's space,
but that space is difficult terrain for the target.
**At Higher Levels:** When you cast this spell using a spell slot
of 6th level or higher, the damage from the clenched fist option
increases by 2d8 and the damage from the grasping hand increases
by 2d6 for each slot level above 5th.
At Higher Levels: When you cast this spell using a spell slot of 6th
level or higher, the damage from the clenched fist option increases by 2d8 and
the damage from the grasping hand increases by 2d6 for each slot level above
5th.
"""
name = "Bigbys Hand"
level = 5
@@ -352,14 +360,16 @@ class Blight(Spell):
class BlindingSmite(Spell):
"""The next time you hit a creature with a melee weapon attack during this spell's
duration, you weapon flares with a bright light, and the attack deals an extra
3d8 radiant damage to the target. Additionally, the target must succeed on a
Constitution saving throw or be blinded until the spell ends.
"""The next time you hit a creature with a melee weapon attack during
this spell's duration, you weapon flares with a bright light, and
the attack deals an extra 3d8 radiant damage to the
target. Additionally, the target must succeed on a Constitution
saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving
throw at the end of each of its turns. On a successful save, it is
no longer blinded.
A creature
blinded by this spell makes another Constitution saving throw at the end of each
of its turns. On a successful save, it is no longer blinded.
"""
name = "Blinding Smite"
level = 3
@@ -373,22 +383,23 @@ class BlindingSmite(Spell):
classes = ('Paladin',)
class Blindnessdeafness(Spell):
"""You can blind or deafen a foe. Choose one creature that you can see within range
to make a Constitution saving throw. If it fails, the target is either blinded
or deafened (your choice) for the duration. At the end of each of its turns, the
target can make a Constitution saving throw. On a success, the spell ends.
class BlindnessDeafness(Spell):
"""You can blind or deafen a foe. Choose one creature that you can see
within range to make a Constitution saving throw. If it fails, the
target is either blinded or deafened (your choice) for the
duration. At the end of each of its turns, the target can make a
Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of
3rd level or higher, you can target one additional creature for
each slot level above 2nd.
At
Higher Levels: When you cast this spell using a spell slot of 3rd level or
higher, you can target one additional creature for each slot level above 2nd.
"""
name = "Blindnessdeafness"
name = "Blindness/Deafness"
level = 2
casting_time = "1 action"
casting_range = "30 feet"
components = ('V',)
materials = """"""
duration = "1 minute"
ritual = False
magic_school = "Necromancy"
@@ -445,33 +456,39 @@ class Blur(Spell):
class BonesOfTheEarth(Spell):
"""You cause up to six pillars of stone to burst from places on the ground that you
can see within range. Each pillar is a cylinder that has a diameter of 5 feet
and a height of up to 30 feet. The ground where a pillar appears must be wide
enough for its diameter, and you can target ground under a creature if that
creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When
reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of
difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a
pillar is created under a creature, that creature must succeed on a Dexterity
saving throw or be lifted by the pillar. A creature can choose to fail the save.
"""You cause up to six pillars of stone to burst from places on the
ground that you can see within range. Each pillar is a cylinder
that has a diameter of 5 feet and a height of up to 30 feet. The
ground where a pillar appears must be wide enough for its
diameter, and you can target ground under a creature if that
creature is Medium or smaller. Each pillar has AC 5 and 30 hit
points. When reduced to 0 hit points, a pillar crumbles into
rubble, which creates an area of difficult terrain with a 10-foot
radius. The rubble lasts until cleared.
If a pillar is prevented from reaching its full height because of a ceiling or
other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is
restrained, pinched between the pillar and the obstacle. The restrained creature
can use an action to make a Strength or Dexterity check (the creature's choice)
against the spell's saving throw DC. On a success, the creature is no longer
restrained and must either move off the pillar or fall off it.
At Higher Levels.
When you cast this spell using a spell slot of 7th level or higher, you can
create two additional pillars for each slot level above 6th.
If a pillar is created under a creature, that creature must
succeed on a Dexterity saving throw or be lifted by the pillar. A
creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of
a ceiling or other obstacle, a creature on the pillar takes 6d6
bludgeoning damage and is restrained, pinched between the pillar
and the obstacle. The restrained creature can use an action to
make a Strength or Dexterity check (the creature's choice) against
the spell's saving throw DC. On a success, the creature is no
longer restrained and must either move off the pillar or fall off
it.
**At Higher Levels.** When you cast this spell using a spell slot
of 7th level or higher, you can create two additional pillars for
each slot level above 6th.
"""
name = "Bones Of The Earth"
level = 6
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
@@ -551,5 +568,3 @@ class BurningHands(Spell):
ritual = False
magic_school = "Evocation"
classes = ('Sorcerer', 'Wizard')