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Fixed some docstrings for spells and features.
This commit is contained in:
@@ -24,22 +24,22 @@ class AbiDalzimsHorridWilting(Spell):
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class AbsorbElements(Spell):
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"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
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damage
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"""The spell captures some of the incoming energy, lessening its
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effect on you and storing it for your next melee attack. You have
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resistance to the triggering damage type until the start of your
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next turn. Also, the first time you hit with a melee attack on
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your next turn, the target takes an extra 1d6 damage of the
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triggering type, and the spell ends.
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**At Higher Levels:** When you cast this spell using a spell slot
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of 2nd level or higher, the extra damage increases by 1d6 for each
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slot level above 1st.
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The spell captures some of the incoming energy, lessening its effect on
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you and storing it for your next melee attack. You have resistance to the
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triggering damage type until the start of your next turn. Also, the first time
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you hit with a melee attack on your next turn, the target takes an extra 1d6
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damage of the triggering type, and the spell ends.
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At Higher Levels: When you
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cast this spell using a spell slot of 2nd level or higher, the extra damage
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increases by 1d6 for each slot level above 1st.
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"""
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name = "Absorb Elements"
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level = 1
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casting_time = "Special"
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casting_time = ("1 Reaction, which you take when you take "
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"acid, cold, fire, lightning, or thunder damage")
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casting_range = "Self"
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components = ('S',)
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materials = """"""
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@@ -123,7 +123,7 @@ class Aid(Spell):
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creatures within range. Each target's hit point maximum and current hit points
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increase by 5 for the duration.
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At Higher Levels: When you cast this spell
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**At Higher Levels:** When you cast this spell
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using a spell slot of 3rd level or higher, a target's hit points increase by an
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additional 5 for each slot level above 2nd.
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"""
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@@ -145,11 +145,11 @@ class Alarm(Spell):
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area within range that is no larger than a 20-foot cube. Until the spell ends,
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an alarm alerts you whenever a tiny or larger creature touches or enters the
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warded area. When you cast the spell, you can designate creatures that won't set
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off the alarm. You also choose whether the alarm is mental or audible.
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off the alarm. You also choose whether the alarm is mental or audible.
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A
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mental alarm alerts you with a ping in your mind if you are within 1 mile of the
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warded area. This ping awakens you if you are sleeping.
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warded area. This ping awakens you if you are sleeping.
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An audible alarm
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produces the sound of a hand bell for 10 seconds within 60 feet.
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"""
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@@ -176,14 +176,14 @@ class AlterSelf(Spell):
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environment, sprouting gills, and growing webbing between your fingers. You can
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breathe underwater and gain a swimming speed equal to your walking speed.
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Change
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Appearance. You transform your appearance. You decide what you look like,
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Appearance. You transform your appearance. You decide what you look like,
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including your height, weight, facial features, sound of your voice, hair
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length, coloration, and distinguishing characteristics, if any. You can make
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yourself appear as a member of another race, though none of your statistics
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change. You also don't appear as a creature of a different size than you, and
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your basic shape stays the same; if you're bipedal, you can't use this spell to
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become quadrupedal, for instance. At any time for the duration of the spell, you
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can use your action to change your appearance in this way again.
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can use your action to change your appearance in this way again.
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Natural
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Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
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your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
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@@ -245,8 +245,8 @@ class AnimalMessenger(Spell):
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the message is lost, and the beast makes it way back to where you cast this
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spell.
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At Higher Levels: If you cast this spell using a spell slot of 3rd level
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or higher, the duration of the spell increases by 48 hours for each slot level
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**At Higher Levels:** If you cast this spell using a spell slot of 3rd level
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or higher, the duration of the spell increases by 48 hours for each slot level
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above 2nd.
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"""
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name = "Animal Messenger"
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@@ -270,8 +270,8 @@ class AnimalShapes(Spell):
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The transformation lasts for the duration for each target, or until the target
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drops to 0 hit points or dies. You can choose a different form for each target.
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A target's game statistics are replaced by the statistics of the chosen beast,
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drops to 0 hit points or dies. You can choose a different form for each target.
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A target's game statistics are replaced by the statistics of the chosen beast,
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though the target retains its alignment and Intelligence, Wisdom, and Charisma
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scores. The target assumes the hit points of its new form, and when it reverts
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to its normal form, it returns to the number of hit point it had before it
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@@ -282,7 +282,7 @@ class AnimalShapes(Spell):
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form, and it can't speak or cast spells.
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The target's gear melds into the new
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form. The target can't activate, wield, or otherwise benefit from any of its
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form. The target can't activate, wield, or otherwise benefit from any of its
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equipment.
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"""
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name = "Animal Shapes"
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@@ -302,14 +302,14 @@ class AnimateDead(Spell):
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Choose a pile of bones or a corpse of a
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Medium or Small humanoid within range. Your spell imbues the target with a foul
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mimicry of life, raising it as an undead creature. The target becomes a skeleton
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if you chose bones or a zombie if you chose a corpse (the DM has the creature's
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game statistics).
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if you chose bones or a zombie if you chose a corpse (the DM has the creature's
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game statistics).
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On each of your turns, you can use a bonus action to
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mentally command any creature you made with this spell if the creature is within
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60 feet of you (if you control multiple creatures, you can command any or all
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60 feet of you (if you control multiple creatures, you can command any or all
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of them at the same time, issuing the same command to each one). You decide what
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action the creature will take and where it will move during its next turn, or
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action the creature will take and where it will move during its next turn, or
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you can issue a general command, such as to guard a particular chamber or
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corridor. If you issue no commands, the creature only defends itself against
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hostile creatures. Once given an order, the creature continues to follow it
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@@ -322,10 +322,10 @@ class AnimateDead(Spell):
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reasserts your control over up to four creatures you have animated with this
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spell, rather than animating a new one.
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At Higher Levels: When you cast this
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**At Higher Levels:** When you cast this
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spell using a spell slot of 4th level or higher, you animate or reassert control
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over two additional undead creatures for each slot level above 3rd. Each of the
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creatures must come from a different corpse or pile of bones.
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over two additional undead creatures for each slot level above 3rd. Each of the
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creatures must come from a different corpse or pile of bones.
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"""
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name = "Animate Dead"
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level = 3
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@@ -347,7 +347,7 @@ class AnimateObjects(Spell):
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larger than Huge. Each target animates and becomes a creature
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under your control until the spell ends or until reduced to 0 hit
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points.
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As a bonus action, you can mentally command any creature you made
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with this spell if the creature is within 500 feet of you (if you
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control multiple creatures, you can command any or all of them at
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@@ -358,9 +358,8 @@ class AnimateObjects(Spell):
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the creature only defends itself against hostile creatures. Once
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given an order, the creature continues to follow it until its task
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is complete.
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Animated Object Statistics
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--------------------------
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**Animated Object Statistics:**
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- Tiny -- HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str:
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4, Dex: 18
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@@ -372,27 +371,29 @@ class AnimateObjects(Spell):
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14, Dex: 10
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- Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str:
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18, Dex: 6
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An animated object is a construct with AC, hit points, attacks,
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Strength, and Dexterity determine by its size. Its Constitution is 10 and its
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Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
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the objects lack legs or other appendages it can use for locomotion, it instead
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has a flying speed of 30 feet and can hover. If the object is securely attached
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to a surface or larger object, such as a chain bolted to a wall, its speed is 0.
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It has blindsight with a radius of 30 feet and is blind beyond that distance.
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When the animated object drops to 0 hit points, it reverts to its original
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object form, and any remaining damage carries over to its original object form.
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If you command an object to attack, it can make a single melee attack against
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a creature within 5 feet of it. It makes a slam attack with an attack bonus and
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bludgeoning damage determine by its size. The DM might rule that a specific
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object inflicts slashing or piercing damage based on its form.
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At Higher
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Levels: If you cast this spell using a spell slot of 6th level or higher, you
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can animate two additional objects for each slot level above 5th.
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Strength, and Dexterity determine by its size. Its Constitution is
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10 and its Intelligence and Wisdom are 3, and its Charisma is
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1. Its speed is 30 feet; if the objects lack legs or other
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appendages it can use for locomotion, it instead has a flying
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speed of 30 feet and can hover. If the object is securely attached
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to a surface or larger object, such as a chain bolted to a wall,
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its speed is 0. It has blindsight with a radius of 30 feet and is
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blind beyond that distance. When the animated object drops to 0
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hit points, it reverts to its original object form, and any
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remaining damage carries over to its original object form.
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If you command an object to attack, it can make a single melee
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attack against a creature within 5 feet of it. It makes a slam
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attack with an attack bonus and bludgeoning damage determine by
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its size. The DM might rule that a specific object inflicts
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slashing or piercing damage based on its form.
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**At Higher:** If you cast this spell using a spell slot of 6th
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level or higher, you can animate two additional objects for each
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slot level above 5th.
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"""
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name = "Animate Objects"
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level = 5
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@@ -434,17 +435,17 @@ class AntimagicField(Spell):
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This area is
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divorced from the magical energy that suffeses the multiverse. Within the
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sphere, spells can't be cast, summoned creatures disappear, and even magic items
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become mundane. Until the spell ends, the spere moves with you, centered on
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become mundane. Until the spell ends, the spere moves with you, centered on
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you.
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Spells and other magical effects, except those created by an artifact or a
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deity, are suppressed in the sphere and can't protrude into it. A slot expended
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to cast a suppressed spell is consumed. While an effect is suppressed, it
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deity, are suppressed in the sphere and can't protrude into it. A slot expended
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to cast a suppressed spell is consumed. While an effect is suppressed, it
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doesn't function, but the time it spends suppressed counts against its duration.
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Targeted Effects.
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Spells and other magical effects, such as magic missle and
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charm person, that target a creature or an object in the sphere have no effect
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charm person, that target a creature or an object in the sphere have no effect
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on that target.
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Areas of Magic.
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@@ -457,12 +458,12 @@ class AntimagicField(Spell):
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Spells.
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Any
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active spell or other magical effect on a creature or an object in the sphere is
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suppressed while the creature or object is in it.
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suppressed while the creature or object is in it.
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Magic Items.
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The
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properties and powers of magic items are suppressed in the sphere. Forexample, a
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+1 longsword in the sphere functions as a nonmagical longsword. A magic
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+1 longsword in the sphere functions as a nonmagical longsword. A magic
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weapon's properties and powers are suppressed if it is used against a target in
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the sphere or wielded by an attacker in the sphere. If a magic weapon or piece
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of magic ammunition fully leaves the sphere (For example, if you fire a magic
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@@ -481,11 +482,11 @@ class AntimagicField(Spell):
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A creature or
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object summoned or created by magic temporarily winks out of existence in the
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sphere. Such a creature instantly reappears once the space the creature occupied
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is no longer withinthe sphere.
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is no longer withinthe sphere.
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Dispel Magic.
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Spells and magical effects such
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as dispel magic have no effect on the sphere. Likewise, the spheres created by
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as dispel magic have no effect on the sphere. Likewise, the spheres created by
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different antimagic field spells don't nullify each other.
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"""
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name = "Antimagic Field"
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@@ -511,9 +512,9 @@ class Antipathysympathy(Spell):
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Antipathy.
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The enchantment causes
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creatures of the kind you designated to feel an intense urge to leave the area
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creatures of the kind you designated to feel an intense urge to leave the area
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and avoid the target. When such a creature can see the target or comes within 60
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feet of it, the creature must succeed on a Wisdom saving throw or
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feet of it, the creature must succeed on a Wisdom saving throw or
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become frightened. The creature remains frightened while it can see the target
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or is within 60 feet of it. While frightened by the target, the creature must
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use its movement to move to the nearest safe spot from which it can't see the
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@@ -528,7 +529,7 @@ class Antipathysympathy(Spell):
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such a creature can see the target or comes within 60 feet o fit, the creature
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must succeed on a Wisdom saving throw or use its movement on each of its turns
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to enter the area or move within reach of the target. When the creature has done
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so, it can't willingly move away from the target. If the target damages or
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so, it can't willingly move away from the target. If the target damages or
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otherwise harms an affected creature, the affected creature can make a
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Wisdom saving throw to end the effect, as described below.
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@@ -538,7 +539,7 @@ class Antipathysympathy(Spell):
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or able to see it, the creature makes a Wisdom saving throw. On a successful
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save, the creature is no longer affected by the target and recognizes the
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feeling of repugnance or attraction as magical. In addition, a creature affected
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by the spell is allowed another Wisdom saving throw every 24 hours while the
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by the spell is allowed another Wisdom saving throw every 24 hours while the
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spell persists.
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A creature that successfully saves against this effect is
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immune to it for 1 minute, after which time it can be affected again.
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@@ -557,7 +558,7 @@ class Antipathysympathy(Spell):
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class ArcaneEye(Spell):
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"""You create an invisible, magical eye within range that hovers in the air for the
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duration.
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duration.
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You mentally receive visual information from the eye, which has
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normal vision and darkvision out to 30 feet. The eye can look in every
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direction.
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@@ -615,8 +616,8 @@ class ArcaneLock(Spell):
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it becomes locked for the duration. You and the creatures you
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designate when you cast this spell can open the object normally. You
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can also set a password that, when spoken within 5 feet of the object,
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suppresses this spell for 1 minute. Otherwise, it is impassable until
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it is broken or the spell is dispelled or suppressed. Casting knock
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suppresses this spell for 1 minute. Otherwise, it is impassable until
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it is broken or the spell is dispelled or suppressed. Casting knock
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on the object suppresses arcane lock for 10 minutes.
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While affected
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@@ -636,15 +637,16 @@ class ArcaneLock(Spell):
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class ArmorOfAgathys(Spell):
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"""A protective magical force surrounds you, manifesting as a spectral frost that
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covers you and your gear.
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You gain 5 temporary hit points for the duration. If
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a creature hits you with a melee attack while you have these hit points, the
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creature takes 5 cold damage.
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"""A protective magical force surrounds you, manifesting as a spectral
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frost that covers you and your gear. You gain 5 temporary hit
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points for the duration. If a creature hits you with a melee
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attack while you have these hit points, the creature takes 5 cold
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damage.
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At Higher Levels: When you cast this spell using
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a spell slot of 2nd level or higher, both the temporary hit points and the cold
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**At Higher Levels:** When you cast this spell using a spell slot
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of 2nd level or higher, both the temporary hit points and the cold
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damage increase by 5 for each slot
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"""
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name = "Armor Of Agathys"
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level = 1
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@@ -700,8 +702,8 @@ class AstralProjection(Spell):
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instantly.
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Your astral form can freely travel through the Astral Plane and can
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pass through portals there leading to any other plane. If you enter a new plane
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or return to the plane you were on when casting this spell, your body
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pass through portals there leading to any other plane. If you enter a new plane
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or return to the plane you were on when casting this spell, your body
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and possessions are transported along the silver cord, allowing you to re-enter
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your body as you enter the new plane. Your astral form is a separate
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incarnation. Any damage or other effects that apply to it have no effect on
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@@ -711,13 +713,13 @@ class AstralProjection(Spell):
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The spell might also end early for you or one of your companions. A successful
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dispel magic spell used against an astral or physical body ends the spell for
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dispel magic spell used against an astral or physical body ends the spell for
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that creature. If a creature's original body or its astral form drops to 0 hit
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points, the spell ends for that creature. If the spell ends and the silver cord
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is intact, the cord pulls the creature's astral form back to its body, ending
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its state of suspended animation. If you are returned to your body prematurely,
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your companions remain in their astral forms and must find their own way back to
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their bodies, usually by dropping to 0 hit points.
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their bodies, usually by dropping to 0 hit points.
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"""
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name = "Astral Projection"
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level = 9
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@@ -737,19 +739,19 @@ class Augury(Spell):
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entity about the results of a specific course of action that you plan to take
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within the next 30 minutes. The DM chooses from the following possible omens:
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- Weal, for good results
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- Woe, for bad results
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- Weal and woe, for both good
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and bad results
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- Nothing, for results that aren't especially good or bad
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The
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spell doesn't take into account any possible circumstances that might change
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the outcome, such as the casting of additional spells or the loss or gain of a
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companion. If you cast the spell two or more times before completing your
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next long rest, there is a cumulative 25 percent chance for each casting after
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the first that you get a random reading. The DM makes this roll in secret.
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The spell doesn't take into account any possible circumstances
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that might change the outcome, such as the casting of additional
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spells or the loss or gain of a companion. If you cast the spell
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two or more times before completing your next long rest, there is
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a cumulative 25 percent chance for each casting after the first
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that you get a random reading. The DM makes this roll in secret.
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"""
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name = "Augury"
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level = 2
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@@ -789,7 +791,7 @@ class AuraOfPurity(Spell):
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spell ends, the aura moves with you, centered on you. Each nonhostile creature
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in the aura (including you) can't become diseased, has resistance to poison
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damage, and has advantage on saving throws against effects that cause any of the
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following conditions: blnded, charmed, deafended, frightened, paralyzed,
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following conditions: blnded, charmed, deafended, frightened, paralyzed,
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poisoned, and stunned.
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"""
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name = "Aura Of Purity"
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@@ -808,7 +810,7 @@ class AuraOfVitality(Spell):
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"""Healing energy radiates from you in an aura with a 30-foot radius.
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Until the
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spell ends, the aura moves with you, centered on you. You can use a bonus action
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to cause one creature in the aura (including you) to regain 2d6 hit points.
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to cause one creature in the aura (including you) to regain 2d6 hit points.
|
||||
"""
|
||||
name = "Aura Of Vitality"
|
||||
level = 3
|
||||
@@ -830,12 +832,12 @@ class Awaken(Spell):
|
||||
an Intelligence of 10. The target also gains the ability to speak one language
|
||||
you know. If the target is a plant, it gains the ability to move its limbs,
|
||||
roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's.
|
||||
Your DM chooses statistics appropriate for the awakened plant, such as the
|
||||
Your DM chooses statistics appropriate for the awakened plant, such as the
|
||||
statistics for the awakened shrub or the awakened tree.
|
||||
|
||||
The awakened beast or
|
||||
plant is charmed by you for 30 days or until you and your companions do anything
|
||||
harmful to it. When the charmed condition ends, the awakened creature chooses
|
||||
harmful to it. When the charmed condition ends, the awakened creature chooses
|
||||
whether to remain friendly to you, based on how you treated it while it was
|
||||
charmed.
|
||||
"""
|
||||
|
||||
@@ -26,8 +26,8 @@ class Bane(Spell):
|
||||
class BanishingSmite(Spell):
|
||||
"""The next time you hit a creature with a weapon attack before this spell ends,
|
||||
your weapon crackles with force, and the attack deals an extra 5d10 force damage
|
||||
to the target. Additionally, if this attack reduces the target to 50 hit points
|
||||
of fewer, you banish it. If the target is native to a different plane of
|
||||
to the target. Additionally, if this attack reduces the target to 50 hit points
|
||||
of fewer, you banish it. If the target is native to a different plane of
|
||||
existence than the on you're on, the target disappears, returning to its home
|
||||
plane. If the target is native to the plane you're on, the creature vanishes
|
||||
into a harmless demiplane. While there, the target is incapacitated. It remains
|
||||
@@ -64,7 +64,7 @@ class Banishment(Spell):
|
||||
reappears in the space it left or in the nearest unoccupied space if that space
|
||||
is occupied. Otherwise, the target doesn't return.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
additional creature for each slot level above 4th.
|
||||
"""
|
||||
@@ -117,14 +117,14 @@ 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.
|
||||
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"
|
||||
@@ -160,14 +160,14 @@ class BeastSense(Spell):
|
||||
|
||||
class BestowCurse(Spell):
|
||||
"""You touch a creature, and that creature must succeed on a Wisdom saving throw or
|
||||
become cursed for the duration of the spell. When you cast this spell, choose
|
||||
become cursed for the duration of the spell. When you cast this spell, choose
|
||||
the nature of the curse from the following options:* Choose one ability score.
|
||||
While cursed, the target has disadvantage on ability checks and saving throws
|
||||
made with that ability score.* While cursed, the target has disadvantage on
|
||||
attack rolls against you.* While cursed, the target must make a Wisdom saving
|
||||
throw at the start of each of its turns. If it fails, it wastes its action that
|
||||
turn doing nothing.* While the target is cursed, your attacks and spells deal an
|
||||
extra 1d8 necrotic damage to the target.
|
||||
extra 1d8 necrotic damage to the target.
|
||||
|
||||
A remove curse spell ends this
|
||||
effect. At the DM's option, you may choose an alternative curse effect, but it
|
||||
@@ -175,7 +175,7 @@ class BestowCurse(Spell):
|
||||
The DM has final say on
|
||||
such a curse's effect.
|
||||
|
||||
At Higher Levels: If you cast this spell using a spell
|
||||
**At Higher Levels:** If you cast this spell using a spell
|
||||
slot of 4th level or higher, the duration is concentration, up to 10 minutes.
|
||||
|
||||
If you use a spell slot of 5th level or higher, the duration is 8 hours.
|
||||
@@ -269,14 +269,14 @@ class BigbysHand(Spell):
|
||||
class BladeBarrier(Spell):
|
||||
"""You create a vertical wall of whirling, razor-sharp blades made of magical
|
||||
energy. The wall appears within range and lasts for the duration. You can make a
|
||||
straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed
|
||||
straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed
|
||||
wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall
|
||||
provides three-quarters cover to creatures behind it, and its space is difficult
|
||||
terrain.
|
||||
terrain.
|
||||
|
||||
When a creature enters the wall's area for the first time on a turn
|
||||
or starts its turn there, the creature must make a Dexterity saving throw. On a
|
||||
failed save, the creature takes 6 d10 slashing damage. On a successful save,
|
||||
or starts its turn there, the creature must make a Dexterity saving throw. On a
|
||||
failed save, the creature takes 6 d10 slashing damage. On a successful save,
|
||||
the creature takes half as much damage.
|
||||
"""
|
||||
name = "Blade Barrier"
|
||||
@@ -331,7 +331,7 @@ class Bless(Spell):
|
||||
|
||||
class Blight(Spell):
|
||||
"""Necromantic energy washes over a creature of your choice that you can see within
|
||||
range, draining moisture and vitality from it. The target must make a
|
||||
range, draining moisture and vitality from it. The target must make a
|
||||
Constitution saving throw. The target takes 8d8 necrotic damage on a failed
|
||||
save, or half as much damage on a successful one. This spell has no effect on
|
||||
undead or constructs.
|
||||
@@ -390,7 +390,7 @@ class BlindnessDeafness(Spell):
|
||||
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
|
||||
**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.
|
||||
|
||||
@@ -409,11 +409,11 @@ class BlindnessDeafness(Spell):
|
||||
class Blink(Spell):
|
||||
"""Roll a d20 at the end of each of your turns for the duration of the spell. On a
|
||||
roll of 11 or higher, you vanish from your current plane of existence and appear
|
||||
in the Etheral Plane (the spell fails and the casting is wasted if you were
|
||||
in the Etheral Plane (the spell fails and the casting is wasted if you were
|
||||
already on that plane).
|
||||
|
||||
At the start of you next turn, and when the spell ends
|
||||
if you are on the Etheral Plane, you return to an unoccupied space of your
|
||||
if you are on the Etheral Plane, you return to an unoccupied space of your
|
||||
choice that you can see within 10 feet of the space you vanished from. If no
|
||||
unoccupied space is available within that rang, you appear in the nearest
|
||||
unoccupied space (chosen at random if more that one space is equally near). You
|
||||
@@ -421,7 +421,7 @@ class Blink(Spell):
|
||||
|
||||
While on the Ethereal Plane, you can see
|
||||
and hear the plane you originated from, which is cast in shades of gray, and you
|
||||
can't see anything more than 60 feet away.You can only affect and be affected
|
||||
can't see anything more than 60 feet away.You can only affect and be affected
|
||||
by other reatures on the Ethereal Plane. Creature that aren't there can't
|
||||
perceive you or interact with you, unless they have the ability to do so.
|
||||
"""
|
||||
@@ -439,7 +439,7 @@ class Blink(Spell):
|
||||
|
||||
class Blur(Spell):
|
||||
"""Your body becomes blurred, shifting and wavering to all who can see you. For the
|
||||
duration, any creature has disadvantage on attack rolls against you. An
|
||||
duration, any creature has disadvantage on attack rolls against you. An
|
||||
attacker is immune to this effect if it doesnt rely on sight, as with
|
||||
blindsight, or can see through illusions, as with truesight.
|
||||
"""
|
||||
@@ -497,7 +497,7 @@ class BonesOfTheEarth(Spell):
|
||||
|
||||
class BoomingBlade(Spell):
|
||||
"""As part of the action used to cast this spell, you must make a melee attack with
|
||||
a weapon against one creature within the spell's range, otherwise the spell
|
||||
a weapon against one creature within the spell's range, otherwise the spell
|
||||
fails.
|
||||
On a hit, the target suffers the attack's normal effects, and it becomes
|
||||
sheathed in booming energy until the start of your next turn. If the target
|
||||
@@ -508,7 +508,7 @@ class BoomingBlade(Spell):
|
||||
At
|
||||
Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage
|
||||
to the target, and the damage the target takes for moving increases to 2d8. Both
|
||||
damage rolls increase by 1d8 at 11th level and 17th level.
|
||||
damage rolls increase by 1d8 at 11th level and 17th level.
|
||||
"""
|
||||
name = "Booming Blade"
|
||||
level = 0
|
||||
@@ -529,7 +529,7 @@ class BrandingSmite(Spell):
|
||||
the target sheds dim light in a 5-foot radius and can't become invisible until
|
||||
the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 3rd level or higher, the extra damage increases by 1d6 for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
@@ -555,7 +555,7 @@ class BurningHands(Spell):
|
||||
ignites any flammable objects in the area that aren't being worn or carried.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
higher, the damage increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Burning Hands"
|
||||
|
||||
+119
-119
@@ -4,23 +4,23 @@ from dungeonsheets.spells.spells import Spell
|
||||
class CallLightning(Spell):
|
||||
"""A storm cloud appears in the shape of a cylinder that is 10 feet tall with a
|
||||
60-foot radius, centered on a point you can see 100 feet directly above you. The
|
||||
spell fails if you can't see a point in the air where the storm cloud could
|
||||
spell fails if you can't see a point in the air where the storm cloud could
|
||||
appear (for example, if you are in a room that can't accommodate the cloud).
|
||||
|
||||
|
||||
When you cast the spell, choose a point you can see within range. A bolt of
|
||||
lightning flashes down from the cloud to that point. Each creature within 5 feet
|
||||
of that point must make a Dexterity saving throw. A creature takes 3d10
|
||||
of that point must make a Dexterity saving throw. A creature takes 3d10
|
||||
lightning damage on a failed save, or half as much damage on a successful one.
|
||||
On each of your turns until the spell ends, you can use your action to call down
|
||||
lightning in this way again, targeting the same point or a different one.
|
||||
lightning in this way again, targeting the same point or a different one.
|
||||
|
||||
If
|
||||
you are outdoors in stormy conditions when you cast this spell, the spell gives
|
||||
you control over the existing storm instead of creating a new one. Under such
|
||||
conditions, the spell's damage increases by 1d10.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 4th or higher level, the damage increases
|
||||
by 1d10 for each slot level above 3rd.
|
||||
"""
|
||||
@@ -97,8 +97,8 @@ class Catnap(Spell):
|
||||
that target gains the benefit of a short rest, and it can't be affected by this
|
||||
spell again until it finishes a long rest.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 4th level or higher, you can target one additional
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 4th level or higher, you can target one additional
|
||||
willing creature for each slot level above 3rd.
|
||||
"""
|
||||
name = "Catnap"
|
||||
@@ -120,7 +120,7 @@ class CauseFear(Spell):
|
||||
frightened target can repeat the saving throw at the end of each of its turns,
|
||||
ending the effect on itself on a success.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 2nd level or higher, you can target one additional
|
||||
creature for each slot level above lst. The creatures must be within 30 feet of
|
||||
each other when you target them.
|
||||
@@ -156,11 +156,11 @@ class Ceremony(Spell):
|
||||
it can roll a d4 and add the number rolled to the save. A creature can benefit
|
||||
from this rite only once.
|
||||
Funeral Rite. You touch one corpse, and for the next 7
|
||||
days, the target can't become undead by any means short of a wish spell.
|
||||
days, the target can't become undead by any means short of a wish spell.
|
||||
|
||||
Wedding. You touch adult humanoids willing to be bonded together in marriage.
|
||||
For the next 7 days, each target gains a +2 bonus to AC while they are within 30
|
||||
feet of each other. A creature can benefit from this rite again only if
|
||||
feet of each other. A creature can benefit from this rite again only if
|
||||
widowed.
|
||||
"""
|
||||
name = "Ceremony"
|
||||
@@ -177,9 +177,9 @@ class Ceremony(Spell):
|
||||
|
||||
class ChainLightning(Spell):
|
||||
"""You create a bolt of lightning that arcs toward a target of your choice that you
|
||||
can see within range. Three bolts then leap from that target to as many as
|
||||
can see within range. Three bolts then leap from that target to as many as
|
||||
three other targets, each of which must be within 30 feet of the first target. A
|
||||
target can be a creature or an object and can be targeted by only one of the
|
||||
target can be a creature or an object and can be targeted by only one of the
|
||||
bolts.
|
||||
|
||||
A target must make a Dexterity saving throw. The target takes 10d8
|
||||
@@ -227,7 +227,7 @@ class ChaosBolt(Spell):
|
||||
leap again. A creature can be targeted only once by each casting
|
||||
of this spell.
|
||||
|
||||
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
|
||||
2nd level or higher, each target takes 1d6 extra damage of the
|
||||
type rolled for each slot level above 1st.
|
||||
|
||||
@@ -253,7 +253,7 @@ class CharmMonster(Spell):
|
||||
friendly to you. When the spell ends, the creature knows it was
|
||||
charmed by you.
|
||||
|
||||
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
|
||||
5th level or higher, you can target one additional creature for
|
||||
each slot level above 4th. The creatures must be within 30 feet of
|
||||
each other when you target them.
|
||||
@@ -280,7 +280,7 @@ class CharmPerson(Spell):
|
||||
you as a friendly acquaintance. When the spell ends, the creature
|
||||
knows it was charmed by you.
|
||||
|
||||
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
|
||||
2nd level or higher, you can target one additional creature for
|
||||
each slot level above 1st. The creatures must be within 30 feet of
|
||||
each other when you target them.
|
||||
@@ -304,10 +304,10 @@ class ChillTouch(Spell):
|
||||
Make a ranged spell attack against the creature to assail it with the chill of
|
||||
the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain
|
||||
hit points until the start of your next turn. Until then, the hand clings to the
|
||||
target. If you hit an undead target, it also has disadvantage on attack rolls
|
||||
target. If you hit an undead target, it also has disadvantage on attack rolls
|
||||
against you until the end of your next turn.
|
||||
|
||||
At Higher Levels: This spell's
|
||||
**At Higher Levels:** This spell's
|
||||
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
|
||||
17th level (4d8).
|
||||
"""
|
||||
@@ -326,8 +326,8 @@ class ChillTouch(Spell):
|
||||
class ChromaticOrb(Spell):
|
||||
"""You hurl a 4-inch-diameter sphere of energy at a creature that you can see
|
||||
within range. You choose acid, cold, fire, lightning, poison, or thunder for the
|
||||
type of orb you create, and then make a ranged spell attack against the target.
|
||||
If the attack hits, the creature takes 3d8 damage of the type you chose.
|
||||
type of orb you create, and then make a ranged spell attack against the target.
|
||||
If the attack hits, the creature takes 3d8 damage of the type you chose.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
@@ -349,10 +349,10 @@ class CircleOfDeath(Spell):
|
||||
"""A sphere of negative energy ripples out in a 60-foot-radius sphere from a point
|
||||
within range. Each creature in that area must make a Constitution saving throw.
|
||||
A target takes 8d6 necrotic damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
successful one.
|
||||
|
||||
At Higher Levels: W hen you cast this spell using a spell slot
|
||||
of 7th level or higher, the damage increases by 2d6 for each slot level above
|
||||
**At Higher Levels:** W hen you cast this spell using a spell slot
|
||||
of 7th level or higher, the damage increases by 2d6 for each slot level above
|
||||
6th.
|
||||
"""
|
||||
name = "Circle Of Death"
|
||||
@@ -402,7 +402,7 @@ class Clairvoyance(Spell):
|
||||
hearing. You can use the chosen sense through the sensor as if you were in its
|
||||
space. As your action, you can switch between seeing and hearing. A creature
|
||||
that can see the sensor (such as a creature benefitting from see invisibility or
|
||||
truesight) sees a luminous, intangible orb about the size of your fist.
|
||||
truesight) sees a luminous, intangible orb about the size of your fist.
|
||||
"""
|
||||
name = "Clairvoyance"
|
||||
level = 3
|
||||
@@ -422,7 +422,7 @@ class Clone(Spell):
|
||||
This clone forms inside a sealed vessel and grows to full size and
|
||||
maturity after 120 days; you can also choose to have the clone be a younger
|
||||
version of the same creature. It remains inert and endures indefinitely, as long
|
||||
as its vessel remains undisturbed.
|
||||
as its vessel remains undisturbed.
|
||||
|
||||
|
||||
At any time after the clone matures, if
|
||||
@@ -448,10 +448,10 @@ class Clone(Spell):
|
||||
class CloudOfDaggers(Spell):
|
||||
"""You fill the air with spinning daggers in a cube 5 feet on each side, centered
|
||||
on a point you choose within range. A creature takes 4d4 slashing damage when it
|
||||
enters the spell's area for the first time on a turn or starts its turn there.
|
||||
enters the spell's area for the first time on a turn or starts its turn there.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
|
||||
higher, the damage increases by 2d4 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Cloud Of Daggers"
|
||||
@@ -483,8 +483,8 @@ class Cloudkill(Spell):
|
||||
vapors, being heavier than air, sink to the lowest level of the land, even
|
||||
pouring down openings.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 6th level or higher, the damage increases by 1d8 for each slot level
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 6th level or higher, the damage increases by 1d8 for each slot level
|
||||
above 5th.
|
||||
"""
|
||||
name = "Cloudkill"
|
||||
@@ -513,8 +513,8 @@ class ColorSpray(Spell):
|
||||
next lowest hit points. A creature's hit points must be equal to or less than
|
||||
the remaining total for the creature to be affected.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, roll an additional
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 2nd level or higher, roll an additional
|
||||
2d10 for each slot level above 1st.
|
||||
"""
|
||||
name = "Color Spray"
|
||||
@@ -535,33 +535,33 @@ class Command(Spell):
|
||||
the command on its next turn. The spell has no effect if the
|
||||
target is undead, if it doesn't understand your language, or if
|
||||
your command is directly harmful to it.
|
||||
|
||||
|
||||
Some typical commands and their effects follow. You might issue a
|
||||
command other than one described here. If you do so, the DM
|
||||
determines how the target behaves. If the target can't follow your
|
||||
command, the spell ends.
|
||||
|
||||
**Approach:** The target moves toward you by the shortest and most
|
||||
direct route, ending its turn if it moves within 5 feet of you.
|
||||
|
||||
**Drop:** The target drops whatever it is holding and then ends
|
||||
its turn.
|
||||
|
||||
**Flee:** The target spends its turn moving away from you by the
|
||||
fastest available means.
|
||||
|
||||
**Grovel:** The target falls prone and then ends its turn.
|
||||
|
||||
**Halt:** The target doesn't move and takes no actions. A flying
|
||||
creature stays aloft, provided that it is able to do so. If it
|
||||
must move to stay aloft, it flies the minimum distance needed to
|
||||
remain in the air.
|
||||
|
||||
|
||||
Approach.
|
||||
The target moves toward you by the shortest and most direct
|
||||
route, ending its turn if it moves within 5 feet of you.
|
||||
Drop.
|
||||
The target drops whatever it is holding and then ends its turn.
|
||||
Flee.
|
||||
The target spends its turn moving away from you by the fastest
|
||||
available means.
|
||||
Grovel.
|
||||
The target falls prone and then ends its turn.
|
||||
Halt.
|
||||
The target doesn't move and takes no actions. A flying creature
|
||||
stays aloft, provided that it is able to do so. If it must move
|
||||
to stay aloft, it flies the minimum distance needed to remain in
|
||||
the air.
|
||||
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, you can affect one additional creature
|
||||
for each slot level above 1st. The creatures must be within 30
|
||||
feet of each other when you target them
|
||||
|
||||
of 2nd level or higher, you can affect one additional creature for
|
||||
each slot level above 1st. The creatures must be within 30 feet of
|
||||
each other when you target them
|
||||
|
||||
"""
|
||||
name = "Command"
|
||||
level = 1
|
||||
@@ -578,7 +578,7 @@ class Command(Spell):
|
||||
class Commune(Spell):
|
||||
"""You contact your deity or a divine proxy and ask up to three questions that can
|
||||
be answered with a yes or no. You must ask your questions before the spell ends.
|
||||
You receive a correct answer for each question.
|
||||
You receive a correct answer for each question.
|
||||
|
||||
Divine beings aren't
|
||||
necessarily omniscient, so you might receive "unclear" as an answer if a
|
||||
@@ -587,7 +587,7 @@ class Commune(Spell):
|
||||
interests, the DM might offer a short phrase as an answer instead.
|
||||
|
||||
If you cast
|
||||
the spell two or more times before finishing your next long rest, there is a
|
||||
the spell two or more times before finishing your next long rest, there is a
|
||||
cumulative 25 percent chance for each casting after the first that you get no
|
||||
answer. The DM makes this roll in secret.
|
||||
"""
|
||||
@@ -650,7 +650,7 @@ class CompelledDuel(Spell):
|
||||
restrict the target's movement for that turn.
|
||||
|
||||
The spell ends if you attack any
|
||||
other creature, if you cast a spell that targets a hostile creature other than
|
||||
other creature, if you cast a spell that targets a hostile creature other than
|
||||
the target, if a creature friendly to you damages the target or casts a harmful
|
||||
spell on it, or if you end your turn more than 30 feet away from the target.
|
||||
"""
|
||||
@@ -668,11 +668,11 @@ class CompelledDuel(Spell):
|
||||
|
||||
class ComprehendLanguages(Spell):
|
||||
"""For the duration, you understand the literal meaning of any spoken language that
|
||||
you hear.
|
||||
you hear.
|
||||
You also understand any spoken language that you hear. You also
|
||||
understand any written language that you see, but you must be touching the
|
||||
surface of which the words are written. It takes about 1 minute to read one page
|
||||
of text.
|
||||
of text.
|
||||
|
||||
This spell doesn't decode secret messages in a text or glyph, such
|
||||
as an arcane sigil, that isn't part of a written language.
|
||||
@@ -693,15 +693,15 @@ class Compulsion(Spell):
|
||||
"""Creatures of your choice that you can see within range and that can hear you
|
||||
must make a Wisdom saving throw.
|
||||
A target automatically succeeds on this saving
|
||||
throw if it can't be charmed. On a failed save, a target is affected by this
|
||||
throw if it can't be charmed. On a failed save, a target is affected by this
|
||||
spell. Until the spell ends, you can use a bonus action on each of your turns to
|
||||
designate a direction that is horizontal to you. Each affected target must use
|
||||
designate a direction that is horizontal to you. Each affected target must use
|
||||
as much of its movement as possible to move in that direction on its next turn.
|
||||
It can take its action before it moves. After moving in this way, it can make
|
||||
another Wisdom saving throw to try to end the effect.
|
||||
|
||||
A target isn't compelled
|
||||
to move into an obviously deadly hazard, such as a fire pit, but it will
|
||||
to move into an obviously deadly hazard, such as a fire pit, but it will
|
||||
provoke opportunity attacks to move in the designated direction.
|
||||
"""
|
||||
name = "Compulsion"
|
||||
@@ -725,7 +725,7 @@ class ConeOfCold(Spell):
|
||||
failed save, or half as much damage on a successful one. A creature killed by
|
||||
this spell becomes a frozen statue until it thaws.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 6th level or higher, the damage increases
|
||||
by 1d8 for each slot level above 5th.
|
||||
"""
|
||||
@@ -755,7 +755,7 @@ class Confusion(Spell):
|
||||
|
||||
1. The creature uses
|
||||
all its movement to move in a random direction. To determine the direction, roll
|
||||
a d8 and assign a direction to each die face. The creature doesn't take an
|
||||
a d8 and assign a direction to each die face. The creature doesn't take an
|
||||
action this turn.
|
||||
|
||||
2-6. The creature doesn't move or take actions this turn.
|
||||
@@ -769,7 +769,7 @@ class Confusion(Spell):
|
||||
normally.
|
||||
|
||||
At the end of its turns, an affected target can make a Wisdom saving
|
||||
throw. It it succeeds, this effect ends for that target.
|
||||
throw. It it succeeds, this effect ends for that target.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 5th level or higher, the radius
|
||||
@@ -834,7 +834,7 @@ class ConjureAnimals(Spell):
|
||||
class ConjureBarrage(Spell):
|
||||
"""You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the
|
||||
air to create a cone of identical weapons that shoot forward and then disappear.
|
||||
Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A
|
||||
Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A
|
||||
creature takes 3d8 damage on a failed save, or half as much damage on a
|
||||
successful one. The damage type is the same as that of the weapon or ammunition
|
||||
used as a component.
|
||||
@@ -854,7 +854,7 @@ class ConjureBarrage(Spell):
|
||||
class ConjureCelestial(Spell):
|
||||
"""You summon a celestial of challenge rating 4 or lower, which appears in an
|
||||
unoccupied space that you can see within range. The celestial disappears when it
|
||||
drops to 0 hit points or when the spell ends.
|
||||
drops to 0 hit points or when the spell ends.
|
||||
|
||||
The celestial is friendly to
|
||||
you and your companions for the duration. Roll initiative for the celestial,
|
||||
@@ -865,7 +865,7 @@ class ConjureCelestial(Spell):
|
||||
The DM has the celestial's statistics.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a 9th-level spell slot, you
|
||||
**At Higher Levels:** When you cast this spell using a 9th-level spell slot, you
|
||||
summon a celestial of challenge rating 5 or lower.
|
||||
"""
|
||||
name = "Conjure Celestial"
|
||||
@@ -884,13 +884,13 @@ class ConjureElemental(Spell):
|
||||
"""You call forth an elemental servant.
|
||||
Choose an area of air, earth, fire, or
|
||||
water that fills a 10-foot cube within range. An elemental of challenge rating 5
|
||||
or lower appropriate to the area you chose appears in an unoccupied space
|
||||
or lower appropriate to the area you chose appears in an unoccupied space
|
||||
within 10 feet of it. For example, a fire elemental emerges from a bonfire, and
|
||||
an earth elemental rises up from the ground. The elemental disappears when it
|
||||
drops to 0 hit points or when the spell ends.
|
||||
|
||||
The elemental is friendly to you
|
||||
and your companions for the duration. Roll initiative for the elemental, which
|
||||
and your companions for the duration. Roll initiative for the elemental, which
|
||||
has its own turns. It obeys any verbal commands that you issue to it (no action
|
||||
required by you). If you don't issue any commands to the elemental, it defends
|
||||
itself from hostile creatures but otherwise takes no actions.
|
||||
@@ -899,10 +899,10 @@ class ConjureElemental(Spell):
|
||||
concentration is broken, the elemental doesn't disappear. Instead, you lose
|
||||
control of the elemental, it becom es hostile toward you and your companions,
|
||||
and it might attack. An uncontrolled elemental can't be dismissed by you, and it
|
||||
disappears 1 hour after you summoned it. The DM has the elemental's statistics.
|
||||
disappears 1 hour after you summoned it. The DM has the elemental's statistics.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 6th level or
|
||||
higher, the challenge rating increases by 1 for each slot level above 5th.
|
||||
"""
|
||||
name = "Conjure Elemental"
|
||||
@@ -922,17 +922,17 @@ class ConjureFey(Spell):
|
||||
takes the form of a beast of challenge rating 6 or lower.
|
||||
It appears in an
|
||||
unoccupied space that you can see within range. The fey creature disappears when
|
||||
it drops to 0 hit points or when the spell ends.
|
||||
it drops to 0 hit points or when the spell ends.
|
||||
|
||||
The fey creature is friendly
|
||||
to you and your companions for the duration. Roll initiative for the creature,
|
||||
to you and your companions for the duration. Roll initiative for the creature,
|
||||
which has its own turns. It obeys any verbal commands that you issue to it (no
|
||||
action required by you), as long as they don't violate its alignment. If you
|
||||
don't issue any commands to the fey creature, it defends itself from hostile
|
||||
creatures but otherwise takes no actions.
|
||||
|
||||
If your concentration is broken, the
|
||||
fey creature doesn't disappear. Instead, you lose control of the fey creature,
|
||||
fey creature doesn't disappear. Instead, you lose control of the fey creature,
|
||||
it becomes hostile toward you and your companions, and it might attack. An
|
||||
uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour
|
||||
after you summoned it.
|
||||
@@ -977,7 +977,7 @@ class ConjureMinorElementals(Spell):
|
||||
take no actions.
|
||||
The DM has the creatures' statistics.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using certain higher-level spell slots, you choose one of
|
||||
the summoning options above, and more creatures appear: twice as many with a
|
||||
6th-level slot and three times as many with an 8th-level slot.
|
||||
@@ -1044,7 +1044,7 @@ class ConjureWoodlandBeings(Spell):
|
||||
Levels: When you cast this spell using certain higher-level spell slots, you
|
||||
choose one of the summoning options above, and more creatures appear:
|
||||
twice as
|
||||
many with a 6th-level slot
|
||||
many with a 6th-level slot
|
||||
three times as many with an 8th-level slot.
|
||||
"""
|
||||
name = "Conjure Woodland Beings"
|
||||
@@ -1066,12 +1066,12 @@ class ContactOtherPlane(Spell):
|
||||
can strain or even break your mind. When you cast this spell, make a DC 15
|
||||
Intelligence saving throw. On a failure, you take 6d6 psychic damage and are
|
||||
insane until you finish a long rest. While insane, you can't take actions, can't
|
||||
understand what other creatures say, can't read, and speak only in gibberish. A
|
||||
greater restoration spell cast on you ends this effect.
|
||||
understand what other creatures say, can't read, and speak only in gibberish. A
|
||||
greater restoration spell cast on you ends this effect.
|
||||
|
||||
On a successful save,
|
||||
you can ask the entity up to five questions. You must ask your questions before
|
||||
the spell ends. The DM answers each question with one word, such as yes,
|
||||
you can ask the entity up to five questions. You must ask your questions before
|
||||
the spell ends. The DM answers each question with one word, such as yes,
|
||||
no, maybe, never, irrelevant, or unclear (if the entity doesn't know
|
||||
the answer to the question). If a one-word answer would be misleading, the DM
|
||||
might instead offer a short phrase as an answer.
|
||||
@@ -1096,12 +1096,12 @@ class Contagion(Spell):
|
||||
|
||||
At the end of each of the
|
||||
target's turns, it must make a Constitution saving throw. After failing three of
|
||||
these saving throws, the disease's effects last for the duration, and the
|
||||
these saving throws, the disease's effects last for the duration, and the
|
||||
creature stops making these saves. After succeeding on three of these saving
|
||||
throws, the creature recovers from the disease, and the spell ends.
|
||||
|
||||
Since this
|
||||
spell induces a natural disease in its target, any effect that removes a
|
||||
spell induces a natural disease in its target, any effect that removes a
|
||||
disease or otherwise ameliorates a disease's effects apply to it.
|
||||
|
||||
Blinding
|
||||
@@ -1113,7 +1113,7 @@ class Contagion(Spell):
|
||||
Filth Fever
|
||||
A raging fever sweeps through the creature's body. The
|
||||
creature has disadvantage on Strength checks, Strength saving throws, and attack
|
||||
rolls that use Strength.
|
||||
rolls that use Strength.
|
||||
|
||||
Flesh Rot
|
||||
The creature's flesh decays. The creature
|
||||
@@ -1133,7 +1133,7 @@ class Contagion(Spell):
|
||||
Slimy
|
||||
Doom
|
||||
The creature begins to bleed uncontrollably. The creature has disadvantage
|
||||
on Constitution checks and Constitution saving throws. In addition, whenever
|
||||
on Constitution checks and Constitution saving throws. In addition, whenever
|
||||
the creature takes damage, it is stunned until the end of its next turn.
|
||||
"""
|
||||
name = "Contagion"
|
||||
@@ -1203,19 +1203,19 @@ class ContinualFlame(Spell):
|
||||
|
||||
class ControlFlames(Spell):
|
||||
"""You choose a nonmagical flame that you can see within range and that fits within
|
||||
a 5-foot cube. You affect it in one of the following ways:
|
||||
a 5-foot cube. You affect it in one of the following ways:
|
||||
|
||||
- You instantaneously expand the flame 5 feet in one direction,
|
||||
provided that wood or other fuel is present in the new location.
|
||||
provided that wood or other fuel is present in the new location.
|
||||
- You instantaneously extinguish the flames within the cube.
|
||||
- You double or halve the area of bright light and dim light cast
|
||||
by the flame, change its color, or both. The change lasts for 1
|
||||
hour.
|
||||
by the flame, change its color, or both. The change lasts for 1
|
||||
hour.
|
||||
- You cause simple shapes - such as the vague form of a creature,
|
||||
an inanimate object, or a location - to appear within the flames
|
||||
and animate as you like. The shapes last for 1 hour. If you
|
||||
cast this spell multiple times, you can have up to three
|
||||
non-instantaneous
|
||||
an inanimate object, or a location - to appear within the flames
|
||||
and animate as you like. The shapes last for 1 hour. If you
|
||||
cast this spell multiple times, you can have up to three
|
||||
non-instantaneous
|
||||
|
||||
"""
|
||||
name = "Control Flames"
|
||||
@@ -1276,7 +1276,7 @@ class ControlWater(Spell):
|
||||
|
||||
When a creature enters the vortex for the first time on a turn or starts its
|
||||
turn there, it must make a Strength saving throw. On a failed save, the creature
|
||||
takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
|
||||
takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
|
||||
On a successful save, the creature takes half damage, and isn't caught in the
|
||||
vortex. A creature caught in the vortex can use its action to try to swim away
|
||||
from the vortex as described above, but has disadvantage on the Strength
|
||||
@@ -1407,7 +1407,7 @@ class CordonOfArrows(Spell):
|
||||
spell, you can designate any creatures you choose, and the spell ignores them.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
|
||||
higher, the amount of ammunition that can be affected increases by two for each
|
||||
slot level above 2nd.
|
||||
"""
|
||||
@@ -1425,18 +1425,18 @@ class CordonOfArrows(Spell):
|
||||
|
||||
class Counterspell(Spell):
|
||||
"""1 reaction, which you take when you see a creature within 60 feet of you casting
|
||||
a spell
|
||||
a spell
|
||||
|
||||
You attempt to interrupt a creature in the process of casting a spell.
|
||||
If the creature is casting a spell of 3rd level or lower, its spell fails and
|
||||
If the creature is casting a spell of 3rd level or lower, its spell fails and
|
||||
has no effect. If it is casting a spell of 4th level or higher, make an ability
|
||||
check using your spellcasting ability. The DC equals 10+ the spell's level. On
|
||||
a success, the creature's spell fails and has no effect.
|
||||
|
||||
At Higher Levels: When
|
||||
you cast this spell using a spell slot of 4th level or higher, the interrupted
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 4th level or higher, the interrupted
|
||||
spell has no effect if its level is less than or equal to the level of the spell
|
||||
slot you used.
|
||||
slot you used.
|
||||
"""
|
||||
name = "Counterspell"
|
||||
level = 3
|
||||
@@ -1495,20 +1495,20 @@ class CreateFoodAndWater(Spell):
|
||||
|
||||
class CreateHomunculus(Spell):
|
||||
"""While speaking an intricate incantation, you cut yourself with a jewel-encrusted
|
||||
dagger, taking 2d4 piercing damage that can't be reduced in any way. You then
|
||||
dagger, taking 2d4 piercing damage that can't be reduced in any way. You then
|
||||
drip your blood on the spell's other components and touch them, transforming
|
||||
them into a special construct called a homunculus. The statistics of the
|
||||
homunculus are in the Monster Manual. It is your faithful companion, and it dies
|
||||
if you die. Whenever you finish a long rest, you can spend up to half your Hit
|
||||
if you die. Whenever you finish a long rest, you can spend up to half your Hit
|
||||
Dice if the homunculus is on the same plane of existence as you. When you do so,
|
||||
roll each die and add your Constitution modifier to it. Your hit point maximum
|
||||
roll each die and add your Constitution modifier to it. Your hit point maximum
|
||||
is reduced by the total, and the homunculus's hit point maximum and current hit
|
||||
points are
|
||||
both increased by it. This process can reduce you to no lower than 1
|
||||
hit point. and the change to your and the homunculus's hit points ends when you
|
||||
finish your next long rest. The reduction to your hit point maximum can't be
|
||||
removed by any means before then, except by the homunculus‘s death. You can have
|
||||
only one homunculus at a time. If you cast this spell while your homunculus
|
||||
only one homunculus at a time. If you cast this spell while your homunculus
|
||||
lives, the spell fails.
|
||||
"""
|
||||
name = "Create Homunculus"
|
||||
@@ -1529,7 +1529,7 @@ class CreateOrDestroyWater(Spell):
|
||||
Create Water
|
||||
You create up to 10 gallons
|
||||
of clean water within range in an open container. Alternatively, the water falls
|
||||
as rain in a 30-foot cube within range, extinguishing exposed flames in the
|
||||
as rain in a 30-foot cube within range, extinguishing exposed flames in the
|
||||
area.
|
||||
|
||||
Destroy Water
|
||||
@@ -1537,7 +1537,7 @@ class CreateOrDestroyWater(Spell):
|
||||
container within range. Alternatively, you destroy fog in a 30-foot cube within
|
||||
range.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd
|
||||
level or higher, you create or destroy 10 additional gallons of water, or the
|
||||
size of the cube increases by 5 feet, for each slot level above 1st.
|
||||
"""
|
||||
@@ -1559,11 +1559,11 @@ class CreateUndead(Spell):
|
||||
(The DM has game statistics for these creatures.)
|
||||
|
||||
As a bonus action on each of
|
||||
your turns, you can mentally command any creature you animated with this spell
|
||||
your turns, you can mentally command any creature you animated with this spell
|
||||
if the creature is within 120 feet of you (if you control multiple creatures,
|
||||
you can command any or all of them at the same time, issuing the same command to
|
||||
each one). You decide what action the creature will take and where it will move
|
||||
during its next turn, or you can issue a general command, such as to guard a
|
||||
each one). You decide what action the creature will take and where it will move
|
||||
during its next turn, or you can issue a general command, such as to guard a
|
||||
particular chamber or corridor. If you issue no commands, the creature only
|
||||
defends itself against hostile creatures. Once given an order, the creature
|
||||
continues to follow it until its task is complete.
|
||||
@@ -1571,17 +1571,17 @@ class CreateUndead(Spell):
|
||||
The creature is under your
|
||||
control for 24 hours, after which it stops obeying any command you have given
|
||||
it. To maintain control of the creature for another 24 hours, you must cast this
|
||||
spell on the creature before the current 24-hour period ends. This use of the
|
||||
spell on the creature before the current 24-hour period ends. This use of the
|
||||
spell reasserts your control over up to three creatures you have animated with
|
||||
this spell, rather than animating new ones.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a 7th-level spell slot, you can animate or reassert control
|
||||
over four ghouls.
|
||||
When you cast this spell using an 8th-level spell slot, you
|
||||
can animate or reassert control over five ghouls or two ghasts or wights.
|
||||
When
|
||||
you cast this spell using a 9th-level spell slot, you can animate or reassert
|
||||
you cast this spell using a 9th-level spell slot, you can animate or reassert
|
||||
control over six ghouls, three ghasts or wights, or two mummies.
|
||||
"""
|
||||
name = "Create Undead"
|
||||
@@ -1605,7 +1605,7 @@ class Creation(Spell):
|
||||
|
||||
The
|
||||
duration depends on the object's material. If the object is composed of multiple
|
||||
materials, use the shortest duration.
|
||||
materials, use the shortest duration.
|
||||
|
||||
Material - Duration
|
||||
Vegetable matter - 1 day
|
||||
@@ -1619,8 +1619,8 @@ class Creation(Spell):
|
||||
material component causes that spell to fail.
|
||||
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
6th level or higher, the cube increases by 5 feet for each slot
|
||||
level above 5th.
|
||||
6th level or higher, the cube increases by 5 feet for each slot
|
||||
level above 5th.
|
||||
|
||||
"""
|
||||
name = "Creation"
|
||||
@@ -1639,16 +1639,16 @@ class CrownOfMadness(Spell):
|
||||
"""One humanoid of your choice that you can see within range must succeed on a
|
||||
Wisdom saving throw or become charmed by you for the duration.
|
||||
While the target
|
||||
is charmed in this way, a twisted crown of jagged iron appears on its head, and
|
||||
a madness glows in its eyes.
|
||||
is charmed in this way, a twisted crown of jagged iron appears on its head, and
|
||||
a madness glows in its eyes.
|
||||
|
||||
The charmed target must use its action before
|
||||
moving on each of its turns to make a melee attack against a creature other than
|
||||
itself that you mentally choose. The target can act normally on its turn if you
|
||||
choose no creature or if none are within its reach.
|
||||
itself that you mentally choose. The target can act normally on its turn if you
|
||||
choose no creature or if none are within its reach.
|
||||
|
||||
On your subsequent turns,
|
||||
you must use your action to maintain control over the target, or the spell
|
||||
you must use your action to maintain control over the target, or the spell
|
||||
ends. Also, the target can make a Wisdom saving throw at the end of each of its
|
||||
turns. On a success, the spell ends.
|
||||
"""
|
||||
@@ -1676,7 +1676,7 @@ class CrownOfStars(Spell):
|
||||
feet. Ifyou have one to three motes remaining, they shed dim light
|
||||
in a 30-foot radius.
|
||||
|
||||
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
|
||||
8th level or higher, the number of motes created increases by two
|
||||
for each slot level above 7th.
|
||||
|
||||
@@ -1718,7 +1718,7 @@ class CureWounds(Spell):
|
||||
spellcasting ability modifier. This spell has no effect on undead or constructs.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
|
||||
higher, the healing increases by 1d8 for each slot level above 1st.
|
||||
"""
|
||||
name = "Cure Wounds"
|
||||
|
||||
@@ -31,18 +31,18 @@ class DanseMacabre(Spell):
|
||||
becomes undead. You decide whether it is a zombie or a skeleton (the statistics
|
||||
for zombies and skeletons are in the Monster Manual), and it gains a bonus to
|
||||
its attack and damage rolls equal to your spellcasting ability modifier. You can
|
||||
use a bonus action to mentally command the creatures you make with this spell,
|
||||
use a bonus action to mentally command the creatures you make with this spell,
|
||||
issuing the same command to all of them. To receive the command, a creature must
|
||||
be within 60 feet of you. You decide what action the creatures will take and
|
||||
be within 60 feet of you. You decide what action the creatures will take and
|
||||
where they will move during their next turn, or you can issue a general command,
|
||||
such as to guard a chamber or passageway against your foes. lfyou issue no
|
||||
such as to guard a chamber or passageway against your foes. lfyou issue no
|
||||
commands, the creatures do nothing except defend themselves against hostile
|
||||
creatures. Once given an order, the creatures continue to follow it until their
|
||||
task is complete.
|
||||
The creatures are under your control until the spell ends,
|
||||
after which they become inanimate once more.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot‘ of 6th level or higher, you animate up to two
|
||||
additional corpses for each slot level above 5th.
|
||||
"""
|
||||
@@ -89,7 +89,7 @@ class Darkness(Spell):
|
||||
class Darkvision(Spell):
|
||||
"""You touch a willing creature to grant it the ability to see in the dark.
|
||||
For the
|
||||
duration, that creature has darkvision out to a range of 60 feet.
|
||||
duration, that creature has darkvision out to a range of 60 feet.
|
||||
"""
|
||||
name = "Darkvision"
|
||||
level = 2
|
||||
@@ -109,7 +109,7 @@ class Dawn(Spell):
|
||||
there. This light is sunlight. When the cylinder appears, each creature in it
|
||||
must make a Constitution saving throw, taking 4d10 radiant damage on a failed
|
||||
save, or half as much damage on a successful one. A creature must also make this
|
||||
saving throw whenever it ends its turn in the cylinder. If you're within 60
|
||||
saving throw whenever it ends its turn in the cylinder. If you're within 60
|
||||
feet of the cylinder, you can move it up to 60 feet as a bonus action on your
|
||||
turn.
|
||||
"""
|
||||
@@ -134,11 +134,11 @@ class Daylight(Spell):
|
||||
If you chose a point on an object you are holding or one that isn't
|
||||
being worn or carried, the light shines from the object with and moves with it.
|
||||
Completely covering the affected object with an opaque object, such as a bowl or
|
||||
a helm, blocks the light.
|
||||
a helm, blocks the light.
|
||||
|
||||
If any of this spell's area overlaps with an area
|
||||
of darkness created by a spell of 3rd level or lower, the spell that created the
|
||||
darkness is dispelled.
|
||||
darkness is dispelled.
|
||||
"""
|
||||
name = "Daylight"
|
||||
level = 3
|
||||
@@ -155,7 +155,7 @@ class Daylight(Spell):
|
||||
class DeathWard(Spell):
|
||||
"""You touch a creature and grant it a measure of protection from death.
|
||||
The first
|
||||
time the target would drop to 0 hit points as a result of taking damage, the
|
||||
time the target would drop to 0 hit points as a result of taking damage, the
|
||||
target instead drops to 1 hit point, and the spell ends. If the spell is still
|
||||
in effect when the target is subjected to an effect that would kill it
|
||||
instantaneously without dealing damage, that effect is instead negated against
|
||||
@@ -192,9 +192,9 @@ class DelayedBlastFireball(Spell):
|
||||
it must make a Dexterity saving throw. On a failed save, the spell ends
|
||||
immediately, causing the bead to erupt in flame. On a successful save, the
|
||||
creature can throw the bead up to 40 feet. When it strikes a creature or a solid
|
||||
object, the spell ends, and the bead explodes.
|
||||
object, the spell ends, and the bead explodes.
|
||||
The fire damages objects in the
|
||||
area and ignites flammable objects that aren't being worn or carried.
|
||||
area and ignites flammable objects that aren't being worn or carried.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 8th level or
|
||||
@@ -216,7 +216,7 @@ class Demiplane(Spell):
|
||||
"""You create a shadowy door on a flat solid surface that you can see within range.
|
||||
|
||||
The door is large enough to allow Medium creatures to pass through unhindered.
|
||||
When opened, the door leads to a demiplane that appears to be an empty room 30
|
||||
When opened, the door leads to a demiplane that appears to be an empty room 30
|
||||
feet in each dimension, made of wood or stone. When the spell ends, the door
|
||||
disappears, and any creatures or objects inside the demiplane remain trapped
|
||||
there, as the door also disappears from the other side.
|
||||
@@ -245,7 +245,7 @@ class DestructiveWave(Spell):
|
||||
from you. Each creature you choose within 30 feet of you must succeed on a
|
||||
Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
|
||||
necrotic damage (your choice), and be knocked prone. A creature that succeeds on
|
||||
its saving throw takes half as much damage and isn't knocked prone.
|
||||
its saving throw takes half as much damage and isn't knocked prone.
|
||||
"""
|
||||
name = "Destructive Wave"
|
||||
level = 5
|
||||
@@ -261,9 +261,9 @@ class DestructiveWave(Spell):
|
||||
|
||||
class DetectEvilAndGood(Spell):
|
||||
"""For the duration, you know if there is an aberration, celestial, elemental, fey,
|
||||
fiend, or undead within 30 feet of you, as well as where the creature is
|
||||
fiend, or undead within 30 feet of you, as well as where the creature is
|
||||
located. Similarly, you know if there is a place or object within 30 feet of you
|
||||
that has been magically consecrated or desecrated.
|
||||
that has been magically consecrated or desecrated.
|
||||
|
||||
The spell can penetrate
|
||||
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
|
||||
@@ -288,7 +288,7 @@ class DetectMagic(Spell):
|
||||
school of magic, if any.
|
||||
|
||||
The spell can penetrate most barriers, but is blocked
|
||||
by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
|
||||
by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
|
||||
wood or dirt.
|
||||
"""
|
||||
name = "Detect Magic"
|
||||
@@ -310,7 +310,7 @@ class DetectPoisonAndDisease(Spell):
|
||||
|
||||
The spell can penetrate
|
||||
most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin
|
||||
sheet of lead, or 3 feet of wood or dirt.
|
||||
sheet of lead, or 3 feet of wood or dirt.
|
||||
"""
|
||||
name = "Detect Poison And Disease"
|
||||
level = 1
|
||||
@@ -327,13 +327,13 @@ class DetectPoisonAndDisease(Spell):
|
||||
class DetectThoughts(Spell):
|
||||
"""For the duration, you can read the thoughts of certain creatures.
|
||||
When you cast
|
||||
the spell and as your action on each turn until the spell ends, you can focus
|
||||
the spell and as your action on each turn until the spell ends, you can focus
|
||||
your mind on any one creature that you can see within 30 feet of you. If the
|
||||
creature you choose has an Intelligence of 3 or lower or doesn't speak any
|
||||
language, the creature is unaffected.
|
||||
|
||||
You initially learn the surface thoughts
|
||||
of the creature-what is most on its mind in that moment. As an action, you can
|
||||
of the creature-what is most on its mind in that moment. As an action, you can
|
||||
either shift your attention to another creature's thoughts or attempt to probe
|
||||
deeper into the same creature's mind. If you probe deeper, the target must make
|
||||
a W isdom saving throw. If it fails, you gain insight into its reasoning (if
|
||||
@@ -374,14 +374,14 @@ class DetectThoughts(Spell):
|
||||
|
||||
class DimensionDoor(Spell):
|
||||
"""You teleport yourself from your current location to any other spot within range.
|
||||
You arrive at exactly the spot desired. It can be a place you can see, one you
|
||||
You arrive at exactly the spot desired. It can be a place you can see, one you
|
||||
can visualize, or one you can describe by stating distance and direction, such
|
||||
as "200 feet straight downward" or "upward to the northwest at a 45-degree
|
||||
angle, 300 feet".
|
||||
|
||||
You can bring along objects as long as their weight doesn't
|
||||
exceed what you can carry. You can also bring one willing creature of your size
|
||||
or smaller who is carrying gear up to its carrying capacity. The creature must
|
||||
exceed what you can carry. You can also bring one willing creature of your size
|
||||
or smaller who is carrying gear up to its carrying capacity. The creature must
|
||||
be within 5 feet of you when you cast this spell.
|
||||
|
||||
If you would arrive in a
|
||||
@@ -408,7 +408,7 @@ class DisguiseSelf(Spell):
|
||||
You can seem 1 foot shorter or taller and can
|
||||
appear thin, fat, or in between. You can't change your body type, so you must
|
||||
adopt a form that has the same basic arrangement of limbs. Otherwise, the extent
|
||||
of the illusion is up to you.
|
||||
of the illusion is up to you.
|
||||
|
||||
The changes wrought by this spell fail to hold
|
||||
up to physical inspection. For example, if you use this spell to add a hat to
|
||||
@@ -435,12 +435,12 @@ class Disintegrate(Spell):
|
||||
"""A thin green ray springs from your pointing finger to a target that you can see
|
||||
within range.
|
||||
The target can be a creature, an object, or a creation of magical
|
||||
force, such as the wall created by wall of force.
|
||||
force, such as the wall created by wall of force.
|
||||
|
||||
A creature targeted by this
|
||||
spell must make a Dexterity saving throw. On a failed save, the target takes
|
||||
spell must make a Dexterity saving throw. On a failed save, the target takes
|
||||
10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is
|
||||
disintegrated.
|
||||
disintegrated.
|
||||
|
||||
A disintegrated creature and everything it is wearing and
|
||||
carrying, except magic items, are reduced to a pile of fine gray dust. The
|
||||
@@ -452,9 +452,9 @@ class Disintegrate(Spell):
|
||||
or creation of force, this spell disintegrates a 10-foot-cube portion of it. A
|
||||
magic item is unaffected by this spell.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 7th level or higher, the damage increases by 3d6 for
|
||||
each slot level above 6th.
|
||||
each slot level above 6th.
|
||||
"""
|
||||
name = "Disintegrate"
|
||||
level = 6
|
||||
@@ -488,7 +488,7 @@ class DispelEvilAndGood(Spell):
|
||||
melee spell attack against a celestial, an elemental, a fey, a fiend, or an
|
||||
undead you can reach. On a hit, you attempt to drive the creature back to its
|
||||
home plane. The creature must succeed on a Charisma saving throw or be sent back
|
||||
to its home plane (if it isn't there already). If they aren't on their home
|
||||
to its home plane (if it isn't there already). If they aren't on their home
|
||||
plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
|
||||
"""
|
||||
name = "Dispel Evil And Good"
|
||||
@@ -531,10 +531,10 @@ class DissonantWhispers(Spell):
|
||||
range can hear, wracking it with terrible pain.
|
||||
The target must make a Wisdom
|
||||
saving throw. On a failed save, it takes 3d6 psychic damage and must immediately
|
||||
use its reaction , if available, to move as far as its speed allows away from
|
||||
use its reaction , if available, to move as far as its speed allows away from
|
||||
you. The creature doesn't move into obviously dangerous ground, such as a fire
|
||||
or a pit. On a successful save, the target takes half as much damage and doesn't
|
||||
have to move away. A deafened creature automatically succeeds on the save.
|
||||
have to move away. A deafened creature automatically succeeds on the save.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
@@ -564,7 +564,7 @@ class Divination(Spell):
|
||||
|
||||
If you cast this spell
|
||||
two or more times before finishing your next long rest, there is a cumulative 25
|
||||
percent chance for each casting after the first that you get a random reading.
|
||||
percent chance for each casting after the first that you get a random reading.
|
||||
The DM makes this roll in secret.
|
||||
"""
|
||||
name = "Divination"
|
||||
@@ -581,7 +581,7 @@ class Divination(Spell):
|
||||
|
||||
class DivineFavor(Spell):
|
||||
"""Your prayer empowers you with divine radiance. Until the spell ends, your weapon
|
||||
attacks deal and extra 1d4 radiant damage on a hit.
|
||||
attacks deal and extra 1d4 radiant damage on a hit.
|
||||
"""
|
||||
name = "Divine Favor"
|
||||
level = 1
|
||||
@@ -597,7 +597,7 @@ class DivineFavor(Spell):
|
||||
|
||||
class DivineWord(Spell):
|
||||
"""You utter a divine word, imbued with the power that shaped the world at the dawn
|
||||
of creation.
|
||||
of creation.
|
||||
Choose any number of creatures you can see within range. Each
|
||||
creature that can hear you must make a Charisma saving throw. On a failed save,
|
||||
a creature suffers an effect based on its current hit points:
|
||||
@@ -605,14 +605,14 @@ class DivineWord(Spell):
|
||||
- 50 hit
|
||||
points or fewer: deafened for 1 minute
|
||||
- 40 hit points or fewer: deafened and
|
||||
blinded for 10 minutes
|
||||
blinded for 10 minutes
|
||||
- 30 hit points or fewer: blinded, deafened, and
|
||||
stunned for 1 hour
|
||||
- 20 hit points or fewer: killed instantly
|
||||
|
||||
Regardless of
|
||||
its current hit points, a celestial, an elemental, a fey, or a fiend that fails
|
||||
its save is forced back to its plane of origin (if it isn't there already) and
|
||||
its current hit points, a celestial, an elemental, a fey, or a fiend that fails
|
||||
its save is forced back to its plane of origin (if it isn't there already) and
|
||||
can't return to your current plane for 24 hours by any means short of a wish
|
||||
spell.
|
||||
"""
|
||||
@@ -652,7 +652,7 @@ class DominateBeast(Spell):
|
||||
Each time the target takes damage, it makes a new Wisdom saving throw
|
||||
against the spell. If the saving throw succeeds, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell with a 5th-level spell slot,
|
||||
**At Higher Levels:** When you cast this spell with a 5th-level spell slot,
|
||||
the duration is concentration, up to 10 minutes. When you use a 6th-level
|
||||
spell slot, the duration is concentration, up to 1 hour. When you use
|
||||
a spell slot of 7th level or higher, the duration is concentration, up to
|
||||
@@ -696,8 +696,8 @@ class DominateMonster(Spell):
|
||||
damage, it makes a new Wisdom saving throw against the spell. If the saving
|
||||
throw succeeds, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell with
|
||||
a 9th-level spell slot, the duration is concentration, up to 8 hours.
|
||||
**At Higher Levels:** When you cast this spell with
|
||||
a 9th-level spell slot, the duration is concentration, up to 8 hours.
|
||||
"""
|
||||
name = "Dominate Monster"
|
||||
level = 8
|
||||
@@ -735,7 +735,7 @@ class DominatePerson(Spell):
|
||||
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,
|
||||
**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
|
||||
@@ -757,11 +757,11 @@ class DragonsBreath(Spell):
|
||||
"""You touch one willing creature and imbue it with the power to spew magical
|
||||
energy from its mouth, provided it has one. Choose acid, cold, fire, lightning,
|
||||
or poison. Until the spell ends, the creature can use an action to exhale energy
|
||||
of the chosen type in a 15-foot cone. Each creature in that area must make a
|
||||
of the chosen type in a 15-foot cone. Each creature in that area must make a
|
||||
Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save,
|
||||
or half as much damage on a successful one.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot of 3rd level or higher, the damage increases by
|
||||
1d6 for each slot level above 2nd.
|
||||
"""
|
||||
@@ -779,7 +779,7 @@ class DragonsBreath(Spell):
|
||||
|
||||
class DrawmijsInstantSummons(Spell):
|
||||
"""You touch an object weighing 10 pounds or less whose longest dimension is 6 feet
|
||||
or less.
|
||||
or less.
|
||||
The spell leaves an invisible mark on its surface and invisibly
|
||||
inscribes the name of the item on the sapphire you use as the material
|
||||
component. Each time you cast this spell, you must use a different sapphire.
|
||||
@@ -788,7 +788,7 @@ class DrawmijsInstantSummons(Spell):
|
||||
At any time thereafter, you can use your action to speak the item's name and
|
||||
crush the sapphire. The item instantly appears in your hand regardless of
|
||||
physical or planar distances, and the spell ends. If another creature is holding
|
||||
or carrying the item, crushing the sapphire doesn't transport the item to you,
|
||||
or carrying the item, crushing the sapphire doesn't transport the item to you,
|
||||
but instead you learn who the creature possessing the object is and roughly
|
||||
where that creature is located at that moment.
|
||||
|
||||
@@ -818,21 +818,21 @@ class Dream(Spell):
|
||||
|
||||
If the target is asleep, the messenger appears in the
|
||||
target's dreams and can converse with the target as long as it remains
|
||||
asleep, through the duration of the spell. The messenger can also
|
||||
asleep, through the duration of the spell. The messenger can also
|
||||
shape the environment of the dream, creating landscapes, objects, and
|
||||
other images. The messenger can emerge from the trance at any time,
|
||||
ending the effect of the spell early. The target recalls the dream
|
||||
perfectly upon waking. If the target is awake when you cast the spell,
|
||||
the messenger knows it, and can either end the trance (and the spell)
|
||||
or wait for the target to fall asleep, at which point the messenger
|
||||
the messenger knows it, and can either end the trance (and the spell)
|
||||
or wait for the target to fall asleep, at which point the messenger
|
||||
appears in the target's dreams.
|
||||
|
||||
You can make the messenger appear
|
||||
monstrous and terrifying to the target. If you do, the messenger can
|
||||
deliver a message of no more than ten words and then the target must
|
||||
make a Wisdom saving throw. On a failed save, echoes of the phantasmal
|
||||
monstrosity spawn a nightmare that lasts the duration of the target's
|
||||
sleep and prevents the target from gaining any benefit from that
|
||||
monstrosity spawn a nightmare that lasts the duration of the target's
|
||||
sleep and prevents the target from gaining any benefit from that
|
||||
rest. In addition, when the target wakes up, it takes 3d6 psychic
|
||||
damage.
|
||||
|
||||
@@ -855,13 +855,13 @@ sleeping bird"""
|
||||
|
||||
class DruidGrove(Spell):
|
||||
"""You invoke the spirits of nature to protect an area outdoors or underground. The
|
||||
area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
|
||||
and other structures are excluded from the affected area. If you cast this
|
||||
area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
|
||||
and other structures are excluded from the affected area. If you cast this
|
||||
spell in the same area every day for a year, the spell lasts until dispelled.
|
||||
The spell creates the following effects within the area. When you cast this
|
||||
spell, you can specify creatures as friends who are immune to the effects. You
|
||||
can also specify a password that, when spoken aloud, makes the speaker immune to
|
||||
these effects. The entire warded area radiates magic. A dispel magic cast on
|
||||
these effects. The entire warded area radiates magic. A dispel magic cast on
|
||||
the area, if successful, removes only one of the following effects, not the
|
||||
entire area. That spell's caster chooses which effect to end. Only when all its
|
||||
effects are gone is this spell dispelled.
|
||||
@@ -879,7 +879,7 @@ class DruidGrove(Spell):
|
||||
Grove Guardians. You can animate up to four trees in the area, causing them to
|
||||
uproot themselves from the ground. These trees have the same statistics as an
|
||||
awakened tree, which appears in the Monster Manual, except they can't speak, and
|
||||
their bark is covered with druidic symbols. If any creature not immune to this
|
||||
their bark is covered with druidic symbols. If any creature not immune to this
|
||||
effect enters the warded area, the grove guardians fight until they have driven
|
||||
off or slain the intruders. The grove guardians also obey your spoken commands
|
||||
(no action required by you) that you issue while in the area. Ifyou don't give
|
||||
@@ -887,8 +887,8 @@ class DruidGrove(Spell):
|
||||
grove guardians can‘t leave the warded area. When the spell ends, the magic
|
||||
animating them disappears, and the trees take root again if possible.
|
||||
Additional
|
||||
Spell Effect. You can place your choice of one of the following magical effects
|
||||
within the warded area:
|
||||
Spell Effect. You can place your choice of one of the following magical effects
|
||||
within the warded area:
|
||||
- A constant gust of Wind in two locations of your
|
||||
choice
|
||||
- Spike growth in one location of your choice
|
||||
@@ -912,19 +912,20 @@ class DruidGrove(Spell):
|
||||
class Druidcraft(Spell):
|
||||
"""Whispering to the spirits of nature, you create one of the following effects
|
||||
within range:
|
||||
|
||||
|
||||
- You create a tiny, harmless sensory effect that predicts what
|
||||
the weather will be at your location for the next 24 hours. The effect might
|
||||
manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes
|
||||
for snow, and so on. This effect persists for 1 round.
|
||||
- You instantly make a
|
||||
flower blossom, a seed pod open, or a leaf bud bloom.
|
||||
- You create an
|
||||
instantaneous, harmless sensory effect, such as falling leaves, a puff of wind,
|
||||
the sound of a small animal, or the faint odor of skunk. The effect must fit in
|
||||
a 5-foot cube.
|
||||
- You instantly light or snuff out a candle, a torch, or a
|
||||
small campfire.
|
||||
the weather will be at your location for the next 24 hours. The
|
||||
effect might manifest as a golden orb for clear skies, a cloud
|
||||
for rain, falling snowflakes for snow, and so on. This effect
|
||||
persists for 1 round.
|
||||
- You instantly make a flower blossom, a seed pod open, or a leaf
|
||||
bud bloom.
|
||||
- You create an instantaneous, harmless sensory effect, such as
|
||||
falling leaves, a puff of wind, the sound of a small animal, or
|
||||
the faint odor of skunk. The effect must fit in a 5-foot cube.
|
||||
- You instantly light or snuff out a candle, a torch, or a small
|
||||
campfire.
|
||||
|
||||
"""
|
||||
name = "Druidcraft"
|
||||
level = 0
|
||||
@@ -942,14 +943,14 @@ class DustDevil(Spell):
|
||||
"""(a pinch of dust)
|
||||
Choose an unoccupied 5-foot cube of air that you can see
|
||||
within range. An elemental force that resembles a dust devil appears in the cube
|
||||
and lasts for the spell's duration.
|
||||
and lasts for the spell's duration.
|
||||
Any creature that ends its turn within 5
|
||||
feet of the dust devil must make a Strength saving throw. On a failed save, the
|
||||
creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a
|
||||
successful save, the creature takes half as much damage and isn't pushed.
|
||||
As a
|
||||
bonus action, you can move the dust devil up to 30 feet in any direction. If the
|
||||
dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the
|
||||
dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the
|
||||
material and forms a 10-foot-radius cloud of debris around itself that lasts
|
||||
until the start of your next turn. The cloud heavily obscures its area.
|
||||
At
|
||||
|
||||
@@ -54,7 +54,7 @@ class Earthquake(Spell):
|
||||
|
||||
When you cast this spell and at the end of each turn
|
||||
you spend concentrating on it, each creature on the ground in the area must make
|
||||
a Dexterity saving throw. On a failed save, the creature is knocked prone.
|
||||
a Dexterity saving throw. On a failed save, the creature is knocked prone.
|
||||
|
||||
|
||||
This spell can have additional effects depending on the terrain in the area, as
|
||||
@@ -64,7 +64,7 @@ class Earthquake(Spell):
|
||||
the start of your next turn after you cast the spell. A total of 1d6 such
|
||||
fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10
|
||||
feet wide, and extends from one edge of the spell's area to the opposite side. A
|
||||
creature standing on a spot where a fissure opens must succeed on a Dexterity
|
||||
creature standing on a spot where a fissure opens must succeed on a Dexterity
|
||||
saving throw or fall in. A creature that successfully saves moves with the
|
||||
fissure's edge as it opens.
|
||||
A fissure that opens beneath a structure causes it
|
||||
@@ -80,7 +80,7 @@ class Earthquake(Spell):
|
||||
bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a
|
||||
DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the
|
||||
DC higher or lower, depending on the nature of the rubble. On a successful save,
|
||||
the creature takes half as much damage and doesn't fall prone or become buried.
|
||||
the creature takes half as much damage and doesn't fall prone or become buried.
|
||||
"""
|
||||
name = "Earthquake"
|
||||
level = 8
|
||||
@@ -96,10 +96,10 @@ class Earthquake(Spell):
|
||||
|
||||
class EldritchBlast(Spell):
|
||||
"""A beam of crackling energy streaks toward a creature within range. Make a ranged
|
||||
spell attack against the target. On a hit, the target takes 1d10 force damage.
|
||||
spell attack against the target. On a hit, the target takes 1d10 force damage.
|
||||
|
||||
|
||||
At Higher Levels: The spell creates more than one beam when you reach higher
|
||||
**At Higher Levels:** The spell creates more than one beam when you reach higher
|
||||
levels:
|
||||
Two beams at 5th level
|
||||
Three beams at 11th level
|
||||
@@ -125,12 +125,12 @@ class ElementalBane(Spell):
|
||||
damage types: acid, cold, fire, lightning, or thunder.
|
||||
The target must succeed
|
||||
on a Constitution saving throw or be affected by the spell for its duration. The
|
||||
first time each turn the affected target takes damage of the chosen type, the
|
||||
first time each turn the affected target takes damage of the chosen type, the
|
||||
target takes an extra 2d6 damage of that type. Moreover, the target loses any
|
||||
resistance to that damage type until the spell ends.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
additional creature for each slot level above 4th. The creatures must be within
|
||||
30 feet of each other when you target them.
|
||||
"""
|
||||
@@ -153,7 +153,7 @@ class ElementalWeapon(Spell):
|
||||
duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4
|
||||
damage of the chosen type when it hits.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 5th or 6th level, the bonus to attack rolls
|
||||
increases to +2 and the extra damage increases to 2d4.
|
||||
When you use a spell
|
||||
@@ -180,7 +180,7 @@ class EnemiesAbound(Spell):
|
||||
ends. Each time the target takes damage, it can repeat the saving throw, ending
|
||||
the effect on itself on a success. Whenever the affected creature chooses
|
||||
another creature as a target, it must choose the target at random from among the
|
||||
creatures it can see within range of the attack, spell, or other ability it's
|
||||
creatures it can see within range of the attack, spell, or other ability it's
|
||||
using. If an enemy provokes an opportunity attack from the affected creature,
|
||||
the creature must make that attack if it is able to.
|
||||
"""
|
||||
@@ -198,17 +198,17 @@ class EnemiesAbound(Spell):
|
||||
|
||||
class Enervation(Spell):
|
||||
"""A tendril of inky darkness reaches out from you, touching a creature you can see
|
||||
within range to drain life from it. The target must make a Dexterity saving
|
||||
within range to drain life from it. The target must make a Dexterity saving
|
||||
throw. On a successful save, the target takes 2d8 necrotic damage, and the spell
|
||||
ends. On a failed save, the target takes 4d8 necrotic damage, and until the
|
||||
ends. On a failed save, the target takes 4d8 necrotic damage, and until the
|
||||
spell ends, you can use your action on each of your turns to automatically deal
|
||||
4d8 necrotic damage to the target. The spell ends ifyou use your action to do
|
||||
anything else, if the target is ever outside the spell's range, or if the target
|
||||
has total cover from you. Whenever the spell deals damage to a target, you
|
||||
has total cover from you. Whenever the spell deals damage to a target, you
|
||||
regain hit points equal to half the amount of necrotic damage the target takes.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 6th level or
|
||||
higher, the damage increases by 1d8 for each slot level above 5th.
|
||||
"""
|
||||
name = "Enervation"
|
||||
@@ -225,12 +225,12 @@ class Enervation(Spell):
|
||||
|
||||
class EnhanceAbility(Spell):
|
||||
"""You touch a creature and bestow upon it a magical enhancement. Choose one of the
|
||||
following effects: the target gains the effect until the spell ends.
|
||||
following effects: the target gains the effect until the spell ends.
|
||||
- Bear's
|
||||
Endurance. The target has advantage on Constitution checks. It also gains 2d6
|
||||
temporary hit points, which are lost when the spell ends.
|
||||
- Bull's Strength. The
|
||||
target has advantage on Strength checks, and his or her carrying capacity
|
||||
target has advantage on Strength checks, and his or her carrying capacity
|
||||
doubles.
|
||||
- Cat's Grace. The target has advantage on Dexterity checks. It also
|
||||
doesn't take damage from falling 20 feet or less if it isn't incapacitated.
|
||||
@@ -239,10 +239,10 @@ class EnhanceAbility(Spell):
|
||||
- Fox's Cunning.
|
||||
The target thas advantage on Intelligence checks.
|
||||
- Owl's Wisdom. The target has
|
||||
advantage on Wisdom checks.
|
||||
advantage on Wisdom checks.
|
||||
|
||||
At Higher Levels: When you cast this spell using a
|
||||
spell slot of 3rd level or higher, you can target one additional creature for
|
||||
**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 = "Enhance Ability"
|
||||
@@ -273,17 +273,17 @@ class Enlargereduce(Spell):
|
||||
growth increases its size by one category – from Medium to Large, for example.
|
||||
If there isn't enough room for the target to double its size, the creature or
|
||||
object attains the maximum possible size in the space available. Until the spell
|
||||
ends, the target also has advantage on Strength checks and Strength saving
|
||||
ends, the target also has advantage on Strength checks and Strength saving
|
||||
throws. The target's weapons also grow to match its new size. While these
|
||||
weapons are enlarged, the target's attack with them deal 1d4 extra damage.
|
||||
|
||||
|
||||
Reduce
|
||||
The target's size is halved in all dimensions, and its weight is reduced
|
||||
to one-eighth of normal. This reduction decreases its size by one category –
|
||||
to one-eighth of normal. This reduction decreases its size by one category –
|
||||
from Medium to Small, for example. Until the spell ends, the target also has
|
||||
disadvantage on Strength checks and Strength saving throws. The target's weapons
|
||||
also shrink to match its new size. While these weapons are reduced, the
|
||||
also shrink to match its new size. While these weapons are reduced, the
|
||||
target's attacks with them deal 1d4 less damage (this can't reduce the damage
|
||||
below 1).
|
||||
"""
|
||||
@@ -310,9 +310,9 @@ class EnsnaringStrike(Spell):
|
||||
restrained by this spell, the target takes 1d6 piercing damage at the start of
|
||||
each of its turns. A creature restrained by the vines or one that can touch the
|
||||
creature can use its action to make a Strength check against your spell save DC.
|
||||
On a success, the target is freed.
|
||||
On a success, the target is freed.
|
||||
|
||||
At Higher Levels: If you cast this spell
|
||||
**At Higher Levels:** If you cast this spell
|
||||
using a spell slot of 2nd level or higher, the damage increases by 1d6 for each
|
||||
slot level above 1st.
|
||||
"""
|
||||
@@ -331,7 +331,7 @@ class EnsnaringStrike(Spell):
|
||||
class Entangle(Spell):
|
||||
"""Grasping weeds and vines sprout from the ground in a 20-foot square starting
|
||||
from a point within range. For the duration, these plants turn the ground in the
|
||||
area into difficult terrain.
|
||||
area into difficult terrain.
|
||||
|
||||
A creature in the area when you cast the spell
|
||||
must succeed on a Strength saving throw or be restrained by the entangling
|
||||
@@ -361,7 +361,7 @@ class Enthrall(Spell):
|
||||
save. On a failed save, the target has disadvantage on Wisdom (Perception)
|
||||
checks made to perceive any creature other than you until the spell ends or
|
||||
until the target can no longer hear you. The spell ends if you are incapacitated
|
||||
or can no longer speak.
|
||||
or can no longer speak.
|
||||
"""
|
||||
name = "Enthrall"
|
||||
level = 2
|
||||
@@ -380,11 +380,11 @@ class EruptingEarth(Spell):
|
||||
earth and stone erupts in a 20-foot cube centered on that point. Each creature
|
||||
in that area must make a Dexterity saving throw. A creature takes 3d12
|
||||
bludgeoning damage on a failed save, or half as much damage on a successful one.
|
||||
Additionally, the ground in that area becomes difficult terrain until cleared
|
||||
Additionally, the ground in that area becomes difficult terrain until cleared
|
||||
away. Each 5-foot-square portion of the area requires at least 1 minute to clear
|
||||
by hand.
|
||||
by hand.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 4rd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 4rd
|
||||
level or higher, the damage increases by 1d12 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Erupting Earth"
|
||||
@@ -425,10 +425,11 @@ class Etherealness(Spell):
|
||||
no effect if you cast it while you are on the Ethereal Plane or a plane that
|
||||
doesn't border it, such as one of the Outer Planes.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 8th level or higher, you can target up to
|
||||
three willing creatures (including you) for each slot level above 7th. The
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 8th level or higher, you can target up to three willing
|
||||
creatures (including you) for each slot level above 7th. The
|
||||
creatures must be within 10 feet of you when you cast the spell.
|
||||
|
||||
"""
|
||||
name = "Etherealness"
|
||||
level = 7
|
||||
@@ -445,7 +446,7 @@ class Etherealness(Spell):
|
||||
class EvardsBlackTentacles(Spell):
|
||||
"""Squirming, ebony tentacles fill a 20-foot square on ground that you can see
|
||||
within range. For the duration, these tentacles turn the ground in the area into
|
||||
difficult terrain.
|
||||
difficult terrain.
|
||||
|
||||
When a creature enters the affected area for the first
|
||||
time on a turn or starts its turn there, the creature must succeed on a
|
||||
@@ -489,9 +490,9 @@ class ExpeditiousRetreat(Spell):
|
||||
|
||||
class Eyebite(Spell):
|
||||
"""For the spell's duration, your eyes become an inky void imbued with dread power.
|
||||
One creature of your choice within 60 feet of you that you can see must succeed
|
||||
on a Wisdom saving throw or be affected by one of the following effects of your
|
||||
choice for the duration. On each of your turns until the spell ends, you can
|
||||
One creature of your choice within 60 feet of you that you can see must succeed
|
||||
on a Wisdom saving throw or be affected by one of the following effects of your
|
||||
choice for the duration. On each of your turns until the spell ends, you can
|
||||
use your action to target another creature but can't target a creature again if
|
||||
it has succeeded on a saving throw against this casting of eyebite.
|
||||
|
||||
@@ -505,11 +506,11 @@ class Eyebite(Spell):
|
||||
frightened of you. On each of its turns, the frightened creature must take the
|
||||
Dash action and move away from you by the safest and shortest available route,
|
||||
unless there is nowhere to move. If the target moves to a place at least 60 feet
|
||||
away from you where it can no longer see you, this effect ends.
|
||||
away from you where it can no longer see you, this effect ends.
|
||||
|
||||
Sickened
|
||||
The
|
||||
target has disadvantage on attack rolls and ability checks. At the end of each
|
||||
target has disadvantage on attack rolls and ability checks. At the end of each
|
||||
of its turns, it can make another Wisdom saving throw. If it succeeds, the
|
||||
effect ends.
|
||||
"""
|
||||
|
||||
@@ -35,7 +35,7 @@ class Fabricate(Spell):
|
||||
|
||||
class FaerieFire(Spell):
|
||||
"""Each object in a 20-foot cube within range is outlined in blue, green, or violet
|
||||
light (your choice).
|
||||
light (your choice).
|
||||
Any creature in the area when the spell is cast is also
|
||||
outlined in light if it fails a Dexterity saving throw. For the duration,
|
||||
objects and affected creatures shed dim light in a 10-foot radius.
|
||||
@@ -60,9 +60,9 @@ class FalseLife(Spell):
|
||||
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
|
||||
temporary hit points for the duration.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 2nd level or higher, you gain 5 additional temporary
|
||||
hit points for each slot level above 1st.
|
||||
hit points for each slot level above 1st.
|
||||
"""
|
||||
name = "False Life"
|
||||
level = 1
|
||||
@@ -100,9 +100,9 @@ class Fear(Spell):
|
||||
|
||||
While frightened by this
|
||||
spell, a creature must take the Dash action and move away from you by the safest
|
||||
available route on each of its turns, unless there is nowhere to move. If the
|
||||
available route on each of its turns, unless there is nowhere to move. If the
|
||||
creature ends its turn in a location where it doesn't have line of sight to you,
|
||||
the creature can make a Wisdom saving throw. On a successful save, the spell
|
||||
the creature can make a Wisdom saving throw. On a successful save, the spell
|
||||
ends for that creature.
|
||||
"""
|
||||
name = "Fear"
|
||||
@@ -121,7 +121,7 @@ class FeatherFall(Spell):
|
||||
"""Reaction: When you or a creature within 60 feet of you falls
|
||||
|
||||
Choose up to five
|
||||
falling creatures within range. A falling creature's rate of descent slows to
|
||||
falling creatures within range. A falling creature's rate of descent slows to
|
||||
60 feet per round until the spell ends. If the creature lands before the spell
|
||||
ends, it takes no falling damage and can land on its feet, and the spell ends
|
||||
for that creature.
|
||||
@@ -172,7 +172,7 @@ class FeignDeath(Spell):
|
||||
|
||||
For the spell's duration, or until you use an
|
||||
action to touch the target and dismiss the spell, the target appears dead to all
|
||||
outward inspection and to spells used to determine the target's status. The
|
||||
outward inspection and to spells used to determine the target's status. The
|
||||
target is blinded and incapacitated, and its speed drops to 0.
|
||||
The target has
|
||||
resistance to all damage except psychic damage. If the target is diseased or
|
||||
@@ -195,7 +195,7 @@ class FindFamiliar(Spell):
|
||||
"""You gain the service of a familiar, a spirit that takes an animal form you
|
||||
choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
|
||||
snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
|
||||
unoccupied space within range, the familiar has the statistics of the chosen
|
||||
unoccupied space within range, the familiar has the statistics of the chosen
|
||||
form, though it is a celestial, fey or fiend (your choice) instead of a beast.
|
||||
|
||||
|
||||
@@ -204,12 +204,12 @@ class FindFamiliar(Spell):
|
||||
can't attack, but it can take other actions as normal.
|
||||
|
||||
When the familiar drops
|
||||
to 0 hit points, it disappears, leaving behind no physical form. It reappears
|
||||
to 0 hit points, it disappears, leaving behind no physical form. It reappears
|
||||
after you cast this spell again.
|
||||
|
||||
While your familiar is within 100 feet of
|
||||
you, you can communicate with it telepathically. Additionally, as an action, you
|
||||
can see through your familiar's eyes and hear what it hears until the start of
|
||||
can see through your familiar's eyes and hear what it hears until the start of
|
||||
your next turn, gaining the benefits of any special senses that the familiar
|
||||
has. During this time, you are deaf and blind with regard to your own senses.
|
||||
|
||||
@@ -222,11 +222,11 @@ class FindFamiliar(Spell):
|
||||
You can't have more
|
||||
than one familiar at a time. If you cast this spell while you already have a
|
||||
familiar, you instead cause it to adopt a new form. Choose one of the forms from
|
||||
the above list. Your familiar transforms into the chosen creature.
|
||||
the above list. Your familiar transforms into the chosen creature.
|
||||
|
||||
Finally,
|
||||
when you cast a spell with a range of touch, your familiar can deliver the spell
|
||||
as if it had cast the spell. Your familiar must be within 100 feet of you, and
|
||||
as if it had cast the spell. Your familiar must be within 100 feet of you, and
|
||||
it must use its reaction to deliver the spell when you cast it. If the spell
|
||||
requires an attack roll, you use your attack modifier for the roll.
|
||||
"""
|
||||
@@ -250,11 +250,11 @@ class FindGreaterSteed(Spell):
|
||||
chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
|
||||
of its normal creature type. Additionally, if it has an Intelligence score of 5
|
||||
or lower, its Intelligence becomes 6, and it gains the ability to understand one
|
||||
language of your choice that you speak. You control the mount in combat. While
|
||||
language of your choice that you speak. You control the mount in combat. While
|
||||
the mount is within 1 mile of you, you can communicate with it te1epathically.
|
||||
While mounted on it, you can make any spell you cast that targets only you also
|
||||
target the mount. The mount disappears temporarily when it drops to 0 hit points
|
||||
or when you dismiss it as an action. Casting this spell again re-summons the
|
||||
or when you dismiss it as an action. Casting this spell again re-summons the
|
||||
bonded mount, with all its hit points restored and any conditions removed. You
|
||||
can't have more than one mount bonded by this spell or find steed at the same
|
||||
time. As an action, you can release a mount from its bond, causing it to
|
||||
@@ -278,7 +278,7 @@ class FindSteed(Spell):
|
||||
and loyal steed, creating a long-lasting bond with it. Appearing in an
|
||||
unoccupied space within range, the steed takes on a form that you choose, such
|
||||
as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other
|
||||
animals to be summoned as steeds.) The steed has the statistics of the chosen
|
||||
animals to be summoned as steeds.) The steed has the statistics of the chosen
|
||||
form, though it is a celestial, fey, or fiend (your choice) instead of its
|
||||
normal type. Additionally, if your steed has an Intelligence of 5 or less, its
|
||||
Intelligence becomes 6, and it gains the ability to understand one language of
|
||||
@@ -287,17 +287,17 @@ class FindSteed(Spell):
|
||||
Your steed serves you as a mount, both in combat
|
||||
and out, and you have an instinctive bond with it that allows you to fight as a
|
||||
seamless unit. While mounted on your steed, you can make any spell you cast that
|
||||
targets only you also target your steed.
|
||||
targets only you also target your steed.
|
||||
|
||||
When the steed drops to 0 hit points,
|
||||
it disappears, leaving behind no physical form. You can also dismiss your steed
|
||||
at any time as an action, causing it to disappear. In either case, casting this
|
||||
spell again summons the same steed, restored to its hit point maximum.
|
||||
it disappears, leaving behind no physical form. You can also dismiss your steed
|
||||
at any time as an action, causing it to disappear. In either case, casting this
|
||||
spell again summons the same steed, restored to its hit point maximum.
|
||||
|
||||
While
|
||||
your steed is within 1 mile of you, you can communicate with it telepathically.
|
||||
You can't have more than one steed bonded by this spell at a time. As an action,
|
||||
you can release the steed from its bond at any time, causing it to disappear.
|
||||
you can release the steed from its bond at any time, causing it to disappear.
|
||||
"""
|
||||
name = "Find Steed"
|
||||
level = 2
|
||||
@@ -315,15 +315,15 @@ class FindThePath(Spell):
|
||||
"""This spell allows you to find the shortest, most direct physical route to a
|
||||
specific fixed location that you are familiar with on the same plane of
|
||||
existence. If you name a destination on another plan of existence, a destination
|
||||
that moves (such as a mobile fortress), or a destination that isn't specific
|
||||
that moves (such as a mobile fortress), or a destination that isn't specific
|
||||
(such as "a green dragon's lair"), the spell fails.
|
||||
|
||||
For the duration, as long
|
||||
as you are on the same plane of existence as the destination, you know how far
|
||||
it is and in what direction it lies. While you are traveling there, whenever you
|
||||
are presented with a choice of paths along the way, you atomatically determine
|
||||
are presented with a choice of paths along the way, you atomatically determine
|
||||
which path is the shortest and most direct route (but not necessarily the safest
|
||||
route) to the destination."
|
||||
route) to the destination."
|
||||
"""
|
||||
name = "Find The Path"
|
||||
level = 6
|
||||
@@ -345,10 +345,10 @@ class FindTraps(Spell):
|
||||
specifically intended as such by its creator. Thus, the spell would sense an
|
||||
area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
|
||||
but it would not reveal a natural weakness in the floor, an unstable ceiling, or
|
||||
a hidden sinkhole.
|
||||
a hidden sinkhole.
|
||||
|
||||
This spell merely reveals that a trap is present. You don't
|
||||
learn the location of each trap, but you do learn the general nature of the
|
||||
learn the location of each trap, but you do learn the general nature of the
|
||||
danger posed by a trap you sense.
|
||||
"""
|
||||
name = "Find Traps"
|
||||
@@ -392,8 +392,8 @@ class FireBolt(Spell):
|
||||
flammable object hit by this spell ignites if it isn't being worn or carried.
|
||||
|
||||
|
||||
At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level
|
||||
(2d10), 11th level (3d10), and 17th level (4d10).
|
||||
**At Higher Levels:** This spell's damage increases by 1d10 when you reach 5th level
|
||||
(2d10), 11th level (3d10), and 17th level (4d10).
|
||||
"""
|
||||
name = "Fire Bolt"
|
||||
level = 0
|
||||
@@ -444,7 +444,7 @@ class FireStorm(Spell):
|
||||
|
||||
The fire damages objects in the area and ignites flammable
|
||||
objects that aren't being worn or carried. If you choose, plant life in the area
|
||||
is unaffected by this spell.
|
||||
is unaffected by this spell.
|
||||
"""
|
||||
name = "Fire Storm"
|
||||
level = 7
|
||||
@@ -460,16 +460,16 @@ class FireStorm(Spell):
|
||||
|
||||
class Fireball(Spell):
|
||||
"""A bright streak flashes from your pointing finger to a point you choose within
|
||||
range then blossoms with a low roar into an explosion of flame.
|
||||
Each creature in
|
||||
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
|
||||
range then blossoms with a low roar into an explosion of flame. Each creature in
|
||||
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
|
||||
damage on a failed save, or half as much damage on a successful one. The fire
|
||||
spreads around corners. It ignites flammable objects in the area that aren't
|
||||
being worn or carried.
|
||||
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 4th level or higher, the damage increases by 1d6 for each slot
|
||||
level above 3rd.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 4th level or higher, the damage increases by 1d6 for each slot level
|
||||
above 3rd.
|
||||
"""
|
||||
name = "Fireball"
|
||||
level = 3
|
||||
@@ -490,7 +490,7 @@ class FlameArrows(Spell):
|
||||
ammunition when it hits or misses, and the spell ends when twelve pieces of
|
||||
ammunition have been drawn from the quiver.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot of 4th level or higher, the number of pieces of
|
||||
ammunition you can affect with this spell increases by two for each slot level
|
||||
above 3rd.
|
||||
@@ -514,12 +514,12 @@ class FlameBlade(Spell):
|
||||
it disappears, but you can evoke the blade again as a bonus action.
|
||||
|
||||
You can use
|
||||
your action to make a melee spell attack with the fiery blade. On a hit, the
|
||||
your action to make a melee spell attack with the fiery blade. On a hit, the
|
||||
target takes 3d6 fire damage.
|
||||
The flaming blade sheds bright light in a 10-foot
|
||||
radius and dim light for an additional 10 feet.
|
||||
radius and dim light for an additional 10 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 4th level or higher, the damage increases
|
||||
by 1d6 for every two slot levels above 2nd.
|
||||
"""
|
||||
@@ -539,10 +539,10 @@ class FlameStrike(Spell):
|
||||
"""A vertical column of divine fire roars down from the heavens in a location you
|
||||
specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a
|
||||
point within range must make a Dexterity saving throw. A creature takes 4d6 fire
|
||||
damage and 4d6 radiant damage on a failed save, or half as much damage on a
|
||||
damage and 4d6 radiant damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 6th level or higher, the fire damage or the radiant damage (your choice)
|
||||
increases by 1d6 for each slot level above 5th.
|
||||
"""
|
||||
@@ -562,12 +562,12 @@ class FlamingSphere(Spell):
|
||||
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice
|
||||
within range and lasts for the duration.
|
||||
Any creature that ends its turn within
|
||||
5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6
|
||||
fire damage on a failed save, or half as much damage on a successful one.
|
||||
5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6
|
||||
fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
As a
|
||||
bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
|
||||
a creature, that creature must make the saving throw against the sphere's
|
||||
bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
|
||||
a creature, that creature must make the saving throw against the sphere's
|
||||
damage, and the sphere stops moving this turn.
|
||||
|
||||
When you move the sphere, you
|
||||
@@ -576,7 +576,7 @@ class FlamingSphere(Spell):
|
||||
it sheds bright light in a 20-foot radius and dim light for an additional 20
|
||||
feet.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 3rd
|
||||
level or higher, the damage increases by 1d6 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Flaming Sphere"
|
||||
@@ -625,10 +625,10 @@ class FleshToStone(Spell):
|
||||
|
||||
class Fly(Spell):
|
||||
"""You touch a willing creature. The target gains a flying speed of 60 feet for the
|
||||
duration. When the spell ends, the target falls if it is still aloft, unless it
|
||||
can stop the fall.
|
||||
duration. When the spell ends, the target falls if it is still aloft, unless it
|
||||
can stop the fall.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 4th level or higher, you can target one additional creature for each
|
||||
slot level above 3rd.
|
||||
"""
|
||||
@@ -648,11 +648,11 @@ class FogCloud(Spell):
|
||||
"""You create a 20-foot-radius sphere of fog centered on a point within range. The
|
||||
sphere spreads around corners, and its area is heavily obscured, It lasts for
|
||||
the duration or until a wind of moderate or greater speed (at least 10 miles per
|
||||
hour) disperses it.
|
||||
hour) disperses it.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the radius of the fog increases by 20 feet for each
|
||||
slot level above 1st.
|
||||
slot level above 1st.
|
||||
"""
|
||||
name = "Fog Cloud"
|
||||
level = 1
|
||||
@@ -675,10 +675,10 @@ class Forbiddance(Spell):
|
||||
Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
|
||||
|
||||
In
|
||||
addition, the spell damages types of creatures that you choose when you cast
|
||||
addition, the spell damages types of creatures that you choose when you cast
|
||||
it. Choose one or more of the following: celestials, elementals, fey, fiends,
|
||||
and undead. When a chosen creature enters the spell's area for the first time on
|
||||
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
|
||||
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
|
||||
damage (your choice when you cast this spell).
|
||||
|
||||
When you cast this spell, you
|
||||
@@ -687,7 +687,7 @@ class Forbiddance(Spell):
|
||||
|
||||
This spell's area can't overlap with the
|
||||
area of another forbiddance spell. If you cast forbiddance every day for 30 days
|
||||
in the same location, the spell lasts until it is dispelled, and the material
|
||||
in the same location, the spell lasts until it is dispelled, and the material
|
||||
components are consumed on the last casting.
|
||||
"""
|
||||
name = "Forbiddance"
|
||||
@@ -711,9 +711,9 @@ class Forcecage(Spell):
|
||||
feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
|
||||
|
||||
A
|
||||
prison in the shape of a box can be up to 10 feet on a side, creating a solid
|
||||
prison in the shape of a box can be up to 10 feet on a side, creating a solid
|
||||
barrier that prevents any matter from passing through it and blocking any spells
|
||||
cast into or out of the area.
|
||||
cast into or out of the area.
|
||||
|
||||
When you cast the spell, any creature that is
|
||||
completely inside the cage's area is trapped. Creatures only partially within
|
||||
@@ -722,9 +722,9 @@ class Forcecage(Spell):
|
||||
|
||||
A creature
|
||||
inside the cage can't leave it by nonmagical means. If the creature tries to use
|
||||
teleportation or interplanar travel to leave the cage, it must first make a
|
||||
teleportation or interplanar travel to leave the cage, it must first make a
|
||||
Charisma saving throw. On a success, the creature can use that magic to exit the
|
||||
cage. On a failure, the creature can't exit the cage and wastes the use of the
|
||||
cage. On a failure, the creature can't exit the cage and wastes the use of the
|
||||
spell or effect. The cage also extends into the Ethereal Plane, blocking
|
||||
ethereal travel.
|
||||
This spell can't be dispelled by dispel magic.
|
||||
@@ -809,9 +809,9 @@ class Frostbite(Spell):
|
||||
"""You cause numbing frost to form on one creature that you can see within range.
|
||||
The target must make a Constitution saving throw. On a failed save, the target
|
||||
takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it
|
||||
makes before the end of its next turn.
|
||||
makes before the end of its next turn.
|
||||
The spell's damage increases by 1d6 when
|
||||
you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Frostbite"
|
||||
level = 0
|
||||
|
||||
@@ -75,8 +75,8 @@ class Gate(Spell):
|
||||
|
||||
class Geas(Spell):
|
||||
"""You place a magical command on a creature that you can see within
|
||||
range, forcing it to carry out some service or refrain from some
|
||||
action or course of actiity as you decide.
|
||||
range, forcing it to carry out some service or refrain from some
|
||||
action or course of actiity as you decide.
|
||||
|
||||
If the creature can understand you, it must succeed on a Wisdom
|
||||
saving throw or become charmed by you for the duration. While the
|
||||
@@ -139,11 +139,11 @@ class GiantInsect(Spell):
|
||||
|
||||
Each creature
|
||||
obeys your verbal commands, and in combat, they act on your turn each round. The
|
||||
DM has the statistics for these creatures and resolves their actions and
|
||||
DM has the statistics for these creatures and resolves their actions and
|
||||
movement.
|
||||
|
||||
A creature remains in its giant size for the duration, until it drops
|
||||
to 0 hit points, or until you use an action to dismiss the effect on it.
|
||||
to 0 hit points, or until you use an action to dismiss the effect on it.
|
||||
|
||||
The
|
||||
DM might allow you to choose different targets. For example, if you transform a
|
||||
@@ -163,7 +163,7 @@ class GiantInsect(Spell):
|
||||
|
||||
class Glibness(Spell):
|
||||
"""Until the spell ends, when you make a Charisma check, you can replace the number
|
||||
you roll with a 15. Additionally, no matter what you say, magic that would
|
||||
you roll with a 15. Additionally, no matter what you say, magic that would
|
||||
determine if you are telling the truth indicates that you are being truthful.
|
||||
"""
|
||||
name = "Glibness"
|
||||
@@ -331,7 +331,7 @@ class Grease(Spell):
|
||||
When the grease
|
||||
appears, each creature standing in its area must succeed on a Dexterity saving
|
||||
throw or fall prone. A creature that enters the area or ends its turn there must
|
||||
also succeed on a Dexterity saving throw or fall prone.
|
||||
also succeed on a Dexterity saving throw or fall prone.
|
||||
"""
|
||||
name = "Grease"
|
||||
level = 1
|
||||
@@ -388,14 +388,14 @@ class GreaterRestoration(Spell):
|
||||
|
||||
class GreenFlameBlade(Spell):
|
||||
"""As part of the action used to cast this spell, you must make a melee attack with
|
||||
a weapon against one creature within the spell's range, otherwise the spell
|
||||
a weapon against one creature within the spell's range, otherwise the spell
|
||||
fails. On a hit, the target suffers the attack's normal effects, and green fire
|
||||
leaps from the target to a different creature of your choice that you can see
|
||||
within 5 feet of it. The second creature takes fire damage equal to your
|
||||
spellcasting ability modifier. This spell's damage increases when you reach
|
||||
higher levels.
|
||||
|
||||
At Higher Levels: At 5th level, the melee attack deals an extra
|
||||
**At Higher Levels:** At 5th level, the melee attack deals an extra
|
||||
1d8 fire damage to the target, and the fire damage to the second creature
|
||||
increases to 1d8 + your spellcasting ability modifier. Both damage rolls
|
||||
increase by 1d8 at 11th level and 17th level.
|
||||
@@ -449,7 +449,7 @@ class GuardianOfNature(Spell):
|
||||
- You gain darkvision with a range of 120 feet.
|
||||
- You make Strength-based attack rolls with advantage.
|
||||
- Your melee weapon attacks deal an extra 1d6 force damage on a
|
||||
hit.
|
||||
hit.
|
||||
|
||||
**Great Tree.** Your skin appears barky, leaves sprout from your
|
||||
hair, and you gain the following benefits:
|
||||
@@ -458,7 +458,7 @@ class GuardianOfNature(Spell):
|
||||
- You make Constitution saving throws with advantage.
|
||||
- You make Dexterity- and Wisdom-based attack rolls with advantage.
|
||||
- While you are on the ground, the ground within 15 feet of you is
|
||||
difficult terrain for your enemies.
|
||||
difficult terrain for your enemies.
|
||||
|
||||
"""
|
||||
name = "Guardian Of Nature"
|
||||
@@ -510,20 +510,20 @@ class GuardsAndWards(Spell):
|
||||
stronghold.
|
||||
|
||||
- Place dancing lights in four corridors. You can designate a
|
||||
simple program that the lights repeat as long as guards and
|
||||
wards lasts.
|
||||
simple program that the lights repeat as long as guards and
|
||||
wards lasts.
|
||||
|
||||
- Place magic mouth in two locations.
|
||||
|
||||
- Place stinking cloud in two locations. The vapors appear in the
|
||||
places you designate; they return within 10 minutes if dispersed
|
||||
by wind while guards and wards lasts.
|
||||
places you designate; they return within 10 minutes if dispersed
|
||||
by wind while guards and wards lasts.
|
||||
|
||||
- Place a constant gust of wind in one corridor or room.
|
||||
|
||||
- Place a suggestion in one location. You select an area of up to
|
||||
5 feet square, and any creature that enters or passes through
|
||||
the area receives the suggestion mentally.
|
||||
5 feet square, and any creature that enters or passes through
|
||||
the area receives the suggestion mentally.
|
||||
|
||||
The whole warded area radiates magic. A dispel magic cast on a
|
||||
specific effect, if successful, removes only that effect.
|
||||
@@ -566,10 +566,10 @@ class GuidingBolt(Spell):
|
||||
Make a
|
||||
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
|
||||
damage, and the next attack roll made against this target before the end of your
|
||||
next turn has advantage, thanks to the mystical dim light glittering on the
|
||||
next turn has advantage, thanks to the mystical dim light glittering on the
|
||||
target until then.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
@@ -621,16 +621,16 @@ class Gust(Spell):
|
||||
effects at a point you can see within range:
|
||||
|
||||
- One Medium or smaller creature that you choose must succeed on a
|
||||
Strength saving throw or be pushed up to 5 feet away from you.
|
||||
Strength saving throw or be pushed up to 5 feet away from you.
|
||||
|
||||
- You create a small blast of air capable of moving one object
|
||||
that is neither held nor carried and that weighs no more than 5
|
||||
pounds. The object is pushed up to 10 feet away from you. It
|
||||
isn't pushed with enough force to cause damage.
|
||||
that is neither held nor carried and that weighs no more than 5
|
||||
pounds. The object is pushed up to 10 feet away from you. It
|
||||
isn't pushed with enough force to cause damage.
|
||||
|
||||
- You create a harmless sensory affect using air, such as causing
|
||||
leaves to rustle, wind to slam shutters shut, or your clothing
|
||||
to ripple in a breeze.
|
||||
leaves to rustle, wind to slam shutters shut, or your clothing
|
||||
to ripple in a breeze.
|
||||
|
||||
"""
|
||||
name = "Gust"
|
||||
|
||||
@@ -5,11 +5,11 @@ class HailOfThorns(Spell):
|
||||
"""The next time you hit a creature with a ranged weapon attack before the spell
|
||||
ends, this spell creates a rain of thorns that sprouts from your ranged weapon
|
||||
or ammunition. In addition to the normal effect of the attack, the target of the
|
||||
attack and each creature within 5 feet of it must make a Dexterity saving
|
||||
attack and each creature within 5 feet of it must make a Dexterity saving
|
||||
throw. A creature takes 1d10 piercing damage on a failed save, or half as much
|
||||
damage on a successful one.
|
||||
|
||||
At Higher Levels: If you cast this spell using a
|
||||
**At Higher Levels:** If you cast this spell using a
|
||||
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||||
level above 1st (to a maximum of 6d10).
|
||||
"""
|
||||
@@ -28,7 +28,7 @@ class HailOfThorns(Spell):
|
||||
class Hallow(Spell):
|
||||
"""You touch a point and infuse an area around it with holy (or unholy) power. The
|
||||
area can have a radius up to 60 feet, and the spell fails if the radius includes
|
||||
an area already under the effect a hallow spell. The affected area is subject
|
||||
an area already under the effect a hallow spell. The affected area is subject
|
||||
to the following effects.
|
||||
|
||||
First, celestials, elementals, fey, fiends, and
|
||||
@@ -42,8 +42,8 @@ class Hallow(Spell):
|
||||
following list, or choose an effect offered by the DM. Som e of these effects
|
||||
apply to creatures in the area; you can designate whether the effect applies to
|
||||
all creatures, creatures that follow a specific deity or leader, or creatures of
|
||||
a specific sort, such as ores or trolls. When a creature that would be affected
|
||||
enters the spell's area for the first time on a turn or starts its turn there,
|
||||
a specific sort, such as ores or trolls. When a creature that would be affected
|
||||
enters the spell's area for the first time on a turn or starts its turn there,
|
||||
it can make a Charisma saving throw. On a success, the creature ignores the
|
||||
extra effect until it leaves the area.
|
||||
|
||||
@@ -58,13 +58,13 @@ class Hallow(Spell):
|
||||
|
||||
Daylight
|
||||
Bright light fills
|
||||
the area. Magical darkness created by spells of a lower level than the slot you
|
||||
used to cast this spell can't extinguish the light.
|
||||
the area. Magical darkness created by spells of a lower level than the slot you
|
||||
used to cast this spell can't extinguish the light.
|
||||
|
||||
Energy Protection
|
||||
Affected
|
||||
creatures in the area have resistance to one damage type of your choice, except
|
||||
for bludgeoning, piercing, or slashing.
|
||||
creatures in the area have resistance to one damage type of your choice, except
|
||||
for bludgeoning, piercing, or slashing.
|
||||
|
||||
Energy Vulnerability
|
||||
Affected
|
||||
@@ -106,9 +106,9 @@ class Hallow(Spell):
|
||||
|
||||
class HallucinatoryTerrain(Spell):
|
||||
"""You make natural terrain in a 150-foot cube in range look, sound, and smell like
|
||||
some other sort of natural terrain. Thus, open fields or a road can be made to
|
||||
some other sort of natural terrain. Thus, open fields or a road can be made to
|
||||
resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.
|
||||
A pond can be made to seem like a grassy meadow, a precipice like a gentle
|
||||
A pond can be made to seem like a grassy meadow, a precipice like a gentle
|
||||
slope, or a rock-strewn gully like a wide and smooth road. Manufactured
|
||||
structures, equipment, and creatures within the area aren't changed in
|
||||
appearance.
|
||||
@@ -118,7 +118,7 @@ class HallucinatoryTerrain(Spell):
|
||||
difference isn't obvious by touch, a creature carefully examining the illusion
|
||||
can attempt an Intelligence (Investigation) check against your spell save DC to
|
||||
disbelieve it. A creature who discerns the illusion for what it is, sees it as a
|
||||
vague image superimposed on the terrain.
|
||||
vague image superimposed on the terrain.
|
||||
"""
|
||||
name = "Hallucinatory Terrain"
|
||||
level = 4
|
||||
@@ -158,8 +158,8 @@ class Haste(Spell):
|
||||
"""Choose a willing creature that you can see within range. Until the spell ends,
|
||||
the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on
|
||||
Dexterity saving throws, and it gains an additional action on each of its turns.
|
||||
That action can be used only to take the Attack (one weapon attack only), Dash,
|
||||
Disengage, Hide, or Use an Object action.
|
||||
That action can be used only to take the Attack (one weapon attack only), Dash,
|
||||
Disengage, Hide, or Use an Object action.
|
||||
|
||||
When the spell ends, the target
|
||||
can't move or take actions until after its next turn, as a wave of lethargy
|
||||
@@ -183,7 +183,7 @@ class Heal(Spell):
|
||||
ends blindness, deafness, and any diseases affecting the target. This spell has
|
||||
no effect on constructs or undead.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using aspell slot of 7th level or higher, the amount of healing increases by 10
|
||||
for each slot level above 6th.
|
||||
"""
|
||||
@@ -209,7 +209,7 @@ class HealingSpirit(Spell):
|
||||
heal constructs or undead. As a bonus action on your turn, you can move the
|
||||
Spirit up to 30 feet to a space you can see.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot of 3rd level or higher, the healing increases 1d6
|
||||
for each slot level above 2nd.
|
||||
"""
|
||||
@@ -227,11 +227,11 @@ class HealingSpirit(Spell):
|
||||
|
||||
class HealingWord(Spell):
|
||||
"""A creature of your choice that you can see within range regains hit points equal
|
||||
to 1d4 + your spellcasting ability modifier.
|
||||
to 1d4 + your spellcasting ability modifier.
|
||||
This spell has no effect on undead
|
||||
or constructs.
|
||||
or constructs.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, the healing increases by 1d4 for each slot level above
|
||||
1st.
|
||||
"""
|
||||
@@ -249,9 +249,9 @@ class HealingWord(Spell):
|
||||
|
||||
class HeatMetal(Spell):
|
||||
"""Choose a manufactured metal object, such as a metal weapon or a suit of heavy or
|
||||
medium metal armor, that you can see within range. You cause the object to glow
|
||||
red-hot. Any creature in physical contact with the object takes 2d8 fire damage
|
||||
when you cast the spell. Until the spell ends, you can use a bonus action on
|
||||
medium metal armor, that you can see within range. You cause the object to glow
|
||||
red-hot. Any creature in physical contact with the object takes 2d8 fire damage
|
||||
when you cast the spell. Until the spell ends, you can use a bonus action on
|
||||
each of your subsequent turns to cause this damage again.
|
||||
|
||||
If a creature is
|
||||
@@ -260,7 +260,7 @@ class HeatMetal(Spell):
|
||||
doesn't drop the object, it has disadvantage on attack rolls and ability checks
|
||||
until the start of your next turn.
|
||||
|
||||
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, the damage increases by 1d8 for each
|
||||
slot level above 2nd.
|
||||
"""
|
||||
@@ -278,14 +278,14 @@ class HeatMetal(Spell):
|
||||
|
||||
class HellishRebuke(Spell):
|
||||
"""Reaction: you are being damaged by a creature within 60 feet of you that you can
|
||||
see.
|
||||
see.
|
||||
|
||||
You point your finger, and the creature that damaged you is momentarily
|
||||
surrounded by hellish flames. The creature must make a Dexterity saving throw.
|
||||
It takes 2d10 fire damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, the damage increases by 1d10 for each slot level above
|
||||
1st.
|
||||
"""
|
||||
@@ -308,7 +308,7 @@ class HeroesFeast(Spell):
|
||||
creatures can partake of the feast.
|
||||
|
||||
A creature that partakes of the feast gains
|
||||
several benefits. The creature is cured of all diseases and poison, becomes
|
||||
several benefits. The creature is cured of all diseases and poison, becomes
|
||||
immune to poison and being frightened, and makes all Wisdom saving throws with
|
||||
advantage. Its hit point maximum also increases by 2d10, and it gains the same
|
||||
number of hit points. These benefits last for 24 hours.
|
||||
@@ -333,7 +333,7 @@ class Heroism(Spell):
|
||||
spell ends, the target loses any remaining temporary hit points from this spell.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
|
||||
higher, you can target one additional creature for each slot level above 1st.
|
||||
"""
|
||||
name = "Heroism"
|
||||
@@ -352,7 +352,7 @@ class Hex(Spell):
|
||||
"""You place a curse on a creature that you can see within range. Until the spell
|
||||
ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it
|
||||
with an attack. Also, choose one ability when you cast the spell. The target has
|
||||
disadvantage on ability checks made with the chosen ability.
|
||||
disadvantage on ability checks made with the chosen ability.
|
||||
|
||||
If the target
|
||||
drops to 0 hit points before this spell ends, you can use a bonus action on a
|
||||
@@ -361,7 +361,7 @@ class Hex(Spell):
|
||||
A remove curse cast on the
|
||||
target ends this spell early.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
**At Higher Levels:** When you cast this spell using
|
||||
a spell slot of 3rd or 4th level, you can maintain your concentration on the
|
||||
spell for up to 8 hours.
|
||||
When you use a spell slot of 5th level or higher, you
|
||||
@@ -388,7 +388,7 @@ class HoldMonster(Spell):
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, you can
|
||||
target one additional creature for each slot level above 5th. The creatures must
|
||||
be within 30 feet of each other when you target them.
|
||||
be within 30 feet of each other when you target them.
|
||||
"""
|
||||
name = "Hold Monster"
|
||||
level = 5
|
||||
@@ -408,7 +408,7 @@ class HoldPerson(Spell):
|
||||
turns, the target can make another Wisdom saving throw. On a success, the spell
|
||||
ends on the target.
|
||||
|
||||
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, you can target one additional humanoid for each
|
||||
slot level above 2nd. The humanoids must be within 30 feet of each other when
|
||||
you target them.
|
||||
@@ -430,7 +430,7 @@ class HolyAura(Spell):
|
||||
radius around you.
|
||||
Creatures of your choice in that radius when you cast this
|
||||
spell shed dim light in a 5-foot radius and have advantage on all saving throws,
|
||||
and other creatures have disadvantage on attack rolls against them until the
|
||||
and other creatures have disadvantage on attack rolls against them until the
|
||||
spell ends. In addition, when a fiend or an undead hits an affected creature
|
||||
with a melee attack, the aura flashes with brilliant light. The attacker must
|
||||
succeed on a Constitution saving throw or be blinded until the spell ends.
|
||||
@@ -474,8 +474,8 @@ class HolyWeapon(Spell):
|
||||
|
||||
class HungerOfHadar(Spell):
|
||||
"""You open a gateway to the dark between the stars, a region infested with unknown
|
||||
horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered
|
||||
on a point with range and lasting for the duration. This void is filled with a
|
||||
horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered
|
||||
on a point with range and lasting for the duration. This void is filled with a
|
||||
cacophony of soft whispers and slurping noises that can be heard up to 30 feet
|
||||
away. No light, magical or otherwise, can illuminate the area, and creatures
|
||||
fully within the area are blinded.
|
||||
@@ -483,7 +483,7 @@ class HungerOfHadar(Spell):
|
||||
The void creates a warp in the fabric of
|
||||
space, and the area is difficult terrain. Any creature that starts its turn in
|
||||
the area takes 2d6 cold damage. Any creature that ends its turn in the area must
|
||||
succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
|
||||
succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
|
||||
otherwordly tentacles rub against it.
|
||||
"""
|
||||
name = "Hunger Of Hadar"
|
||||
@@ -504,10 +504,10 @@ class HuntersMark(Spell):
|
||||
Until the spell ends, you deal an extra 1d6 damage to the target
|
||||
whenever you hit it with a weapon attack, and you have advantage on any Wisdom
|
||||
(Perception) or Wisdom (Survival) check you make to find it. If the target drops
|
||||
to 0 hit points before this spell ends, you can use a bonus action on a
|
||||
to 0 hit points before this spell ends, you can use a bonus action on a
|
||||
subsequent turn of yours to mark a new creature.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 3rd or 4th level, you can maintain your
|
||||
concentration on the spell for up to 8 hours.
|
||||
When you use a spell slot of 5th
|
||||
|
||||
@@ -6,8 +6,8 @@ class IceKnife(Spell):
|
||||
You create a shard of ice and fling it at one
|
||||
creature within range. Make a ranged spell attack against the target. On a hit,
|
||||
the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The
|
||||
target and each creature within 5 feet of the point where the ice exploded must
|
||||
succeed on a Dexterity saving throw or take 2d6 cold damage.
|
||||
target and each creature within 5 feet of the point where the ice exploded must
|
||||
succeed on a Dexterity saving throw or take 2d6 cold damage.
|
||||
At Higher Levels.
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the cold
|
||||
damage increases by 1d6 for each slot level above 1st.
|
||||
@@ -35,7 +35,7 @@ class IceStorm(Spell):
|
||||
Hailstones turn the storm's area of effect into difficult terrain until the end
|
||||
of your next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
|
||||
slot level above 4th.
|
||||
"""
|
||||
@@ -56,7 +56,7 @@ class Identify(Spell):
|
||||
If it is a magic item or some other magic-imbued object, you learn its
|
||||
properties and how to use them, whether it requires attunement to use, and how
|
||||
many charges it has, if any. You learn whether any spells are affecting the item
|
||||
and what they are. If the item was created by a spell, you learn which spell
|
||||
and what they are. If the item was created by a spell, you learn which spell
|
||||
created it.
|
||||
|
||||
If you instead touch a creature throughout the casting, you learn
|
||||
@@ -106,7 +106,7 @@ class IllusoryDragon(Spell):
|
||||
blast of energy in a 60-foot cone originating from its space. When you create
|
||||
the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
|
||||
poison. Each creature in the cone must make an Intelligence saving throw, taking
|
||||
'7d6 damage of the
|
||||
'7d6 damage of the
|
||||
chosen damage type on a failed save, or half as much damage
|
||||
on a successful one.
|
||||
The illusion is tangible because of the shadow stuff used
|
||||
@@ -131,13 +131,13 @@ class IllusoryDragon(Spell):
|
||||
|
||||
class IllusoryScript(Spell):
|
||||
"""You write on parchment, paper, or some other suitable writing material and imbue
|
||||
it with a potent illusion that lasts for the duration.
|
||||
it with a potent illusion that lasts for the duration.
|
||||
|
||||
To you and any
|
||||
creatures you designate when you cast the spell, the writing appears normal,
|
||||
written in your hand, and conveys whatever meaning you intended when you wrote
|
||||
the text. To all others, the writing appears as if it were written in an unknown
|
||||
or magical script that is unintelligible. Alternatively, you can cause the
|
||||
or magical script that is unintelligible. Alternatively, you can cause the
|
||||
writing to appear to be an entirely different message, written in a different
|
||||
hand and language, though the language must be one you know.
|
||||
|
||||
@@ -162,8 +162,8 @@ class Immolation(Spell):
|
||||
"""Flames wreathe one creature you can see within range. The target must make a
|
||||
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
|
||||
much damage on a successful one. On a failed save, the target also burns for the
|
||||
spell's duration. The burning target sheds bright light in a 30-foot radius and
|
||||
dim light for an additional 30 feet. At the end of each of its turns, the
|
||||
spell's duration. The burning target sheds bright light in a 30-foot radius and
|
||||
dim light for an additional 30 feet. At the end of each of its turns, the
|
||||
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
|
||||
the spell ends on a successful one. These magical flames can't be extinguished
|
||||
by nonmagical means.
|
||||
@@ -198,7 +198,7 @@ class Imprisonment(Spell):
|
||||
target is entombed far beneath the earth in a sphere of magical force that is
|
||||
just large enough to contain the target. Nothing can pass through the
|
||||
sphere, nor can any creature teleport or use planar travel to get into or out of
|
||||
it.
|
||||
it.
|
||||
The special component for this version of the spell is a small mithral orb.
|
||||
|
||||
|
||||
@@ -230,13 +230,13 @@ class Imprisonment(Spell):
|
||||
|
||||
Slumber
|
||||
The target falls asleep
|
||||
and can't be awoken.
|
||||
and can't be awoken.
|
||||
The special component for this version of the
|
||||
spell consists of rare soporific herbs.
|
||||
|
||||
Ending the Spell
|
||||
During the casting of
|
||||
the spell, in any of its versions, you can specify a condition that will cause
|
||||
the spell, in any of its versions, you can specify a condition that will cause
|
||||
the spell to end and release the target. The condition can be as specific or as
|
||||
elaborate as you choose, but the DM must agree that the condition is reasonable
|
||||
and has a likelihood of coming to pass. The conditions can be based on a
|
||||
@@ -268,7 +268,7 @@ class IncendiaryCloud(Spell):
|
||||
"""A swirling cloud of smoke shot through with white-hot embers appears in a
|
||||
20-foot-radius sphere centered on a point within range.
|
||||
The cloud spreads around
|
||||
corners and is heavily obscured. It lasts for the duration or until a wind of
|
||||
corners and is heavily obscured. It lasts for the duration or until a wind of
|
||||
moderate or greater speed (at least 10 miles per hour) disperses it.
|
||||
|
||||
When the
|
||||
@@ -279,7 +279,7 @@ class IncendiaryCloud(Spell):
|
||||
|
||||
The cloud
|
||||
moves 10 feet directly away from you in a direction that you choose at the start
|
||||
of each of your turns.
|
||||
of each of your turns.
|
||||
"""
|
||||
name = "Incendiary Cloud"
|
||||
level = 8
|
||||
@@ -308,14 +308,14 @@ class InfernalCalling(Spell):
|
||||
On each of your turns, you can try to issue a verbal
|
||||
command to the devil (no action required by you). It obeys the command if the
|
||||
likely outcome is in accordance with its desires, especially if the result would
|
||||
draw you toward evil. Otherwise, you must make a Charisma (Deception,
|
||||
draw you toward evil. Otherwise, you must make a Charisma (Deception,
|
||||
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
|
||||
make the check with advantage if you say the devil's true name. Ifyour check
|
||||
fails, the devil becomes immune to your verbal commands for the duration of the
|
||||
spell, though it can still carry out your commands if it chooses. If your check
|
||||
succeeds, the devil carries out your command- such as "attack my enemies,"
|
||||
"explore the room ahead," or "bear this message to the queen"-until it completes
|
||||
the activity, at which point it returns to you to report having done so.
|
||||
the activity, at which point it returns to you to report having done so.
|
||||
If
|
||||
your concentration ends before the spell reaches its full duration, the devil
|
||||
doesn‘t disappear if it has become immune to your verbal commands. Instead, it
|
||||
@@ -324,9 +324,9 @@ class InfernalCalling(Spell):
|
||||
you possess an individual devil's talisman, you can summon that devil if it is
|
||||
of the appropriate challenge
|
||||
rating plus 1, and it obeys all your commands, with
|
||||
no Charisma checks required.
|
||||
no Charisma checks required.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
**At Higher Levels:** When you cast this spell using
|
||||
a spell slot of 6th level or higher, the challenge rating increases by 1 for
|
||||
each slot level above 5th.
|
||||
"""
|
||||
@@ -345,7 +345,7 @@ class InfernalCalling(Spell):
|
||||
class Infestation(Spell):
|
||||
"""You cause a cloud of mites, fleas, and other parasites to appear momentarily on
|
||||
one creature you can see within range. The target must succeed on a Constitution
|
||||
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
|
||||
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
|
||||
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
|
||||
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
|
||||
provoke opportunity attacks, and if the direction rolled is blocked, the target
|
||||
@@ -367,10 +367,10 @@ class Infestation(Spell):
|
||||
|
||||
class InflictWounds(Spell):
|
||||
"""Make a melee spell attack against a creature you can reach. On a hit, the target
|
||||
takes 3d10 necrotic damage.
|
||||
takes 3d10 necrotic damage.
|
||||
|
||||
At Higher Levels: When you cast this spell using a
|
||||
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||||
**At Higher Levels:** When you cast this spell using a
|
||||
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||||
level above 1st.
|
||||
"""
|
||||
name = "Inflict Wounds"
|
||||
@@ -393,11 +393,11 @@ class InsectPlague(Spell):
|
||||
|
||||
When the area appears, each creature in it must make a Constitution
|
||||
saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
|
||||
much damage on a successful one. A creature must also make this saving throw
|
||||
much damage on a successful one. A creature must also make this saving throw
|
||||
when it enters the spell's area for the first time on a turn or ends its turn
|
||||
there.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 6th
|
||||
level or higher, the damage increases by 1d10 for each slot level above 5th.
|
||||
"""
|
||||
name = "Insect Plague"
|
||||
@@ -419,12 +419,12 @@ class InvestitureOfFlame(Spell):
|
||||
- You are immune to
|
||||
fire damage and have resistance to cold damage.
|
||||
- Any creature that moves within
|
||||
5 feet of you for the first time on a turn or ends its turn there takes 1d10
|
||||
5 feet of you for the first time on a turn or ends its turn there takes 1d10
|
||||
fire damage.
|
||||
- You can use your action to create a line of fire 15 feet long and
|
||||
5 feet wide extending from you in a direc- tion you choose. Each creature in
|
||||
5 feet wide extending from you in a direc- tion you choose. Each creature in
|
||||
the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on
|
||||
a failed save, or half as much damage on a successful one.
|
||||
a failed save, or half as much damage on a successful one.
|
||||
"""
|
||||
name = "Investiture Of Flame"
|
||||
level = 6
|
||||
@@ -450,8 +450,8 @@ class InvestitureOfIce(Spell):
|
||||
- You can use
|
||||
your action to create a 15-foot cone of freezing wind extending from your
|
||||
outstretched hand in a direction you choose. Each creature in the cone must make
|
||||
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
|
||||
or half as much damage on a successful one. A creature that fails its save
|
||||
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
|
||||
or half as much damage on a successful one. A creature that fails its save
|
||||
against this effect has its speed halved until the start of your next turn.
|
||||
"""
|
||||
name = "Investiture Of Ice"
|
||||
@@ -470,13 +470,13 @@ class InvestitureOfStone(Spell):
|
||||
"""Until the spell ends, bits of rock spread across your body, and you gain the
|
||||
following benefits:
|
||||
- You have resistance to bludgeoning, piercing, and slashing
|
||||
damage from nonmagical weapons.
|
||||
damage from nonmagical weapons.
|
||||
- You can use your action to create a small
|
||||
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
|
||||
that ground must succeed on a Dexterity saving throw or be knocked prone.
|
||||
that ground must succeed on a Dexterity saving throw or be knocked prone.
|
||||
- You
|
||||
can move across difficult terrain made of earth or stone without spending extra
|
||||
movement. You can move through solid earth or stone as if it was air and
|
||||
can move across difficult terrain made of earth or stone without spending extra
|
||||
movement. You can move through solid earth or stone as if it was air and
|
||||
without destabilizing it, but you can't end your movement there. If you do so,
|
||||
you are ejected to the nearest unoccupied space, this spell ends, and you are
|
||||
stunned until the end of your next turn.
|
||||
@@ -505,8 +505,8 @@ class InvestitureOfWind(Spell):
|
||||
can see within 60 feet of you. Each creature in that area must make a
|
||||
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
|
||||
save, or half as much damage on a successful one. If a Large or smaller creature
|
||||
fails the save, that creature is also pushed up to 10 feet away from the center
|
||||
of the cube.
|
||||
fails the save, that creature is also pushed up to 10 feet away from the center
|
||||
of the cube.
|
||||
"""
|
||||
name = "Investiture Of Wind"
|
||||
level = 6
|
||||
@@ -522,7 +522,7 @@ class InvestitureOfWind(Spell):
|
||||
|
||||
class Invisibility(Spell):
|
||||
"""A creature you touch becomes invisible until the spell ends. Anything the target
|
||||
is wearing or carrying is invisible as long as it is on the target's person.
|
||||
is wearing or carrying is invisible as long as it is on the target's person.
|
||||
The spell ends for a target that attacks or casts a spell.
|
||||
|
||||
At Higher Levels:
|
||||
|
||||
@@ -3,7 +3,7 @@ from dungeonsheets.spells.spells import Spell
|
||||
|
||||
class Knock(Spell):
|
||||
"""Choose an object that you can see within range. The object can be a door, a box,
|
||||
a chest, a set of manacles, a padlock, or another object that contains a
|
||||
a chest, a set of manacles, a padlock, or another object that contains a
|
||||
mundane or magical means that prevents access.
|
||||
|
||||
A target that is held shut by a
|
||||
@@ -11,11 +11,11 @@ class Knock(Spell):
|
||||
If the object has multiple locks, only one of them is unlocked.
|
||||
|
||||
If you choose a
|
||||
target that is held shut with arcane lock, that spell is suppressed for 10
|
||||
target that is held shut with arcane lock, that spell is suppressed for 10
|
||||
minutes, during which time the target can be opened and shut normally.
|
||||
|
||||
When you
|
||||
cast the spell, a loud knock, audible from as far away as 300 feet, emanates
|
||||
cast the spell, a loud knock, audible from as far away as 300 feet, emanates
|
||||
from the target object.
|
||||
"""
|
||||
name = "Knock"
|
||||
|
||||
@@ -12,10 +12,10 @@ class LegendLore(Spell):
|
||||
The information you
|
||||
learn is accurate but might be couched in figurative language. For example, if
|
||||
you have a mysterious magic axe on hand, the spell might yield this information:
|
||||
Woe to the evildoer whose hand touches the axe, for even the haft slices the
|
||||
Woe to the evildoer whose hand touches the axe, for even the haft slices the
|
||||
hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin,
|
||||
may awaken the true powers of the axe, and only with the sacred word Rudnogg on
|
||||
the lips.
|
||||
may awaken the true powers of the axe, and only with the sacred word Rudnogg on
|
||||
the lips.
|
||||
"""
|
||||
name = "Legend Lore"
|
||||
level = 5
|
||||
@@ -39,11 +39,11 @@ class LeomundsSecretChest(Spell):
|
||||
While the chest remains on the Ethereal Plane, you can
|
||||
use an action and touch the replica to recall the chest. It appears in an
|
||||
unoccupied space on the ground within 5 feet of you. You can send the chest back
|
||||
to the Ethereal Plane by using an action and touching both the chest and the
|
||||
to the Ethereal Plane by using an action and touching both the chest and the
|
||||
replica.
|
||||
|
||||
After 60 days, there is a cumulative 5 percent chance per day that the
|
||||
spell's effect ends. This effect ends if you cast this spell again, if the
|
||||
spell's effect ends. This effect ends if you cast this spell again, if the
|
||||
smaller replica chest is destroyed, or if you choose to end the spell as an
|
||||
action. If the spell ends and the larger chest is on the Ethereal Plane, it is
|
||||
irretrievably lost.
|
||||
@@ -70,7 +70,7 @@ class LeomundsTinyHut(Spell):
|
||||
creatures. Creatures and objects within the dome when you cast this spell can
|
||||
move through it freely. All other creatures and objects are barred from passing
|
||||
through it. Spells and other magical effects can't extend through the dome or be
|
||||
cast through it. The atmosphere inside the space is comfortable and dry,
|
||||
cast through it. The atmosphere inside the space is comfortable and dry,
|
||||
regardless of the weather outside.
|
||||
|
||||
Until the spell ends, you can command the
|
||||
@@ -112,8 +112,8 @@ class Levitate(Spell):
|
||||
that succeeds on a Constitution saving throw is unaffected.
|
||||
|
||||
The target can move
|
||||
only by pushing or pulling against a fixed object or surface within reach (such
|
||||
as a wall or a ceiling), which allows it to move as if it were climbing. You
|
||||
only by pushing or pulling against a fixed object or surface within reach (such
|
||||
as a wall or a ceiling), which allows it to move as if it were climbing. You
|
||||
can change the target's altitude by up to 20 feet in either direction on your
|
||||
turn. If you are the target, you can move up or down as part of your move.
|
||||
Otherwise, you can use your action to move the target, which must remain within
|
||||
@@ -140,7 +140,7 @@ class LifeTransference(Spell):
|
||||
range regains a number of hit points equal to twice the necrotic damage you
|
||||
take.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 4th
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 4th
|
||||
level or higher, the damage increases by 1d8 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Life Transference"
|
||||
@@ -159,7 +159,7 @@ class Light(Spell):
|
||||
"""You touch one object that is no larger than 10 feet in any dimension. Until the
|
||||
spell ends, the object sheds bright light in a 20-foot radius and dim light for
|
||||
an additional 20 feet. The light can be colored as you like. Completely covering
|
||||
the object with something opaque blocks the light. The spell ends if you cast
|
||||
the object with something opaque blocks the light. The spell ends if you cast
|
||||
it again or dismiss it as an action.
|
||||
|
||||
If you target an object held or worn by a
|
||||
@@ -211,14 +211,14 @@ class LightningArrow(Spell):
|
||||
|
||||
class LightningBolt(Spell):
|
||||
"""A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out
|
||||
from you in a direction you choose. Each creature in the line must make a
|
||||
from you in a direction you choose. Each creature in the line must make a
|
||||
Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,
|
||||
or half as much damage on a successful one.
|
||||
|
||||
The lightning ignites flammable
|
||||
objects in the area that aren't being worn or carried.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 4th level or higher, the damage
|
||||
increases by 1d6 for each slot level above 3rd.
|
||||
"""
|
||||
@@ -241,8 +241,8 @@ class LightningLure(Spell):
|
||||
saving throw or be pulled up to 10 feet in a straight line toward you and then
|
||||
take 1d8 lightning damage if it is within 5 feet of you.
|
||||
|
||||
At Higher Levels: This
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
**At Higher Levels:** This
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Lightning Lure"
|
||||
@@ -332,7 +332,7 @@ class Longstrider(Spell):
|
||||
"""You touch a creature. The target's speed increases by 10 feet until the spell
|
||||
ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd
|
||||
level or higher, you can target one additional creature for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
|
||||
@@ -4,7 +4,7 @@ from dungeonsheets.spells.spells import Spell
|
||||
class MaddeningDarkness(Spell):
|
||||
"""Magical darkness spreads from a point you choose within range to fill a
|
||||
60-foot-radius sphere until the spell ends. The darkness spreads around corners.
|
||||
A creature with darkvision can't see through this darkness. Nonmagical light,
|
||||
A creature with darkvision can't see through this darkness. Nonmagical light,
|
||||
as well as light created by spells of 8th level or lower, can't illuminate the
|
||||
area. Shrieks, gibbering, and mad laughter can be heard within the sphere.
|
||||
Whenever a creature starts its turn in the sphere, it must make a Wisdom saving
|
||||
@@ -26,7 +26,7 @@ class MaddeningDarkness(Spell):
|
||||
class Maelstrom(Spell):
|
||||
"""(paper or leaf in the shape of a funnel)
|
||||
A mass of 5-foot-deep water appears and
|
||||
swirls in a 30-foot radius centered on a point you can see within range. The
|
||||
swirls in a 30-foot radius centered on a point you can see within range. The
|
||||
point must be on ground or in a body of water. Until the spell ends, that area
|
||||
is difficult terrain, and any creature that starts its turn there must succeed
|
||||
on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet
|
||||
@@ -48,7 +48,7 @@ class MageArmor(Spell):
|
||||
"""You touch a willing creature who isn't wearing armor, and a protective magical
|
||||
force surrounds it until the spell ends. The target's base AC becomes 13 + its
|
||||
Dexterity modifier. The spell ends it if the target dons armor or if you dismiss
|
||||
the spell as an action.
|
||||
the spell as an action.
|
||||
"""
|
||||
name = "Mage Armor"
|
||||
level = 1
|
||||
@@ -75,7 +75,7 @@ class MageHand(Spell):
|
||||
30 feet each time you use it.
|
||||
|
||||
The hand can't attack, activate magical items, or
|
||||
carry more than 10 pounds.
|
||||
carry more than 10 pounds.
|
||||
"""
|
||||
name = "Mage Hand"
|
||||
level = 0
|
||||
@@ -91,17 +91,17 @@ class MageHand(Spell):
|
||||
|
||||
class MagicCircle(Spell):
|
||||
"""You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on
|
||||
a point on the ground that you can see within range. Glowing runes appear
|
||||
a point on the ground that you can see within range. Glowing runes appear
|
||||
wherever the cylinder intersects with the floor or other surface.
|
||||
|
||||
Choose one or
|
||||
more of the following types of creatures: celestials, elementals, fey, fiends,
|
||||
more of the following types of creatures: celestials, elementals, fey, fiends,
|
||||
or undead. The circle affects a creature of the chosen type in the following
|
||||
ways:
|
||||
|
||||
* The creature can't willingly enter the cylinder by nonmagical means. If
|
||||
the creature tries to use teleportation or interplanar travel to do so, it must
|
||||
first succeed on a Charisma saving throw.
|
||||
the creature tries to use teleportation or interplanar travel to do so, it must
|
||||
first succeed on a Charisma saving throw.
|
||||
* The creature has disadvantage on
|
||||
attack rolls against targets within the cylinder.
|
||||
* Targets within the cylinder
|
||||
@@ -112,8 +112,8 @@ class MagicCircle(Spell):
|
||||
preventing a creature of the specified type from leaving the cylinder and
|
||||
protecting targets outside it.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 4th level or higher, the duration increases by 1 hour for each
|
||||
**At Higher Levels:** When you cast this spell using
|
||||
a spell slot of 4th level or higher, the duration increases by 1 hour for each
|
||||
slot level above 3rd.
|
||||
"""
|
||||
name = "Magic Circle"
|
||||
@@ -133,7 +133,7 @@ class MagicJar(Spell):
|
||||
container you used for the spell's material component. While your soul inhabits
|
||||
the container, you are aware of your surroundings as if you were in the
|
||||
container's space. You can't move or use reactions. The only action you can take
|
||||
is to project your soul up to 100 feet out of the container, either returning
|
||||
is to project your soul up to 100 feet out of the container, either returning
|
||||
to your living body (and ending the spell) or attempting to possess a humanoids
|
||||
body.
|
||||
|
||||
@@ -155,18 +155,18 @@ class MagicJar(Spell):
|
||||
container using its own senses, but it can't move or take actions at all.
|
||||
|
||||
While
|
||||
possessing a body, you can use your action to return from the host body to the
|
||||
possessing a body, you can use your action to return from the host body to the
|
||||
container if it is within 100 feet of you, returning the host creature's soul to
|
||||
its body. If the host body dies while you're in it, the creature dies, and you
|
||||
its body. If the host body dies while you're in it, the creature dies, and you
|
||||
must make a Charisma saving throw against your own spellcasting DC. On a
|
||||
success, you return to the container if it is within 100 feet of you. Otherwise,
|
||||
you die.
|
||||
you die.
|
||||
|
||||
If the container is destroyed or the spell ends, your soul
|
||||
immediately returns to your body. If your body is more than 100 feet away from
|
||||
you, or if your body is dead when you attempt to return to it, you die. If
|
||||
another creature's soul is in the container when it is destroyed, the creature's
|
||||
soul returns to its body if the body is alive and within 100 feet. Otherwise,
|
||||
soul returns to its body if the body is alive and within 100 feet. Otherwise,
|
||||
that creature dies.
|
||||
|
||||
When the spell ends, the container is destroyed.
|
||||
@@ -190,7 +190,7 @@ class MagicMissile(Spell):
|
||||
simultaneously and you can direct them to hit one creature or
|
||||
several.
|
||||
|
||||
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
|
||||
2nd level or higher, the spell creates one more dart for each slot
|
||||
level above 1st.
|
||||
|
||||
@@ -212,7 +212,7 @@ class MagicMouth(Spell):
|
||||
a trigger condition is met.
|
||||
Choose an object that you can see and that isn't
|
||||
being worn or carried by another creature. Then speak the message, which must be
|
||||
25 words or less, though it can be delivered over as long as 10 minutes.
|
||||
25 words or less, though it can be delivered over as long as 10 minutes.
|
||||
Finally, determine the circumstance that will trigger the spell to deliver your
|
||||
message.
|
||||
|
||||
@@ -226,7 +226,7 @@ class MagicMouth(Spell):
|
||||
|
||||
The triggering circumstance can be as general or
|
||||
as detailed as you like, though it must be based on visual or audible conditions
|
||||
that occur within 30 feet of the object. For example, you could instruct the
|
||||
that occur within 30 feet of the object. For example, you could instruct the
|
||||
mouth to speak when any creature moves within 30 feet of the object or when a
|
||||
silver bell rings within 30 feet of it.
|
||||
"""
|
||||
@@ -245,7 +245,7 @@ class MagicMouth(Spell):
|
||||
class MagicStone(Spell):
|
||||
"""You touch one to three pebbles and imbue them with magic. You or someone else
|
||||
can make a ranged spell attack with one of the pebbles by throwing it or hurling
|
||||
it with a sling. If thrown, a pebble has a range of 60 feet. If someone else
|
||||
it with a sling. If thrown, a pebble has a range of 60 feet. If someone else
|
||||
attacks with a pebble, that attacker adds your spellcasting ability modifier,
|
||||
not the attacker's, to the attack roll. On a hit, the target takes bludgeoning
|
||||
damage equal to 1d6 + your spellcasting ability modifier. Whether the attack
|
||||
@@ -267,7 +267,7 @@ class MagicStone(Spell):
|
||||
|
||||
class MagicWeapon(Spell):
|
||||
"""You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic
|
||||
weapon with a +1 bonus to attack rolls and damage rolls.
|
||||
weapon with a +1 bonus to attack rolls and damage rolls.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, the bonus
|
||||
@@ -292,7 +292,7 @@ class MajorImage(Spell):
|
||||
that is no larger than a 20-foot cube.
|
||||
The image appears at a spot that you can
|
||||
see within range and lasts for the duration. It seems completely real, including
|
||||
sounds, smells, and temperature appropriate to the thing depicted. You can't
|
||||
sounds, smells, and temperature appropriate to the thing depicted. You can't
|
||||
create sufficient heat or cold to cause damage, a sound loud enough to deal
|
||||
thunder damage or deafen a creature, or a smell that might sicken a creature
|
||||
(like a troglodyte's stench).
|
||||
@@ -301,21 +301,21 @@ class MajorImage(Spell):
|
||||
you can use your action to cause the image to move to any other spot within
|
||||
range. As the image changes location, you can alter its appearance so that its
|
||||
movements appear natural for the image. For example, if you create an image of a
|
||||
creature and move it, you can alter the image so that it appears to be walking.
|
||||
Similarly, you can cause the illusion to make different sounds at different
|
||||
creature and move it, you can alter the image so that it appears to be walking.
|
||||
Similarly, you can cause the illusion to make different sounds at different
|
||||
times, even making it carry on a conversation, for example.
|
||||
|
||||
Physical
|
||||
interaction with the image reveals it to be an illusion, because things can pass
|
||||
through it. A creature that uses its action to examine the image can determine
|
||||
through it. A creature that uses its action to examine the image can determine
|
||||
that it is an illusion with a successful Intelligence (Investigation) check
|
||||
against your spell save DC. If a creature discerns the illusion for what it is,
|
||||
the creature can see through the image, and its other sensory qualities become
|
||||
faint to the creature.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 6th level or higher, the spell lasts until dispelled, without requiring
|
||||
your concentration.
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 6th level or higher, the spell lasts until dispelled, without requiring
|
||||
your concentration.
|
||||
"""
|
||||
name = "Major Image"
|
||||
level = 3
|
||||
@@ -356,7 +356,7 @@ class MassHeal(Spell):
|
||||
"""A flood of healing energy flows from you into injured creatures around you. You
|
||||
restore up to 700 hit points, divided as you choose among any number of
|
||||
creatures that you can see within range. Creatures healed by this spell are also
|
||||
cured of all diseases and any effect making them blinded or deafened. This
|
||||
cured of all diseases and any effect making them blinded or deafened. This
|
||||
spell has no effect on undead or constructs.
|
||||
"""
|
||||
name = "Mass Heal"
|
||||
@@ -402,19 +402,19 @@ class MassPolymorph(Spell):
|
||||
seen whose challenge rating is equal to or less than the target's (or half the
|
||||
target's level, if the target doesn't have a challenge rating). The target's
|
||||
game statistics, including mental ability scores, are replaced by the statistics
|
||||
of the chosen beast, but the target retains its hit points, alignment, and
|
||||
of the chosen beast, but the target retains its hit points, alignment, and
|
||||
personality.
|
||||
Each target gains a number of temporary hit points equal to the hit
|
||||
points of its new form. These temporary hit points can't be replaced by
|
||||
points of its new form. These temporary hit points can't be replaced by
|
||||
temporary hit points from another source. A target reverts to its normal form
|
||||
when it has no more temporary hit points or it dies. If the spell ends before
|
||||
then, the creature loses all its temporary hit points and reverts to its normal
|
||||
form.
|
||||
The creature is limited in the actions it can perform by the nature of its
|
||||
new form. It can't speak, cast spells, or do anything else that requires hands
|
||||
new form. It can't speak, cast spells, or do anything else that requires hands
|
||||
or speech. The target's gear melds into the new form.
|
||||
The target can't activate,
|
||||
use, wield, or otherwise benefit from any of its equipment.
|
||||
use, wield, or otherwise benefit from any of its equipment.
|
||||
"""
|
||||
name = "Mass Polymorph"
|
||||
level = 9
|
||||
@@ -433,21 +433,21 @@ class MassSuggestion(Spell):
|
||||
influence up to twelve creatures of your choice that you can see within range
|
||||
and that can hear and understand you.
|
||||
Creatures that can't be charmed are immune
|
||||
to this effect. The suggestion must be worded in such a manner as to make the
|
||||
to this effect. The suggestion must be worded in such a manner as to make the
|
||||
course of action sound reasonable. Asking the creature to stab itself, throw
|
||||
itself onto a spear, immolate itself, or do some other obviously harmful act
|
||||
automatically negates the effect of the spell.
|
||||
|
||||
Each target must make a Wisdom
|
||||
saving throw. On a failed save, it pursues the course of action you described to
|
||||
the best of its ability. The suggested course of action can continue for the
|
||||
the best of its ability. The suggested course of action can continue for the
|
||||
entire duration. If the suggested activity can be completed in a shorter time,
|
||||
the spell ends when the subject finishes what it was asked to do.
|
||||
|
||||
You can also
|
||||
specify conditions that will trigger a special activity during the duration. For
|
||||
example, you might suggest that a group of soldiers give all their money to the
|
||||
first beggar they meet. If the condition isn't met before the spell ends, the
|
||||
example, you might suggest that a group of soldiers give all their money to the
|
||||
first beggar they meet. If the condition isn't met before the spell ends, the
|
||||
activity isn't performed.
|
||||
|
||||
If you or any of your companions damage a creature
|
||||
@@ -458,7 +458,7 @@ class MassSuggestion(Spell):
|
||||
|
||||
When you use an 8th-level spell slot, the duration is 30 days.
|
||||
When you use a
|
||||
9th-level spell slot, the duration is a year and a day.
|
||||
9th-level spell slot, the duration is a year and a day.
|
||||
"""
|
||||
name = "Mass Suggestion"
|
||||
level = 6
|
||||
@@ -476,18 +476,18 @@ class MaximiliansEarthenGrasp(Spell):
|
||||
"""You choose a 5-foot-square unoccupied space on the ground that you can see
|
||||
within range. A Medium hand made from compacted soil rises there and reaches
|
||||
for
|
||||
one creature you can see within 5 feet of it. The target must make a Strength
|
||||
one creature you can see within 5 feet of it. The target must make a Strength
|
||||
saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is
|
||||
restrained for the spell's duration.
|
||||
As an action, you can cause the hand to
|
||||
crush the restrained target, who must make a Strength saving throw. It takes 2d6
|
||||
bludgeoning damage on a failed save, or half as much damage on a successful
|
||||
bludgeoning damage on a failed save, or half as much damage on a successful
|
||||
one.
|
||||
To break out, the restrained target can make a Strength check against your
|
||||
spell save DC. On a success, the target escapes and is no longer restrained by
|
||||
the hand.
|
||||
As an action, you can cause the hand to reach for a different creature
|
||||
or to move to a different unoccupied space within range. The hand releases a
|
||||
or to move to a different unoccupied space within range. The hand releases a
|
||||
restrained target if you do either.
|
||||
"""
|
||||
name = "Maximilians Earthen Grasp"
|
||||
@@ -509,7 +509,7 @@ class Maze(Spell):
|
||||
|
||||
The target can use its action to attempt to escape. When it does so, it
|
||||
makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends
|
||||
(a minotaur or goristro demon automatically succeeds).
|
||||
(a minotaur or goristro demon automatically succeeds).
|
||||
|
||||
When the spell ends,
|
||||
the target reappears in the space it left or, if that space is occupied, in the
|
||||
@@ -529,17 +529,17 @@ class Maze(Spell):
|
||||
|
||||
class MeldIntoStone(Spell):
|
||||
"""You step into a stone object or surface large enough to fully contain your body,
|
||||
melding yourself and all the equipment you carry with the stone for the
|
||||
melding yourself and all the equipment you carry with the stone for the
|
||||
duration.
|
||||
Using your movement, you step into the stone at a point you can touch.
|
||||
Nothing of your presence remains visible or otherwise detectable by nonmagical
|
||||
Nothing of your presence remains visible or otherwise detectable by nonmagical
|
||||
senses.
|
||||
|
||||
While merged with the stone, you can't see what occurs outside it, and
|
||||
any Wisdom (Perception) checks you make to hear sounds outside it are made with
|
||||
disadvantage. You remain aware of the passage of time and can cast spells on
|
||||
yourself while merged in the stone. You can use your movement to leave the stone
|
||||
where you entered it, which ends the spell. You otherwise can't move.
|
||||
where you entered it, which ends the spell. You otherwise can't move.
|
||||
|
||||
Minor
|
||||
physical damage to the stone doesn't harm you, but its partial destruction or a
|
||||
@@ -597,7 +597,7 @@ class MelfsMinuteMeteors(Spell):
|
||||
A creature takes 2d6 fire damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
At Higher Levels. When you cast this spell using a spell slot of
|
||||
4th level or higher, the number of meteors created increases by two for each
|
||||
4th level or higher, the number of meteors created increases by two for each
|
||||
slot level above 3rd.
|
||||
"""
|
||||
name = "Melfs Minute Meteors"
|
||||
@@ -614,10 +614,10 @@ class MelfsMinuteMeteors(Spell):
|
||||
|
||||
class Mending(Spell):
|
||||
"""This spell repairs a single break or tear in an object you touch, such as broken
|
||||
chain link, two halves of a broken key, a torn cloack, or a leaking wineskin.
|
||||
chain link, two halves of a broken key, a torn cloack, or a leaking wineskin.
|
||||
|
||||
As long as the break or tear is no larger than 1 foot in any dimension, you mend
|
||||
it, leaving no trace of the former damage.
|
||||
it, leaving no trace of the former damage.
|
||||
|
||||
This spell can physically repair a
|
||||
magic item or construct, but the spell can't restore magic to such an object.
|
||||
@@ -644,7 +644,7 @@ class MentalPrison(Spell):
|
||||
might cause the target to perceive itself as being surrounded by fire, floating
|
||||
razors, or hideous maws filled with dripping teeth. Whatever form the illusion
|
||||
takes, the target can't see or hear anything beyond it and is restrained for the
|
||||
spell's duration. If the target is moved out of the illusion, makes a melee
|
||||
spell's duration. If the target is moved out of the illusion, makes a melee
|
||||
attack through it, or reaches any part of its body through it, the target takes
|
||||
10d10 psychic damage, and the spell ends.
|
||||
"""
|
||||
@@ -724,7 +724,7 @@ class MightyFortress(Spell):
|
||||
the enclosed area. The keep has a square base that is 50 feet on each side, and
|
||||
it has three floors with 10-foot-high ceilings. Each of the floors can be
|
||||
divided into as many rooms as you like, provided each room is at least 5 feet on
|
||||
each side. The floors of the keep are connected by stone staircases, its walls
|
||||
each side. The floors of the keep are connected by stone staircases, its walls
|
||||
are 6 inches thick, and interior rooms can have stone doors or open archways as
|
||||
you choose. The keep is furnished and decorated however you like, and it
|
||||
contains sufficient food to serve a nine-course banquet for up to 100 people
|
||||
@@ -741,7 +741,7 @@ class MightyFortress(Spell):
|
||||
and collapse at the DM's discretion.
|
||||
After 7 days or when you cast this spell
|
||||
somewhere else, the fortress harmlessly crumbles and sinks back into the ground,
|
||||
leaving any creatures that were inside it safely on the ground.
|
||||
leaving any creatures that were inside it safely on the ground.
|
||||
Casting this
|
||||
spell on the same spot once every 7 days for a year makes the fortress
|
||||
permanent.
|
||||
@@ -783,7 +783,7 @@ class MindSliver(Spell):
|
||||
an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4
|
||||
from the next saving throw it makes before the end of your next turn.
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d6 when you reach
|
||||
**At Higher Levels:** This spell’s damage increases by 1d6 when you reach
|
||||
certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Mind Sliver"
|
||||
@@ -803,12 +803,12 @@ class MindSpike(Spell):
|
||||
must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or
|
||||
half as much damage on a successful one. On a failed save, you also always know
|
||||
the target's location until the spell ends, but only while the two of you are on
|
||||
the same plane of existence. While you have this knowledge, the target can't
|
||||
the same plane of existence. While you have this knowledge, the target can't
|
||||
become hidden from you, and if it's invisible, it gains no benefit from that
|
||||
condition against you.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 3rd level or higher, the damage increases by 1d8 for each slot level
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 3rd level or higher, the damage increases by 1d8 for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
name = "Mind Spike"
|
||||
@@ -838,7 +838,7 @@ class MinorIllusion(Spell):
|
||||
footprints, or a small chest it must be no larger than a 5-foot cube. The image
|
||||
can't create sound, light, smell, or any other sensory effect. Physical
|
||||
interaction with the image reveals it to be an illusion, because things can pass
|
||||
through it.
|
||||
through it.
|
||||
|
||||
If a creature uses its action to examine the sound or image, the
|
||||
creature can determine that it is an illusion with a successful Intelligence
|
||||
@@ -898,14 +898,14 @@ class MirrorImage(Spell):
|
||||
Until the spell
|
||||
ends, the duplicates move with you and mimic your actions, shifting position so
|
||||
it's impossible to track which image is real. You can use your action to dismiss
|
||||
the illusory duplicates.
|
||||
the illusory duplicates.
|
||||
|
||||
Each time a creature targets you with an attack
|
||||
during the spell's duration, roll a d20 to determine whether the attack instead
|
||||
targets one of your duplicates.
|
||||
|
||||
If you have three duplicates, you must roll a 6
|
||||
or higher to change the attack's target to a duplicate. With two duplicates,
|
||||
or higher to change the attack's target to a duplicate. With two duplicates,
|
||||
you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
|
||||
|
||||
|
||||
@@ -915,7 +915,7 @@ class MirrorImage(Spell):
|
||||
when all three duplicates are destroyed.
|
||||
|
||||
A creature is unaffected by this spell
|
||||
if it can't see, if it relies on senses other than sight, such as blindsight,
|
||||
if it can't see, if it relies on senses other than sight, such as blindsight,
|
||||
or if it can perceive illusions as false, as with truesight.
|
||||
"""
|
||||
name = "Mirror Image"
|
||||
@@ -937,7 +937,7 @@ class Mislead(Spell):
|
||||
|
||||
You can use your action to move your
|
||||
illusory double up to twice your speed and make it gesture, speak, and behave in
|
||||
whatever way you choose.
|
||||
whatever way you choose.
|
||||
|
||||
You can see through its eyes and hear through its
|
||||
ears as if you were located where it is. On each of your turns as a bonus
|
||||
@@ -990,28 +990,28 @@ class ModifyMemory(Spell):
|
||||
memory of the details of the event, or create a memory of some other event.
|
||||
|
||||
You
|
||||
must speak to the target to describe how its memories are affected, and it must
|
||||
be able to understand your language for the modified memories to take root. Its
|
||||
mind fills in any gaps in the details of your description. If the spell ends
|
||||
must speak to the target to describe how its memories are affected, and it must
|
||||
be able to understand your language for the modified memories to take root. Its
|
||||
mind fills in any gaps in the details of your description. If the spell ends
|
||||
before you have finished describing the modified memories, the creature's memory
|
||||
isn't altered. Otherwise, the modified memories take hold when the spell ends.
|
||||
isn't altered. Otherwise, the modified memories take hold when the spell ends.
|
||||
|
||||
|
||||
A modified memory doesn't necessarily affect how a creature behaves,
|
||||
particularly if the memory contradicts the creature's natural inclinations,
|
||||
alignment, or beliefs. An illogical modified memory, such as implanting a memory
|
||||
of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps
|
||||
of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps
|
||||
as a bad dream. The DM might deem a modified memory too nonsensical to affect a
|
||||
creature in a significant manner.
|
||||
|
||||
A remove curse or greater restoration spell
|
||||
cast on the target restores the creature's true memory.
|
||||
|
||||
At Higher Levels: If
|
||||
**At Higher Levels:** If
|
||||
you cast this spell using a spell slot of 6th level or higher, you can alter the
|
||||
target's memories of an event that took place up to 7 days ago (6th level), 30
|
||||
target's memories of an event that took place up to 7 days ago (6th level), 30
|
||||
days ago (7th level), 1 year ago (8th level), or any time in the creature's past
|
||||
(9th level).
|
||||
(9th level).
|
||||
"""
|
||||
name = "Modify Memory"
|
||||
level = 5
|
||||
@@ -1034,7 +1034,7 @@ class MoldEarth(Spell):
|
||||
enough force to cause damage.
|
||||
- You cause shapes, colors, or both to appear on
|
||||
the dirt or stone, spelling out words, creating images, or shaping patterns. The
|
||||
changes last for 1 hour.
|
||||
changes last for 1 hour.
|
||||
- If the dirt or stone you target is on the ground,
|
||||
you cause it to become difficult terrain. Alternatively, you can cause the
|
||||
ground to become normal terrain if it is already difficult terrain. This change
|
||||
@@ -1057,11 +1057,11 @@ class MoldEarth(Spell):
|
||||
class Moonbeam(Spell):
|
||||
"""A silvery beam of pale light shines down in a 5-footradius, 40-foot-high
|
||||
cylinder centered on a point within range. Until the spell ends, dim light fills
|
||||
the cylinder.
|
||||
the cylinder.
|
||||
|
||||
|
||||
When a creature enters the spell's area for the first time on a
|
||||
turn or starts its turn there, it is engulfed in ghostly flames that cause
|
||||
turn or starts its turn there, it is engulfed in ghostly flames that cause
|
||||
searing pain, and it must make a Constitution saving throw. It takes 2d10
|
||||
radiant damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
@@ -1128,7 +1128,7 @@ class MordenkainensMagnificentMansion(Spell):
|
||||
While closed, the portal is invisible.
|
||||
|
||||
Beyond the portal is a magnificent foyer
|
||||
with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
|
||||
with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
|
||||
|
||||
You
|
||||
can create any floor plan you like, but the space can't exceed 50 cubes, each
|
||||
@@ -1138,10 +1138,10 @@ class MordenkainensMagnificentMansion(Spell):
|
||||
decide the visual appearance of these servants and their attire. They are
|
||||
completely obedient to your orders. Each servant can perform any task a normal
|
||||
human servant could perform, but they can't attack or take any action that would
|
||||
directly harm another creature. Thus the servants can fetch things, clean,
|
||||
directly harm another creature. Thus the servants can fetch things, clean,
|
||||
mend, fold clothes, light fires, serve food, pour wine, and so on. The servants
|
||||
can go anywhere in the mansion but can't leave it. Furnishings and other objects
|
||||
created by this spell dissipate into smoke if removed from the mansion. When
|
||||
created by this spell dissipate into smoke if removed from the mansion. When
|
||||
the spell ends, any creatures inside the extradimensional space are expelled
|
||||
into the open spaces nearest to the entrance.
|
||||
"""
|
||||
@@ -1161,7 +1161,7 @@ class MordenkainensPrivateSanctum(Spell):
|
||||
"""You make an area within range magically secure.
|
||||
The area is a cube that can be
|
||||
as small as 5 feet to as large as 100 feet on each side. The spell lasts for the
|
||||
duration or until you use an action to dismiss it.
|
||||
duration or until you use an action to dismiss it.
|
||||
|
||||
When you cast the spell,
|
||||
you decide what sort of security the spell provides, choosing any or all of the
|
||||
@@ -1169,10 +1169,10 @@ class MordenkainensPrivateSanctum(Spell):
|
||||
* Sound can't pass through the barrier at the edge of the
|
||||
warded area.
|
||||
* The barrier of the warded area appears dark and foggy, preventing
|
||||
vision (including darkvision) through it.
|
||||
vision (including darkvision) through it.
|
||||
* Sensors created by divination
|
||||
spells can't appear inside the protected area or pass through the barrier at its
|
||||
perimeter.
|
||||
perimeter.
|
||||
* Creatures in the area can't be targeted by divination spells.
|
||||
*
|
||||
Nothing can teleport into or out of the warded area.
|
||||
@@ -1182,9 +1182,9 @@ class MordenkainensPrivateSanctum(Spell):
|
||||
Casting this spell on the same spot every day for a
|
||||
year makes this effect permanent.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using a spell slot of 5th level or higher, you can increase the size of the cube
|
||||
by 100 feet for each slot level beyond 4th. Thus you could protect a cube that
|
||||
by 100 feet for each slot level beyond 4th. Thus you could protect a cube that
|
||||
can be up to 200 feet on one side by using a spell slot o f 5th level.
|
||||
"""
|
||||
name = "Mordenkainens Private Sanctum"
|
||||
@@ -1207,7 +1207,7 @@ class MordenkainensSword(Spell):
|
||||
target of your choice within 5 feet of the sword. On a hit. the target takes
|
||||
3d10 force damage. Until the spell ends, you can use a bonus action on each of
|
||||
your turns to move the sword up to 20 feet to a spot you can see and repeat this
|
||||
attack against the same target or a different one.
|
||||
attack against the same target or a different one.
|
||||
"""
|
||||
name = "Mordenkainens Sword"
|
||||
level = 7
|
||||
@@ -1223,13 +1223,13 @@ class MordenkainensSword(Spell):
|
||||
|
||||
class MoveEarth(Spell):
|
||||
"""Choose an area of terrain no larger than 40 feet on a side within range. You can
|
||||
reshape dirt, sand, or clay in the area in any manner you choose for the
|
||||
reshape dirt, sand, or clay in the area in any manner you choose for the
|
||||
duration. You can raise or lower the area's elevation, create or fill in a
|
||||
trench, erect or flatten a wall, or form a pillar. The extent of any such
|
||||
changes can't exceed half the area's largest dimension. So, if you affect a
|
||||
40-foot square, you can create a pillar up to 20 feet high, raise or lower the
|
||||
square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on.
|
||||
It takes 10 minutes for these changes to complete.
|
||||
It takes 10 minutes for these changes to complete.
|
||||
|
||||
At the end of every 10
|
||||
minutes you spend concentrating on the spell, you can choose a new area of
|
||||
@@ -1244,7 +1244,7 @@ class MoveEarth(Spell):
|
||||
the terrain would make a structure unstable, it might collapse.
|
||||
|
||||
Similarly, this
|
||||
spell doesn't directly affect plant growth. The moved earth carries any plants
|
||||
spell doesn't directly affect plant growth. The moved earth carries any plants
|
||||
along with it.
|
||||
"""
|
||||
name = "Move Earth"
|
||||
|
||||
@@ -8,7 +8,7 @@ class NegativeEnergyFlood(Spell):
|
||||
one. A target killed by this damage rises up as a zombie at the start of your
|
||||
next turn. The zombie pursues whatever creature it can see that is closest to
|
||||
it. Statistics for the zombie are in the Monster Manual. If you target an undead
|
||||
with this spell, the target doesn't make a saving throw. Instead, roll 5d12.
|
||||
with this spell, the target doesn't make a saving throw. Instead, roll 5d12.
|
||||
The target gains half the total as temporary hit points.
|
||||
"""
|
||||
name = "Negative Energy Flood"
|
||||
@@ -57,7 +57,7 @@ class NystulsMagicAura(Spell):
|
||||
False Aura
|
||||
You change the way the target appears to
|
||||
spells and magical effects, such as detect magic, that detect magical auras. You
|
||||
can make a nonmagical object appear magical, a magical object appear
|
||||
can make a nonmagical object appear magical, a magical object appear
|
||||
nonmagical, or change the object's magical aura so that it appears to belong to
|
||||
a specific school of magic that you choose. When you use this effect on an
|
||||
object, you can make the false magic apparent to any creature that handles the
|
||||
@@ -66,7 +66,7 @@ class NystulsMagicAura(Spell):
|
||||
Mask
|
||||
You change the way the target appears to spells and magical effects
|
||||
that detect creature types, such as a paladin's Divine Sense or the trigger of a
|
||||
sym bol spell. You choose a creature type and other spells and magical effects
|
||||
sym bol spell. You choose a creature type and other spells and magical effects
|
||||
treat the target as if it were a creature of that type or of that alignment.
|
||||
"""
|
||||
name = "Nystuls Magic Aura"
|
||||
|
||||
@@ -5,13 +5,13 @@ class OtilukesFreezingSphere(Spell):
|
||||
"""A frigid globe of cold energy streaks from your fingertips to a point of your
|
||||
choice within range, where it explodes in a 60-foot-radius sphere.
|
||||
Each creature
|
||||
within the area must make a Constitution saving throw. On a failed save, a
|
||||
within the area must make a Constitution saving throw. On a failed save, a
|
||||
creature takes 10d6 cold damage. On a successful save, it takes half as much
|
||||
damage.
|
||||
|
||||
If the globe strikes a body of water or a liquid that is principally
|
||||
water (not including water-based creatures), it freezes the liquid to a depth of
|
||||
6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures
|
||||
6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures
|
||||
that were swimming on the surface of frozen water are trapped in the ice. A
|
||||
trapped creature can use an action to make a Strength check against your spell
|
||||
save DC to break free.
|
||||
@@ -20,7 +20,7 @@ class OtilukesFreezingSphere(Spell):
|
||||
the spell, if you wish. A small globe about the size of a sling stone, cool to
|
||||
the touch, appears in your hand. At any time, you or a creature you give the
|
||||
globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to
|
||||
the sling's normal range). It shatters on impact, with the same effect as the
|
||||
the sling's normal range). It shatters on impact, with the same effect as the
|
||||
normal casting of the spell. You can also set the globe down without shattering
|
||||
it. After 1 minute, if the globe hasn't already shattered, it explodes.
|
||||
|
||||
@@ -47,7 +47,7 @@ class OtilukesResilientSphere(Spell):
|
||||
|
||||
Nothing---not
|
||||
physical objects, energy, or other spell effects---can pass through the barrier,
|
||||
in or out, though a creature in the sphere can breathe there. The sphere is
|
||||
in or out, though a creature in the sphere can breathe there. The sphere is
|
||||
immune to all damage, and a creature or object inside can't be damaged by
|
||||
attacks or effects originating from outside, nor can a creature inside the
|
||||
sphere damage anything outside it.
|
||||
|
||||
@@ -3,7 +3,7 @@ from dungeonsheets.spells.spells import Spell
|
||||
|
||||
class PassWithoutTrace(Spell):
|
||||
"""A veil of shadows and silence radiates from you, masking you and your companions
|
||||
from detection.
|
||||
from detection.
|
||||
For the duration, each creature you choose within 30 feet of
|
||||
you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be
|
||||
tracked except by magical means. A creature that receives this bonus leaves
|
||||
@@ -29,7 +29,7 @@ class Passwall(Spell):
|
||||
structure surrounding it.
|
||||
|
||||
When the opening disappears, any creatures or objects
|
||||
still in the passage created by the spell are safely ejected to an unoccupied
|
||||
still in the passage created by the spell are safely ejected to an unoccupied
|
||||
space nearest to the surface on which you cast the spell.
|
||||
"""
|
||||
name = "Passwall"
|
||||
@@ -96,14 +96,14 @@ class PhantasmalForce(Spell):
|
||||
|
||||
class PhantasmalKiller(Spell):
|
||||
"""You tap into the nightmares of a creature you can see within range and create an
|
||||
illusory manifestation of its deepest fears, visible only to that creature.
|
||||
illusory manifestation of its deepest fears, visible only to that creature.
|
||||
The
|
||||
target must make a Wisdom saving throw. On a failed save, the target becomes
|
||||
target must make a Wisdom saving throw. On a failed save, the target becomes
|
||||
frightened for the duration. At the end of each of the target's turns before the
|
||||
spell ends, the target must succeed on a Wisdom saving throw or take 4d10
|
||||
spell ends, the target must succeed on a Wisdom saving throw or take 4d10
|
||||
psychic damage. On a successful save, the spell ends.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 5th level or higher, the damage
|
||||
increases by 1d1O for each slot level above 4th.
|
||||
"""
|
||||
@@ -208,7 +208,7 @@ class PlanarBinding(Spell):
|
||||
the completion of the casting, the target must make a Charisma saving throw. On
|
||||
a failed save, it is bound to serve you for the duration. If the creature w as
|
||||
summoned or created by another spell, that spell's duration is extended to match
|
||||
the duration of this spell.
|
||||
the duration of this spell.
|
||||
|
||||
A bound creature must follow your instructions to
|
||||
the best of its ability. You might command the creature to accompany you on an
|
||||
@@ -218,16 +218,16 @@ class PlanarBinding(Spell):
|
||||
your instructions completely before the spell ends, it travels to you to report
|
||||
this fact if you are on the same plane of existence. If you are on a different
|
||||
plane of existence, it returns to the place where you bound it and remains there
|
||||
until the spell ends.
|
||||
until the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of a higher level, the duration increases to:
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of a higher level, the duration increases to:
|
||||
10 days with a 6th-level
|
||||
slot,
|
||||
30 days with a 7th-level slot,
|
||||
180 days with an 8th-level slot,
|
||||
1 year
|
||||
and 1 day with a 9th-level spell slot.
|
||||
and 1 day with a 9th-level spell slot.
|
||||
"""
|
||||
name = "Planar Binding"
|
||||
level = 5
|
||||
@@ -243,15 +243,15 @@ class PlanarBinding(Spell):
|
||||
|
||||
class PlaneShift(Spell):
|
||||
"""You and up to eight willing creatures who link hands in a circle are transported
|
||||
to a different plane of existence. You can specify a target destination in
|
||||
to a different plane of existence. You can specify a target destination in
|
||||
general terms, such as the City of Brass on the Elemental Plane of Fire or the
|
||||
palace of Dispater on the second level of the Nine Hells, and you appear in or
|
||||
near that destination. If you are trying to reac the City of Brass, for example,
|
||||
you might arrive in its Street of Steel, before its Gate of Ashes, or looking
|
||||
you might arrive in its Street of Steel, before its Gate of Ashes, or looking
|
||||
at the city from across the Sea of Fire, at the DM's discretion.
|
||||
|
||||
Alternatively,
|
||||
if you know the sigil sequence of a teleportation circle on another plane of
|
||||
if you know the sigil sequence of a teleportation circle on another plane of
|
||||
existence, this spell can take you to that circle. If the teleportation circle
|
||||
is too small to hold all the creatures you transported, they appear in the
|
||||
closest unoccupied spaces next to the circle.
|
||||
@@ -261,7 +261,7 @@ class PlaneShift(Spell):
|
||||
make a melee spell attack against it. On a hit, the creature must make a
|
||||
Charisma saving throw. If the creature fails the save, it is transported to a
|
||||
random location on the plane of existence you specify. A creature so transported
|
||||
must find its own way back to your current plane of existence.
|
||||
must find its own way back to your current plane of existence.
|
||||
"""
|
||||
name = "Plane Shift"
|
||||
level = 7
|
||||
@@ -282,8 +282,8 @@ class PlantGrowth(Spell):
|
||||
|
||||
If you cast this spell using 1 action, choose a point within range. All normal
|
||||
plants in a 100-foot radius centered on that point become thick and overgrown. A
|
||||
creature moving through the area must spend 4 feet of movement for every 1 foot
|
||||
it moves.
|
||||
creature moving through the area must spend 4 feet of movement for every 1 foot
|
||||
it moves.
|
||||
|
||||
You can exclude one or more areas of any size within the spell's
|
||||
area from being affected.
|
||||
@@ -310,9 +310,9 @@ class PoisonSpray(Spell):
|
||||
puff of noxious gas from your palm. The creature must succeed on a Constitution
|
||||
saving throw or take 1d12 poison damage.
|
||||
|
||||
At Higher Levels: This spell's damage
|
||||
**At Higher Levels:** This spell's damage
|
||||
increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level
|
||||
(4d12).
|
||||
(4d12).
|
||||
"""
|
||||
name = "Poison Spray"
|
||||
level = 0
|
||||
@@ -347,12 +347,12 @@ class Polymorph(Spell):
|
||||
|
||||
|
||||
The creature is limited in the actions it can perform by the nature of its new
|
||||
form, and it can't speak, cast spells, or take any other action that requires
|
||||
form, and it can't speak, cast spells, or take any other action that requires
|
||||
hands or speech.
|
||||
|
||||
The target's gear melds into the new form. The creature can't
|
||||
activate, use, wield, or otherwise benefit from any of its equipment. This spell
|
||||
can't affect a target that has 0 hit points.
|
||||
can't affect a target that has 0 hit points.
|
||||
"""
|
||||
name = "Polymorph"
|
||||
level = 4
|
||||
@@ -404,17 +404,17 @@ class PowerWordKill(Spell):
|
||||
class PowerWordPain(Spell):
|
||||
"""You speak a word of power that causes waves of intense pain to assail one
|
||||
creature you can see within range. If the target has 100 hit points or fewer, it
|
||||
is subject to crippling pain. Otherwise, the spell has no effect on it. A
|
||||
is subject to crippling pain. Otherwise, the spell has no effect on it. A
|
||||
target is also unaffected if it is immune to being charmed.
|
||||
While the target is
|
||||
affected by crippling pain, any speed it has can be no higher than 10 feet. The
|
||||
target also has disadvantage on attack rolls, ability checks, and saving throws,
|
||||
other than Constitution saving throws. Finally, if the target tries to cast a
|
||||
other than Constitution saving throws. Finally, if the target tries to cast a
|
||||
spell, it must first succeed on a Constitution saving throw, or the casting
|
||||
fails and the spell is wasted.
|
||||
A target suffering this pain can make a
|
||||
Constitution saving throw at the end of each of its turns. On a successful save,
|
||||
the pain ends.
|
||||
the pain ends.
|
||||
"""
|
||||
name = "Power Word Pain"
|
||||
level = 7
|
||||
@@ -449,12 +449,12 @@ class PowerWordStun(Spell):
|
||||
|
||||
class PrayerOfHealing(Spell):
|
||||
"""Up to six creatures of your choice that you can see within range each regain hit
|
||||
points equal to 2d8 + your spellcasting ability modifier. This spell has no
|
||||
points equal to 2d8 + your spellcasting ability modifier. This spell has no
|
||||
effect on undead or constructs.
|
||||
|
||||
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, the healing increases by 1d8 for each
|
||||
slot level above 2nd.
|
||||
slot level above 2nd.
|
||||
"""
|
||||
name = "Prayer Of Healing"
|
||||
level = 2
|
||||
@@ -484,7 +484,7 @@ class Prestidigitation(Spell):
|
||||
or a symbol appear on an object or a surface for 1 hour.
|
||||
-You create a
|
||||
nonmagical trinket or an illusory image that can fit in your hand and that lasts
|
||||
until the end of your next turn.
|
||||
until the end of your next turn.
|
||||
If you cast this spell multiple times, you
|
||||
can have up to three of its non-instantaneous effects active at a time, and you
|
||||
can dismiss such an effect as an action.
|
||||
@@ -503,7 +503,7 @@ class Prestidigitation(Spell):
|
||||
|
||||
class PrimalSavagery(Spell):
|
||||
"""You channel primal magic to cause your teeth or fingernails to sharpen, ready to
|
||||
deliver a corrosive attack. Make a melee spell attack against one creature
|
||||
deliver a corrosive attack. Make a melee spell attack against one creature
|
||||
within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you
|
||||
make the attack, your teeth or fingernails return to normal. The spell's damage
|
||||
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
|
||||
@@ -559,7 +559,7 @@ class PrismaticSpray(Spell):
|
||||
half as much damage on a successful one.
|
||||
|
||||
4. Green. The target takes 10d6 poison
|
||||
damage on a failed save, or half as much damage on a successful one.
|
||||
damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
5. Blue.
|
||||
The target takes 10d6 cold damage on a failed save, or half as much damage on a
|
||||
@@ -573,9 +573,9 @@ class PrismaticSpray(Spell):
|
||||
of both until the target collects three of a kind.
|
||||
|
||||
7. Violet. On a failed save,
|
||||
the target is blinded. It must then make a Wisdom saving throw at the start of
|
||||
the target is blinded. It must then make a Wisdom saving throw at the start of
|
||||
your next turn. A successful save ends the blindness. If it fails that save, the
|
||||
creature is transported to another plane of existence of the DM's choosing and
|
||||
creature is transported to another plane of existence of the DM's choosing and
|
||||
is no longer blinded. (Typically, a creature that is on a plane that isn't its
|
||||
home plane is banished home, while other creatures are usually cast into the
|
||||
Astral or Ethereal planes.)
|
||||
@@ -696,7 +696,7 @@ class ProduceFlame(Spell):
|
||||
you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
|
||||
|
||||
At
|
||||
Higher Levels: This spell's damage increases by 1d8 when you reach 5th level
|
||||
Higher Levels: This spell's damage increases by 1d8 when you reach 5th level
|
||||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Produce Flame"
|
||||
@@ -722,14 +722,14 @@ class ProgrammedIllusion(Spell):
|
||||
condition you specify occurs, the illusion springs into existence and performs
|
||||
in the manner you described. Once the illusion finishes performing, it
|
||||
disappears and remains dormant for 10 minutes. After this time, the illusion can
|
||||
be activated again.
|
||||
be activated again.
|
||||
|
||||
The triggering condition can be as general or as detailed
|
||||
as you like, though it must be based on visual or audible conditions that occur
|
||||
within 30 feet of the area. For example, you could create an illusion of
|
||||
yourself to appear and warn off others who attempt to open a trapped door, or
|
||||
you could set the illusion to trigger only when a creature says the correct word
|
||||
or phrase.
|
||||
or phrase.
|
||||
|
||||
Physical interaction with the image reveals it to be an illusion,
|
||||
because things can pass through it. A creature that uses its action to examine
|
||||
@@ -754,22 +754,22 @@ class ProjectImage(Spell):
|
||||
"""You create an illusory copy of yourself that lasts for the duration.
|
||||
The copy
|
||||
can appear at any location within range that you have seen before, regardless of
|
||||
intervening obstacles. The illusion looks and sounds like you but is
|
||||
intervening obstacles. The illusion looks and sounds like you but is
|
||||
intangible. If the illusion takes any damage, it disappears, and the spell ends.
|
||||
|
||||
|
||||
You can use your action to move this illusion up to twice your speed, and make
|
||||
it gesture, speak, and behave in whatever way you choose. It mimics your
|
||||
it gesture, speak, and behave in whatever way you choose. It mimics your
|
||||
mannerisms perfectly.
|
||||
|
||||
You can see through its eyes and hear through its ears as
|
||||
if you were in its space. On your turn as a bonus action, you can switch from
|
||||
if you were in its space. On your turn as a bonus action, you can switch from
|
||||
using its senses to using your own, or back again. While you are using its
|
||||
senses, you are blinded and deafened in regard to your own surroundings.
|
||||
|
||||
|
||||
Physical interaction with the image reveals it to be an illusion, because things
|
||||
can pass through it. A creature that uses its action to examine the image can
|
||||
can pass through it. A creature that uses its action to examine the image can
|
||||
determine that it is an illusion with a successful Intelligence (Investigation)
|
||||
check against your spell save DC. If a creature discerns the illusion for what
|
||||
it is, the creature can see through the image, and any noise it makes sounds
|
||||
@@ -812,7 +812,7 @@ class ProtectionFromEvilAndGood(Spell):
|
||||
have disadvantage on attack rolls against the target. The target also can't be
|
||||
charmed, frightened, or possessed by them. If the target is already charmed,
|
||||
frightened, or possessed by such a creature, the target has advantage on any new
|
||||
saving throw against the relevant effect.
|
||||
saving throw against the relevant effect.
|
||||
"""
|
||||
name = "Protection From Evil And Good"
|
||||
level = 1
|
||||
@@ -828,7 +828,7 @@ class ProtectionFromEvilAndGood(Spell):
|
||||
|
||||
class ProtectionFromPoison(Spell):
|
||||
"""You touch a creature. If it is poisoned, you neutralize the poison. If more than
|
||||
one poison afflicts the target, you neutralize one poison that you know is
|
||||
one poison afflicts the target, you neutralize one poison that you know is
|
||||
present, or you neutralize one at random.
|
||||
|
||||
For the duration, the target has
|
||||
@@ -849,13 +849,13 @@ class ProtectionFromPoison(Spell):
|
||||
|
||||
class PsychicScream(Spell):
|
||||
"""You unleash the power of your mind to blast the intellect of up to ten creatures
|
||||
of your choice that you can see within range. Creatures that have an
|
||||
of your choice that you can see within range. Creatures that have an
|
||||
Intelligence score of 2 or lower are unaffected.
|
||||
Each target must make an
|
||||
Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage
|
||||
and is stunned. On a successful save, a target takes half as much damage and
|
||||
isn't stunned. If a target is killed by this damage, its head explodes, assuming
|
||||
it has one.
|
||||
it has one.
|
||||
A stunned target can make an Intelligence saving throw at the end
|
||||
of each of its turns. On a successful save, the stunning effect ends.
|
||||
"""
|
||||
|
||||
@@ -7,8 +7,8 @@ class RaiseDead(Spell):
|
||||
rejoin the body, the creature returns to life with 1 hit point.
|
||||
|
||||
This spell also
|
||||
neutralizes any poison and cures nonmagical diseases that affected the creature
|
||||
at the time it died. This spell doesn't, however, remove magical diseases,
|
||||
neutralizes any poison and cures nonmagical diseases that affected the creature
|
||||
at the time it died. This spell doesn't, however, remove magical diseases,
|
||||
curses, or similar effects; if these aren't first removed prior to casting the
|
||||
spell, they take effect when the creature returns to life. The spell can't
|
||||
return an undead creature to life.
|
||||
@@ -19,7 +19,7 @@ class RaiseDead(Spell):
|
||||
automatically fails.
|
||||
|
||||
Coming back from the dead is an ordeal. The target takes a
|
||||
-4 penalty to all attack rolls, saving throws, and ability checks. Every time
|
||||
-4 penalty to all attack rolls, saving throws, and ability checks. Every time
|
||||
the target finishes a long rest, the penalty is reduced by 1 until it
|
||||
disappears.
|
||||
"""
|
||||
@@ -82,12 +82,12 @@ class RayOfEnfeeblement(Spell):
|
||||
|
||||
class RayOfFrost(Spell):
|
||||
"""A frigid beam of blue-white light streaks toward a creature within range. Make a
|
||||
ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and
|
||||
its speed is reduced by 10 feet until the start of your next turn.
|
||||
ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and
|
||||
its speed is reduced by 10 feet until the start of your next turn.
|
||||
|
||||
At Higher
|
||||
Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
|
||||
level (3d8), and 17th level (4d8).
|
||||
level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Ray Of Frost"
|
||||
level = 0
|
||||
@@ -106,10 +106,10 @@ class RayOfSickness(Spell):
|
||||
|
||||
Make a ranged spell attack against the target. On a hit, the target takes 2d8
|
||||
poison damage and must make a Constitution saving throw. On a failed save, it is
|
||||
also poisoned until the end of your next turn.
|
||||
also poisoned until the end of your next turn.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
this spell using a spell slot of 2nd level or higher, the damage increases by
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot of 2nd level or higher, the damage increases by
|
||||
1d8 for each slot level above 1st.
|
||||
"""
|
||||
name = "Ray Of Sickness"
|
||||
@@ -128,12 +128,12 @@ class Regenerate(Spell):
|
||||
"""You touch a creature and stimulate its natural healing ability.
|
||||
The target
|
||||
regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1
|
||||
hit point at the start of each of its turns (10 hit points each minute).
|
||||
hit point at the start of each of its turns (10 hit points each minute).
|
||||
|
||||
The
|
||||
target's severed body members (fingers, legs, tails, and so on), if any, are
|
||||
restored after 2 minutes. If you have the severed part and hold it to the stump,
|
||||
the spell instantaneously causes the limb to knit to the stump.
|
||||
the spell instantaneously causes the limb to knit to the stump.
|
||||
"""
|
||||
name = "Regenerate"
|
||||
level = 7
|
||||
@@ -176,10 +176,10 @@ class Reincarnate(Spell):
|
||||
69-76 Halfling, stout
|
||||
77-96 Human
|
||||
97-00
|
||||
Tiefling
|
||||
Tiefling
|
||||
|
||||
The reincarnated creature recalls its former life and experiences. It
|
||||
retains the capabilities it had in its original form, except it exchanges its
|
||||
retains the capabilities it had in its original form, except it exchanges its
|
||||
original race for the new one and changes its racial traits accordingly.
|
||||
"""
|
||||
name = "Reincarnate"
|
||||
@@ -196,7 +196,7 @@ class Reincarnate(Spell):
|
||||
|
||||
class RemoveCurse(Spell):
|
||||
"""At your touch, all curses affecting one creature or object end. If the object is
|
||||
a cursed magic item, its curse remains, but the spell breaks its owner's
|
||||
a cursed magic item, its curse remains, but the spell breaks its owner's
|
||||
attunement to the object so it can be removed or discarded.
|
||||
"""
|
||||
name = "Remove Curse"
|
||||
@@ -236,7 +236,7 @@ class Resurrection(Spell):
|
||||
This spell neutralizes any
|
||||
poisons and cures normal diseases afflicting the creature when it died. It
|
||||
doesn't, however, remove magical diseases, curses, and the like; if such affects
|
||||
aren't removed prior to casting the spell, they afflict the target on its
|
||||
aren't removed prior to casting the spell, they afflict the target on its
|
||||
return to life.
|
||||
|
||||
This spell closes all mortal wounds and restores any missing
|
||||
@@ -248,9 +248,9 @@ class Resurrection(Spell):
|
||||
|
||||
|
||||
Casting this spell to restore life to a creature that has been dead for one year
|
||||
or longer taxes you greatly. Until you finish a long rest, you can't cast
|
||||
or longer taxes you greatly. Until you finish a long rest, you can't cast
|
||||
spells again, and you have disadvantage on all attack rolls, ability checks, and
|
||||
saving throws.
|
||||
saving throws.
|
||||
"""
|
||||
name = "Resurrection"
|
||||
level = 7
|
||||
@@ -266,9 +266,9 @@ class Resurrection(Spell):
|
||||
|
||||
class ReverseGravity(Spell):
|
||||
"""This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered
|
||||
on a point within range.
|
||||
on a point within range.
|
||||
All creatures and objects that aren't somehow anchored
|
||||
to the ground in the area fall upward and reach the top of the area when you
|
||||
to the ground in the area fall upward and reach the top of the area when you
|
||||
cast this spell. A creature can make a Dexterity saving throw to grab onto a
|
||||
fixed object it can reach, thus avoiding the fall.
|
||||
|
||||
@@ -295,7 +295,7 @@ class ReverseGravity(Spell):
|
||||
|
||||
class Revivify(Spell):
|
||||
"""You touch a creature that has died within the last minute. That creature returns
|
||||
to life with 1 hit point. This spell can't return to life a creature that has
|
||||
to life with 1 hit point. This spell can't return to life a creature that has
|
||||
died of old age, nor can it restore any missing body parts.
|
||||
"""
|
||||
name = "Revivify"
|
||||
@@ -323,7 +323,7 @@ class RopeTrick(Spell):
|
||||
|
||||
Attacks and spells can't cross
|
||||
through the entrance into or out of the extradimensional space, but those inside
|
||||
can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
|
||||
can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
|
||||
|
||||
|
||||
Anything inside the extradimensional space drops out when the spell ends.
|
||||
|
||||
+106
-105
@@ -6,8 +6,8 @@ class SacredFlame(Spell):
|
||||
target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The
|
||||
target gains no benefit from cover for this saving throw.
|
||||
|
||||
At Higher Levels: The
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
**At Higher Levels:** The
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Sacred Flame"
|
||||
@@ -50,7 +50,7 @@ class Scatter(Spell):
|
||||
"""The air quivers around up to five creatures of your choice that you can see
|
||||
within range. An unwilling creature must succeed on a Wisdom saving throw to
|
||||
resist this spell. You teleport each affected target to an unoccupied space that
|
||||
you can see within 120 feet of you. That space must be on the ground or on a
|
||||
you can see within 120 feet of you. That space must be on the ground or on a
|
||||
floor.
|
||||
"""
|
||||
name = "Scatter"
|
||||
@@ -70,7 +70,7 @@ class ScorchingRay(Spell):
|
||||
hurl them at one target or several. Make a ranged spell attack for each ray. On
|
||||
a hit, the target takes 2d6 fire damage.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 3rd level or higher, you create one additional ray
|
||||
for each slot level above 2nd.
|
||||
"""
|
||||
@@ -225,7 +225,7 @@ class Seeming(Spell):
|
||||
|
||||
class Sending(Spell):
|
||||
"""You send a short message of twenty-five words or less to a creature with you are
|
||||
familiar. The creature hears the message in its mind, regonizes you as the
|
||||
familiar. The creature hears the message in its mind, regonizes you as the
|
||||
sender if it knows you, and can answer in a like manner immediately. The spell
|
||||
enables creatures with Intelligence scores of at least 1 to understand the
|
||||
meaning of your message.
|
||||
@@ -248,17 +248,17 @@ class Sending(Spell):
|
||||
|
||||
class Sequester(Spell):
|
||||
"""By means of this spell, a willing creature of an object can be hidden away, safe
|
||||
from detection for the duration.
|
||||
from detection for the duration.
|
||||
When you cast the spell and touch the target,
|
||||
it becomes invisible and can't be targeted by divination spells or perceived
|
||||
through scrying sensors created by the divination of spells.
|
||||
|
||||
If the target is a
|
||||
crreature, it falls into a state of suspended animation. Time ceases to flow
|
||||
crreature, it falls into a state of suspended animation. Time ceases to flow
|
||||
for it, and it doesn't grow older.
|
||||
|
||||
You can set a condition for the spell to end
|
||||
early. The condition can be anything you choose, but it must occur or be
|
||||
early. The condition can be anything you choose, but it must occur or be
|
||||
visible within 1 mile of the target. Examples include after 1,000 years or when
|
||||
the tarrasque awakes. This spells also ends if the target takes any damage.
|
||||
"""
|
||||
@@ -278,18 +278,18 @@ class ShadowBlade(Spell):
|
||||
"""You weave together threads of shadow to create a sword of solidified gloom in
|
||||
your hand. This magic sword lasts until the spell ends. It counts as a simple
|
||||
melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit
|
||||
and has the finesse, light, and thrown properties (range 20/60). In addition,
|
||||
and has the finesse, light, and thrown properties (range 20/60). In addition,
|
||||
when you use the sword to attack a target that is in dim light or darkness, you
|
||||
make the attack roll with advantage.
|
||||
If you drop the weapon or throw it, it
|
||||
dissipates at the end of the turn. Thereafter, while the spell persists, you can
|
||||
use a bonus action to cause the sword to reappear in your hand.
|
||||
use a bonus action to cause the sword to reappear in your hand.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the
|
||||
damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot,
|
||||
the damage increases to 4d8. When you cast it using a spell slot of 7th level or
|
||||
higher, the damage increases to 5d8.
|
||||
higher, the damage increases to 5d8.
|
||||
"""
|
||||
name = "Shadow Blade"
|
||||
level = 2
|
||||
@@ -305,7 +305,7 @@ class ShadowBlade(Spell):
|
||||
|
||||
class ShadowOfMoil(Spell):
|
||||
"""Flame-like shadows wreathe your body until the spell ends, causing you to become
|
||||
heavily obscured to others. The shadows turn dim light within 10 feet of you
|
||||
heavily obscured to others. The shadows turn dim light within 10 feet of you
|
||||
into darkness, and bright light in the same area to dim light.
|
||||
Until the spell
|
||||
ends, you have resistance to radiant damage. In addition, whenever a creature
|
||||
@@ -326,12 +326,12 @@ class ShadowOfMoil(Spell):
|
||||
|
||||
class ShapeWater(Spell):
|
||||
"""You choose an area of water that you can see within range and that fits within a
|
||||
5-foot cube.
|
||||
5-foot cube.
|
||||
You manipulate it in one of the following ways:
|
||||
|
||||
- You
|
||||
instantaneously move or otherwise change the flow of the water as you direct, up
|
||||
to 5 feet in any direction. This movement doesn't have enough force to cause
|
||||
to 5 feet in any direction. This movement doesn't have enough force to cause
|
||||
damage.
|
||||
|
||||
- You cause the water to form into simple shapes and animate at your
|
||||
@@ -339,13 +339,13 @@ class ShapeWater(Spell):
|
||||
|
||||
- You change the water's color or
|
||||
opacity. The water must be changed in the same way throughout. This change lasts
|
||||
for 1 hour.
|
||||
for 1 hour.
|
||||
|
||||
- You freeze the water, provided that there are no crea- tures in
|
||||
it. The water unfreezes in 1 hour.
|
||||
If you cast this spell multiple times, you
|
||||
can have no more than two of its non-instantaneous effects active at a time, and
|
||||
you can dismiss such an effect as an action.
|
||||
you can dismiss such an effect as an action.
|
||||
"""
|
||||
name = "Shape Water"
|
||||
level = 0
|
||||
@@ -376,30 +376,30 @@ class Shapechange(Spell):
|
||||
yours. You can't use any legendary actions or lair actions of the new form.
|
||||
|
||||
You
|
||||
assume the hit points and Hit Dice of the new form. When you revert to your
|
||||
assume the hit points and Hit Dice of the new form. When you revert to your
|
||||
normal, you return to the number of hit points you had before you transformed.
|
||||
If you revert as a result of dropping to 0 hit points, any excess damage carries
|
||||
over to your normal form. As long as the excess damage doesn't reduce your
|
||||
over to your normal form. As long as the excess damage doesn't reduce your
|
||||
normal form to 0 hitpoints, you aren't knocked unconscious.
|
||||
|
||||
You retain the
|
||||
benefit of any features from your class, race, or other source and can use them,
|
||||
provided that your new form is physically capable of doing so. You can't use
|
||||
provided that your new form is physically capable of doing so. You can't use
|
||||
any special senses you have (for example, darkvision) unless your new form also
|
||||
has that sense. You can only speak if the creature can normally speak.
|
||||
|
||||
When you
|
||||
transform, you choose whether your equipment falls to the ground, merges into
|
||||
transform, you choose whether your equipment falls to the ground, merges into
|
||||
the new form, or is worn by it. Worn equipment functions as normal. The DM
|
||||
determines whether it is practical for the new form to wear a piece of
|
||||
equipment, based on the creature's shape and size. Your equipment doesn't change
|
||||
shape or size to match the new form, and any equipment that the new form can't
|
||||
shape or size to match the new form, and any equipment that the new form can't
|
||||
wear must either fall to the ground or merge into your new form. Equipment that
|
||||
merges has no effect in that state.
|
||||
|
||||
During this spell's duration, you can use
|
||||
your action to assume a different form following the same restrictions and rules
|
||||
for the original form, with one exception: if your new form has more hit pints
|
||||
for the original form, with one exception: if your new form has more hit pints
|
||||
than your current one, your hit points remain at their current value.
|
||||
"""
|
||||
name = "Shapechange"
|
||||
@@ -415,19 +415,21 @@ class Shapechange(Spell):
|
||||
|
||||
|
||||
class Shatter(Spell):
|
||||
"""A sudden loud ringing noise, painfully intense, erupts from a point of your
|
||||
choice within range. Each creature in a 10-foot-radius sphere centered on that
|
||||
point must make a Constitution saving throw. A creature takes 3d8 thunder damage
|
||||
on a failed save, or half as much damage on a successful one. A creature made
|
||||
of inorganic material such as stone, crystal, or metal has disadvantage on this
|
||||
saving throw.
|
||||
|
||||
"""A sudden loud ringing noise, painfully intense, erupts from a point
|
||||
of your choice within range. Each creature in a 10-foot-radius
|
||||
sphere centered on that point must make a Constitution saving
|
||||
throw. A creature takes 3d8 thunder damage on a failed save, or
|
||||
half as much damage on a successful one. A creature made of
|
||||
inorganic material such as stone, crystal, or metal has
|
||||
disadvantage on this saving throw.
|
||||
|
||||
A nonmagical object that isn't being worn or carried also takes
|
||||
the damage if it's in the spell's area.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for
|
||||
each slot level above 2nd.
|
||||
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 3rd level or higher, the damage increases by 1d8 for each slot
|
||||
level above 2nd.
|
||||
|
||||
"""
|
||||
name = "Shatter"
|
||||
level = 2
|
||||
@@ -442,16 +444,15 @@ class Shatter(Spell):
|
||||
|
||||
|
||||
class Shield(Spell):
|
||||
"""Reaction trigger: You are hit by an attack or targeted by the magic missile
|
||||
spell
|
||||
"""An invisible barrier of magical force appears and protects
|
||||
you. Until the start of your next turn, you have a +5 bonus to AC,
|
||||
including against the triggering attack, and you take no damage
|
||||
from *magic missile*.
|
||||
|
||||
An invisible barrier of magical force appears and protects you. Until the
|
||||
start of your next turn, you have a +5 bonus to AC, including against the
|
||||
triggering attack, and you take no damage from magic missile.
|
||||
"""
|
||||
name = "Shield"
|
||||
level = 1
|
||||
casting_time = "Special"
|
||||
casting_time = "1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell."
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
@@ -463,7 +464,7 @@ class Shield(Spell):
|
||||
|
||||
class ShieldOfFaith(Spell):
|
||||
"""A shimmering field appears and surrounds a creature of your choice within range,
|
||||
granting it a +2 bonus to AC for the duration.
|
||||
granting it a +2 bonus to AC for the duration.
|
||||
"""
|
||||
name = "Shield Of Faith"
|
||||
level = 1
|
||||
@@ -482,7 +483,7 @@ class Shillelagh(Spell):
|
||||
power.
|
||||
For the duration, you can use your spellcasting ability instead of
|
||||
Strength for the attack and damage rolls of melee attacks using that weapon, and
|
||||
the weapon's damage die becomes a d8. The weapon also becomes magical, if it
|
||||
the weapon's damage die becomes a d8. The weapon also becomes magical, if it
|
||||
isn't already. The spell ends if you cast it again or if you let go of the
|
||||
weapon
|
||||
"""
|
||||
@@ -506,8 +507,8 @@ class ShockingGrasp(Spell):
|
||||
takes 1d8 lightning damage, and it can't take reactions until the start of its
|
||||
next turn.
|
||||
|
||||
At Higher Levels: The spell's damage increases by 1d8 when you reach
|
||||
5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||||
**At Higher Levels:** The spell's damage increases by 1d8 when you reach
|
||||
5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Shocking Grasp"
|
||||
level = 0
|
||||
@@ -527,7 +528,7 @@ class SickeningRadiance(Spell):
|
||||
the spell ends.
|
||||
When a creature moves into the spell's area for the first time
|
||||
on a turn or starts its turn there, that creature must succeed on a Constitution
|
||||
saving throw or take 4d10 radiant damage, and it suffers one level of
|
||||
saving throw or take 4d10 radiant damage, and it suffers one level of
|
||||
exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes
|
||||
it impossible for the creature to benefit from being invisible. The light and
|
||||
any levels of exhaustion caused by this spell go away when the spell ends.
|
||||
@@ -579,7 +580,7 @@ class SilentImage(Spell):
|
||||
reveals it to be an illusion, because things can pass through it. A creature
|
||||
that uses its action to examine the image can determine that it is an illusion
|
||||
with a successful Intelligence (Investigation) check against your spell save DC.
|
||||
If a creature discerns the illusion for what it is, the creature can see
|
||||
If a creature discerns the illusion for what it is, the creature can see
|
||||
through the image.
|
||||
"""
|
||||
name = "Silent Image"
|
||||
@@ -598,9 +599,9 @@ class Simulacrum(Spell):
|
||||
"""You shape an illusory duplicate of one beast or humanoid that is within range
|
||||
for the entire casting time of the spell.
|
||||
The duplicate is a creature, partially
|
||||
real and formed from ice or snow, and it can take actions and otherwise be
|
||||
real and formed from ice or snow, and it can take actions and otherwise be
|
||||
affected as a normal creature. It appears to be the same as the original, but it
|
||||
has half the creature's hit point maximum and is formed without any equipment.
|
||||
has half the creature's hit point maximum and is formed without any equipment.
|
||||
Otherwise, the illusion uses all the statistics of the creature it duplicates.
|
||||
|
||||
|
||||
@@ -673,21 +674,21 @@ class Sleep(Spell):
|
||||
"""This spell sends creatures into a magical slumber. Roll 5d8, the total is how
|
||||
many hit points of creatures this spell can affect. Creatures within 20 feet of
|
||||
a point you choose within range are affected in ascending order of their current
|
||||
hit points (ignoring unconscious creatures).
|
||||
hit points (ignoring unconscious creatures).
|
||||
|
||||
Starting with the creature that
|
||||
has the lowest current hit points, each creature affected by this spell falls
|
||||
unconscious until the spell ends, the sleeper takes damage, or someone uses an
|
||||
action to shake or slap the sleeper awake. Subtract each creature's hit points
|
||||
from the total before moving on to the creature with the next lowest hit points.
|
||||
A creature's hit points must be equal to or less than the remaining total for
|
||||
A creature's hit points must be equal to or less than the remaining total for
|
||||
that creature to be affected.
|
||||
Undead and creatures immune to being charmed
|
||||
aren't affected by this spell.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level
|
||||
above 1st.
|
||||
**At Higher Levels:** When you cast this spell using
|
||||
a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
name = "Sleep"
|
||||
level = 1
|
||||
@@ -736,17 +737,17 @@ class Slow(Spell):
|
||||
An affected target's speed is halved, it takes
|
||||
a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On
|
||||
its turn, it can use either an action or a bonus action, not both. Regardless of
|
||||
the creature's abilities or magic items, it can't make more than one melee or
|
||||
the creature's abilities or magic items, it can't make more than one melee or
|
||||
ranged attack during its turn.
|
||||
|
||||
If the creature attempts to cast a spell with a
|
||||
casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take
|
||||
effect until the creature's next turn, and the creature must use its action on
|
||||
effect until the creature's next turn, and the creature must use its action on
|
||||
that turn to complete the spell. If it can't, the spell is wasted.
|
||||
|
||||
A creature
|
||||
affected by this spell makes another Wisdom saving throw at the end of its turn.
|
||||
On a successful save, the effect ends for it.
|
||||
On a successful save, the effect ends for it.
|
||||
"""
|
||||
name = "Slow"
|
||||
level = 3
|
||||
@@ -762,7 +763,7 @@ class Slow(Spell):
|
||||
|
||||
class Snare(Spell):
|
||||
"""As you cast this spell, you use the rope to create a circle with a 5-foot radius
|
||||
on the ground or the floor. When you finish casting, the rope disappears and
|
||||
on the ground or the floor. When you finish casting, the rope disappears and
|
||||
the circle becomes a magic trap.
|
||||
This trap is nearly invisible, requiring a
|
||||
successful Intelligence (Investigation) check against your spell save DC to be
|
||||
@@ -774,11 +775,11 @@ class Snare(Spell):
|
||||
there until the spell ends.
|
||||
A restrained creature can make a Dexterity saving
|
||||
throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
Alternatively, the creature or someone else who can reach it can use an action
|
||||
Alternatively, the creature or someone else who can reach it can use an action
|
||||
to make an Intelligence (Arcana) check against your spell save DC. On a success,
|
||||
the restrained effect ends.
|
||||
the restrained effect ends.
|
||||
After the trap is triggered, the spell ends when no
|
||||
creature is restrained by it.
|
||||
creature is restrained by it.
|
||||
"""
|
||||
name = "Snare"
|
||||
level = 1
|
||||
@@ -829,16 +830,16 @@ class SoulCage(Spell):
|
||||
You can use a bonus action to drain vigor from the soul and regain 2d8 hit
|
||||
points.
|
||||
Query Soul. You ask the soul a question (no action required) and receive
|
||||
a brief telepathic answer, which you can understand regardless of the language
|
||||
a brief telepathic answer, which you can understand regardless of the language
|
||||
used. The soul knows only what it knew in life, but it must answer you
|
||||
truthfully and to the best of its ability. The answer is no more than a sentence
|
||||
or two and might be cryptic.
|
||||
or two and might be cryptic.
|
||||
Borrow Experience. You can use a bonus action to
|
||||
bolster yourself with the soul's life experience, making your next attack roll,
|
||||
ability check, or saving throw with advantage. If you don't use this benefit
|
||||
before the start of your next turn, it is lost.
|
||||
Eyes of the Dead. You can use an
|
||||
action to name a place the humanoid saw in life, which creates an invisible
|
||||
action to name a place the humanoid saw in life, which creates an invisible
|
||||
sensor somewhere in that place if it is on the plane of existence you're
|
||||
currently on. The sensor remains for as long as you concentrate, up to 10
|
||||
minutes (as if you were concentrating on a spell). You receive visual and
|
||||
@@ -904,7 +905,7 @@ class SpeakWithDead(Spell):
|
||||
target of this spell within the last 10 days.
|
||||
|
||||
Until the spell ends, you can ask
|
||||
the corpse up to five questions. The corpse knows only what it knew in life,
|
||||
the corpse up to five questions. The corpse knows only what it knew in life,
|
||||
including the languages it knew. Answers are usually brief, cryptic, or
|
||||
repetitive, and the corpse is under no compulsion to offer a truthful answer if
|
||||
you are hostile to it or it recognizes you as an enemy. This spell doesn't
|
||||
@@ -927,13 +928,13 @@ class SpeakWithDead(Spell):
|
||||
class SpeakWithPlants(Spell):
|
||||
"""You imbue plants within 30 feet of you with limited sentience and animation,
|
||||
giving them the ability to communicate with you and follow your simple commands.
|
||||
You can question plants about events in the spell's area within the past day,
|
||||
You can question plants about events in the spell's area within the past day,
|
||||
gaining information about creatures that have passed, weather, and other
|
||||
circumstances.
|
||||
|
||||
You can also turn difficult terrain caused by plant growth (such
|
||||
as thickets and undergrowth) into ordinary terrain that lasts for the duration.
|
||||
Or you can turn ordinary terrain where plants are present into difficult
|
||||
as thickets and undergrowth) into ordinary terrain that lasts for the duration.
|
||||
Or you can turn ordinary terrain where plants are present into difficult
|
||||
terrain that lasts for the duration, causing vines and branches to hinder
|
||||
pursuers, for example.
|
||||
|
||||
@@ -1037,18 +1038,18 @@ class SpiritualWeapon(Spell):
|
||||
or until you cast this spell again.
|
||||
When you cast the spell, you can make a
|
||||
melee spell attack against a creature within 5 feet of the weapon. On a hit, the
|
||||
target takes force damage equal to 1d8 + your spellcasting ability modifier.
|
||||
target takes force damage equal to 1d8 + your spellcasting ability modifier.
|
||||
|
||||
|
||||
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat
|
||||
the attack against a creature within 5 feet of it.
|
||||
the attack against a creature within 5 feet of it.
|
||||
|
||||
The weapon can take
|
||||
whatever form you choose. Clerics of deities who are associated with a
|
||||
particular weapon (as St. Cuthbert is known for his mace and Thor for his
|
||||
hammer) make this spell's effect resemble that weapon.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 3rd level or higher, the damage
|
||||
increases by 1d8 for every two slot levels above the 2nd.
|
||||
"""
|
||||
@@ -1068,7 +1069,7 @@ class StaggeringSmite(Spell):
|
||||
"""The next time you hit a creature with a melee weapon attack during this spell's
|
||||
duration, your weapon pierces both body and mind, and the attack deals an extra
|
||||
4d6 psychic damage to the target. The target must make a Wisdom saving throw. On
|
||||
a failed save, it has disadvantage on attack rolls and ability checks, and
|
||||
a failed save, it has disadvantage on attack rolls and ability checks, and
|
||||
can't take reactions, until the end of its next turn.
|
||||
"""
|
||||
name = "Staggering Smite"
|
||||
@@ -1105,7 +1106,7 @@ class SteelWindStrike(Spell):
|
||||
|
||||
class StinkingCloud(Spell):
|
||||
"""You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point
|
||||
within range. The cloud spreads around corners, and its area is heavily
|
||||
within range. The cloud spreads around corners, and its area is heavily
|
||||
obscured. The cloud lingers in the air for the duration.
|
||||
|
||||
Each creature that is
|
||||
@@ -1132,10 +1133,10 @@ class StinkingCloud(Spell):
|
||||
|
||||
class StoneShape(Spell):
|
||||
"""You touch a stone object of Medium size or smaller or a section of stone no more
|
||||
than 5 feet in any dimension and form it into any shape that suits your
|
||||
than 5 feet in any dimension and form it into any shape that suits your
|
||||
purpose. So, for example, you could shape a large rock into a weapon, idol, or
|
||||
coffer, or make a small passage through a wall, as long as the wall is less than
|
||||
5 feet thick. You could also shape a stone door or its frame to seal the door
|
||||
5 feet thick. You could also shape a stone door or its frame to seal the door
|
||||
shut. The object you create can have up to two hinges and a latch, but finer
|
||||
mechanical detail isn't possible.
|
||||
"""
|
||||
@@ -1170,7 +1171,7 @@ class Stoneskin(Spell):
|
||||
|
||||
class StormOfVengeance(Spell):
|
||||
"""A churning storm cloud forms, centered on a point you can see and spreading to a
|
||||
radius of 360 feet. Lightning flashes in the area, thunder booms, and strong
|
||||
radius of 360 feet. Lightning flashes in the area, thunder booms, and strong
|
||||
winds roar. Each creature under the cloud (no more than 5,000 feet beneath the
|
||||
cloud) when it appears must make a Constitution saving throw. On a failed save,
|
||||
a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
|
||||
@@ -1192,14 +1193,14 @@ class StormOfVengeance(Spell):
|
||||
|
||||
Round 4
|
||||
Hailstones rain down from the cloud. Each creature under the cloud
|
||||
takes 2d6 bludgeoning damage.
|
||||
takes 2d6 bludgeoning damage.
|
||||
|
||||
Round 5-10
|
||||
Gusts and freezing rain assail the
|
||||
area under the cloud. the area becomes difficult terrain and is heavily
|
||||
obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in
|
||||
the area are impossible. The wind and rain count as a severe distraction for the
|
||||
purposes of maintaining concentration on spells. Finally, gusts of strong wind
|
||||
purposes of maintaining concentration on spells. Finally, gusts of strong wind
|
||||
(ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and
|
||||
similar phenomena in the area whether mundane or magical.
|
||||
"""
|
||||
@@ -1218,12 +1219,12 @@ class StormOfVengeance(Spell):
|
||||
class StormSphere(Spell):
|
||||
"""A 20-foot-radius sphere of whirling air springs into existence centered on a
|
||||
point you choose within range. The sphere remains for the spell's duration. Each
|
||||
creature in the sphere when it appears or that ends its turn there must succeed
|
||||
on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space
|
||||
creature in the sphere when it appears or that ends its turn there must succeed
|
||||
on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space
|
||||
is difficult terrain.
|
||||
Until the spell ends, you can use a bonus action on each
|
||||
of your turns to cause a bolt of lightning to leap from the center of the sphere
|
||||
toward one creature you choose within 60 feet of the center. Make a ranged
|
||||
toward one creature you choose within 60 feet of the center. Make a ranged
|
||||
spell attack. You have advantage on the attack roll if the target is in the
|
||||
sphere. On a hit, the target takes 4d6 lightning damage.
|
||||
Creatures within 30
|
||||
@@ -1261,8 +1262,8 @@ class Suggestion(Spell):
|
||||
do.
|
||||
|
||||
You can also specify conditions that will trigger a special activity during
|
||||
the duration. For example, you might suggest that a knight give her warhorse to
|
||||
the first beggar she meets. If the condition isn't met before the spell
|
||||
the duration. For example, you might suggest that a knight give her warhorse to
|
||||
the first beggar she meets. If the condition isn't met before the spell
|
||||
expires, the activity isn't preformed.
|
||||
|
||||
If you or any of your companions damage
|
||||
@@ -1298,7 +1299,7 @@ class SummonGreaterDemon(Spell):
|
||||
the duration, and the demon spends its turns pursuing and attacking the nearest
|
||||
non-demons to the best of its ability. If you stop concentrating on the spell
|
||||
before it reaches its full duration, an uncontrolled demon doesn't disappear for
|
||||
1d6 rounds if it still has hit points.
|
||||
1d6 rounds if it still has hit points.
|
||||
As part of casting the spell, you can
|
||||
form a circle on the ground with the blood used as a material component. The
|
||||
circle is large enough to encompass your space. While the spell lasts, the
|
||||
@@ -1306,7 +1307,7 @@ class SummonGreaterDemon(Spell):
|
||||
within it. Using the material component in this manner consumes it when the
|
||||
spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
5th level or higher, the challenge rating increases by 1 for each slot level
|
||||
above 4th.
|
||||
"""
|
||||
@@ -1327,7 +1328,7 @@ class SummonLesserDemons(Spell):
|
||||
following table to determine what appears.
|
||||
d6 / Demons Summoned
|
||||
1–2 / Two demons
|
||||
of challenge rating 1 or lower
|
||||
of challenge rating 1 or lower
|
||||
3–4 / Four demons of challenge rating 1/2 or
|
||||
lower
|
||||
5–6 / Eight demons of challenge rating 1/4 or lower
|
||||
@@ -1335,21 +1336,21 @@ class SummonLesserDemons(Spell):
|
||||
The DM chooses the
|
||||
demons, such as manes or dretches, and you choose the unoccupied spaces you can
|
||||
see within range where they appear. A summoned demon disappears when it drops to
|
||||
0 hit points or when the spell ends.
|
||||
0 hit points or when the spell ends.
|
||||
The demons are hostile to all creatures,
|
||||
including you. Roll initiative for the summoned demons as a group, which has its
|
||||
own turns. The demons pursue and attack the nearest non-demons to the best of
|
||||
own turns. The demons pursue and attack the nearest non-demons to the best of
|
||||
their ability.
|
||||
As part of casting the spell, you can form a circle on the ground
|
||||
with the blood used as a material component. The circle is large enough to
|
||||
with the blood used as a material component. The circle is large enough to
|
||||
encompass your space. While the spell lasts, the summoned demons can't cross the
|
||||
circle or harm it, and they can't target anyone within it. Using the material
|
||||
circle or harm it, and they can't target anyone within it. Using the material
|
||||
component in this manner consumes it when the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th or 7th level, you summon
|
||||
twice as many demons. If you cast it using a spell slot of 8th or 9th level, you
|
||||
summon three times as many demons.
|
||||
summon three times as many demons.
|
||||
"""
|
||||
name = "Summon Lesser Demons"
|
||||
level = 3
|
||||
@@ -1396,12 +1397,12 @@ class Sunburst(Spell):
|
||||
"""Brilliant sunlight flashes in a 60-foot radius centered on a point you choose
|
||||
within range.
|
||||
Each creature in that light must make a Constitution saving throw.
|
||||
On a failed save, a creature takes 12d6 radiant damage and is blinded for 1
|
||||
On a failed save, a creature takes 12d6 radiant damage and is blinded for 1
|
||||
minute. On a successful save, it takes half as much damage and isn't blinded by
|
||||
this spell. Undead and oozes have disadvantage on this saving throw.
|
||||
|
||||
A creature
|
||||
blinded by this spell makes another Constitution saving throw at the end of
|
||||
blinded by this spell makes another Constitution saving throw at the end of
|
||||
each of its turns. On a successful save, it is no longer blinded.
|
||||
|
||||
This spell
|
||||
@@ -1427,7 +1428,7 @@ class SwiftQuiver(Spell):
|
||||
of your turns until the spell ends, you can use a bonus action to make two
|
||||
attacks with a weapon that uses ammunition from the quiver. Each time you make
|
||||
such a ranged attack, your quiver magically replaces the piece of ammunition you
|
||||
used with a similar piece of nonmagical ammunition. Any pieces of ammunition
|
||||
used with a similar piece of nonmagical ammunition. Any pieces of ammunition
|
||||
created by this spell disintegrate when the spell ends. If the quiver leaves
|
||||
your possession, the spell ends.
|
||||
"""
|
||||
@@ -1449,7 +1450,7 @@ class SwordBurst(Spell):
|
||||
creature within range, other than you, must succeed on a Dexterity saving throw
|
||||
or take 1d6 force damage.
|
||||
|
||||
At Higher Levels: This spell's damage increases by
|
||||
**At Higher Levels:** This spell's damage increases by
|
||||
1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Sword Burst"
|
||||
@@ -1466,7 +1467,7 @@ class SwordBurst(Spell):
|
||||
|
||||
class Symbol(Spell):
|
||||
"""When you cast this spell, you inscribe a harmful glyph either on a surface (such
|
||||
as a section of floor, a wall, or a table) or within an object that can be
|
||||
as a section of floor, a wall, or a table) or within an object that can be
|
||||
closed to conceal the glyph (such as a book, a scroll, or a treasure chest).
|
||||
If
|
||||
you choose a surface, the glyph can cover an area of the surface no larger than
|
||||
@@ -1487,7 +1488,7 @@ class Symbol(Spell):
|
||||
reading the glyph.
|
||||
|
||||
You can further refine the trigger so the spell is activated
|
||||
only under certain circumstances or according to a creature's physical
|
||||
only under certain circumstances or according to a creature's physical
|
||||
characteristics (such as height or weight), or physical kind (for example, the
|
||||
ward could be set to affect hags or shapechangers). You can also specify
|
||||
creatures that don't trigger the glyph, such as those who say a certain
|
||||
@@ -1497,7 +1498,7 @@ class Symbol(Spell):
|
||||
effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with
|
||||
dim light for 10 minutes, after which time the spell ends. Each creature in the
|
||||
sphere when the glyph activates is targeted by its effect, as is a creature that
|
||||
enters the sphere for the first time on a turn or ends its turn there.
|
||||
enters the sphere for the first time on a turn or ends its turn there.
|
||||
|
||||
Death
|
||||
|
||||
@@ -1507,20 +1508,20 @@ class Symbol(Spell):
|
||||
Discord
|
||||
Each
|
||||
target must make a Constitution saving throw. On a failed save, a target bickers
|
||||
and argues with other creatures for 1 minute. During this time, it is incapable
|
||||
of meaningful communication and has disadvantage on attack rolls and ability
|
||||
and argues with other creatures for 1 minute. During this time, it is incapable
|
||||
of meaningful communication and has disadvantage on attack rolls and ability
|
||||
checks.
|
||||
Fear
|
||||
Each target must make a Wisdom saving throw and becomes frightened
|
||||
for 1 minute on a failed save. While frightened, the target drops whatever it is
|
||||
holding and must move at least 20 feet away from the glyph on each of ist
|
||||
holding and must move at least 20 feet away from the glyph on each of ist
|
||||
turns, if able.
|
||||
|
||||
Hopelessness
|
||||
Each target must make a Charisma saving throw. On
|
||||
a failed save, the target is overwhelmed with despair for 1 minute. During this
|
||||
time, it can't attack or target any creature with harmful abilities, spells, or
|
||||
other magical effects.
|
||||
a failed save, the target is overwhelmed with despair for 1 minute. During this
|
||||
time, it can't attack or target any creature with harmful abilities, spells, or
|
||||
other magical effects.
|
||||
|
||||
Insanity
|
||||
Each target must make an Intelligence saving
|
||||
@@ -1536,8 +1537,8 @@ class Symbol(Spell):
|
||||
Sleep
|
||||
Each
|
||||
target must make a Wisdom saving throw and falls unconscious for 10 minutes on a
|
||||
failed save. A creature awakens if it takes damage or if someone uses an action
|
||||
to shake or slap it awake.
|
||||
failed save. A creature awakens if it takes damage or if someone uses an action
|
||||
to shake or slap it awake.
|
||||
|
||||
Stunning
|
||||
Each target must make a Wisdom saving
|
||||
@@ -1563,7 +1564,7 @@ class SynapticStatic(Spell):
|
||||
save, or half as much damage on a successful one.
|
||||
After a failed save, a target
|
||||
has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts
|
||||
the number rolled from all its attack rolls and ability checks, as well as its
|
||||
the number rolled from all its attack rolls and ability checks, as well as its
|
||||
Constitution saving throws to maintain concentration. The target can make an
|
||||
Intelligence saving throw at the end of each of its turns, ending the effect on
|
||||
itself on a success.
|
||||
|
||||
+127
-123
@@ -28,10 +28,10 @@ class TashasHideousLaughter(Spell):
|
||||
class Telekinesis(Spell):
|
||||
"""You gain the ability to move or manipulate creatures or objects by thought.
|
||||
When
|
||||
you cast the spell, and as your action each round for the duration, you can
|
||||
you cast the spell, and as your action each round for the duration, you can
|
||||
exert your will on one creature or object that you can see within range, causing
|
||||
the appropriate effect below. You can affect the same target round after round,
|
||||
or choose a new one at any time. If you switch targets, the prior target is no
|
||||
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
|
||||
longer affected by the spell.
|
||||
|
||||
Creature
|
||||
@@ -48,16 +48,16 @@ class Telekinesis(Spell):
|
||||
Object
|
||||
You can try
|
||||
to move an object that weighs up to 1,000 pounds. If the object isn't being worn
|
||||
or carried, you automatically move it up to 30 feet in any direction, but not
|
||||
or carried, you automatically move it up to 30 feet in any direction, but not
|
||||
beyond the range of this spell.
|
||||
If the object is worn or carried by a creature,
|
||||
you must make an ability check with your spellcasting ability contested by that
|
||||
creature's Strength check. If you succeed, you pull the object away from that
|
||||
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
|
||||
grip, such as manipulating a simple tool, opening a door or a container, stowing
|
||||
or retrieving an item from an open container, or pouring the contents from a
|
||||
or retrieving an item from an open container, or pouring the contents from a
|
||||
vial.
|
||||
"""
|
||||
name = "Telekinesis"
|
||||
@@ -76,7 +76,7 @@ class Telepathy(Spell):
|
||||
"""You create a telepathic link between yourself and a willing creature with which
|
||||
you are familiar.
|
||||
The creature can be anywhere on the same plane of existence as
|
||||
you. The spell ends if you or the target are no longer on the same plane.
|
||||
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,
|
||||
@@ -84,7 +84,7 @@ class Telepathy(Spell):
|
||||
and the target recognizes you as the creature it is communicating with. The
|
||||
spell enables a creature with an Intelligence score of at least 1 to understand
|
||||
the meaning of your words and take in the scope of any sensory messages you send
|
||||
to it.
|
||||
to it.
|
||||
"""
|
||||
name = "Telepathy"
|
||||
level = 8
|
||||
@@ -101,8 +101,8 @@ class Telepathy(Spell):
|
||||
class Teleport(Spell):
|
||||
"""This spell instantly transports you and up to eight willing creatures of your
|
||||
choice that you can see within range, or a single object that you can see within
|
||||
range, to a destination you select. If you target an object, it must be able to
|
||||
fit entirely inside a 10-foot cube, and it can't be held or carried by an
|
||||
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
|
||||
unwilling creature.
|
||||
|
||||
The destination you choose must be known to you, and it
|
||||
@@ -110,65 +110,69 @@ class Teleport(Spell):
|
||||
destination determines whether you arrive there successfully. The DM rolls d100
|
||||
and consults the table.
|
||||
|
||||
================= ====== ============ ========== =========
|
||||
Familiarity Mishap Similar Area Off Target On Target
|
||||
================= ====== ============ ========== =========
|
||||
Permanent circle • • • 01-100
|
||||
Associated object • • • 01-100
|
||||
Very familiar 01–05 06–13 14–24 25–100
|
||||
Seen casually 01–33 34–43 44–53 54–100
|
||||
Viewed once 01–43 44–53 54–73 74–100
|
||||
Description 01–43 44–53 54–73 74–100
|
||||
False destination 01–50 51–100 • --
|
||||
================= ====== ============ ========== =========
|
||||
|
||||
================= ====== ============ ========== =========
|
||||
Familiarity Mishap Similar Area Off Target On Target
|
||||
================= ====== ============ ========== =========
|
||||
Permanent circle -- -- -- 01-100
|
||||
Associated object -- -- -- 01-100
|
||||
Very familiar 01–05 06–13 14–24 25–100
|
||||
Seen casually 01–33 34–43 44–53 54–100
|
||||
Viewed once 01–43 44–53 54–73 74–100
|
||||
Description 01–43 44–53 54–73 74–100
|
||||
False destination 01–50 51–100 -- --
|
||||
================= ====== ============ ========== =========
|
||||
|
||||
Familiarity.
|
||||
"Permanent circle" means a permanent
|
||||
teleportation circle whose sigil sequence you know. "Associated object" means
|
||||
that you possess an object taken from the desired destination within the last
|
||||
six months, such as a book from a wizard's library, bed linen from a royal
|
||||
suite, or a chunk of marble from a lich's secret tomb.
|
||||
"Very familiar" is a
|
||||
place you have been very often, a place you have carefully studied, or a place
|
||||
you can see when you cast the spell. "Seen casually" is someplace you have seen
|
||||
more than once but with which you aren't very familiar. "Viewed once" is a place
|
||||
you have seen once, possibly using magic. "Description" is a place whose
|
||||
location and appearance you know through someone else's description, perhaps
|
||||
from a map.
|
||||
"False destination" is a place that doesn't exist. Perhaps you tried
|
||||
to scry an enemy's sanctum but instead viewed an illusion, or you are
|
||||
attempting to teleport to a familiar location that no longer exists.
|
||||
|
||||
"Permanent circle" means a permanent teleportation circle whose
|
||||
sigil sequence you know. "Associated object" means that you
|
||||
possess an object taken from the desired destination within the
|
||||
last six months, such as a book from a wizard's library, bed
|
||||
linen from a royal suite, or a chunk of marble from a lich's
|
||||
secret tomb.
|
||||
|
||||
"Very familiar" is a place you have been very often, a place you
|
||||
have carefully studied, or a place you can see when you cast the
|
||||
spell. "Seen casually" is someplace you have seen more than once
|
||||
but with which you aren't very familiar. "Viewed once" is a
|
||||
place you have seen once, possibly using magic. "Description" is
|
||||
a place whose location and appearance you know through someone
|
||||
else's description, perhaps from a map.
|
||||
|
||||
"False destination" is a place that doesn't exist. Perhaps you
|
||||
tried to scry an enemy's sanctum but instead viewed an illusion,
|
||||
or you are attempting to teleport to a familiar location that no
|
||||
longer exists.
|
||||
On Target
|
||||
|
||||
You and your group (or the target object) appear where you want to.
|
||||
|
||||
You and your group (or the target object) appear where you want
|
||||
to.
|
||||
Off Target
|
||||
|
||||
You and your group (or the target object) appear a random distance away from the
|
||||
destination in a random direction. Distance off target is 1d10 x 1d10 percent
|
||||
of the distance that was to be traveled. For example, if you tried to travel 120
|
||||
miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would
|
||||
be off target by 15 percent, or 18 miles. The DM determines the direction off
|
||||
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
|
||||
coastal city and wound up 18 miles out at sea, you could be in trouble.
|
||||
|
||||
Similar
|
||||
Area
|
||||
You and your group (or the target object) wind up in a different area
|
||||
that's visually or thematically similar to the target area. If you are heading
|
||||
for your home laboratory, for example, you might wind up in another wizard's
|
||||
laboratory or in an alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the closest similar
|
||||
place, but since the spell has no range limit, you could conceivably wind up
|
||||
anywhere on the plane.
|
||||
|
||||
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 of the
|
||||
distance that was to be traveled. For example, if you tried to
|
||||
travel 120 miles, landed off target, and rolled a 5 and 3 on the
|
||||
two d10s, then you would be off target by 15 percent, or 18
|
||||
miles. The DM determines the direction off 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 coastal city and wound up 18 miles out at sea,
|
||||
you could be in trouble.
|
||||
Similar Area
|
||||
You and your group (or the target object) wind up in a different
|
||||
area that's visually or thematically similar to the target
|
||||
area. If you are heading for your home laboratory, for example,
|
||||
you might wind up in another wizard's laboratory or in an
|
||||
alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the
|
||||
closest similar place, but since the spell has no range limit,
|
||||
you could conceivably wind up anywhere on the plane.
|
||||
Mishap
|
||||
The spell's unpredictable magic results in a
|
||||
difficult journey. Each teleporting creature (or the target object) takes 3d10
|
||||
force damage, and the DM rerolls on the table to see where you wind up (multiple
|
||||
mishaps can occur, dealing damage each time).
|
||||
The spell's unpredictable magic results in a difficult
|
||||
journey. Each teleporting creature (or the target object) takes
|
||||
3d10 force damage, and the DM rerolls on the table to see where
|
||||
you wind up (multiple mishaps can occur, dealing damage each
|
||||
time).
|
||||
|
||||
"""
|
||||
name = "Teleport"
|
||||
level = 7
|
||||
@@ -193,11 +197,11 @@ class TeleportationCircle(Spell):
|
||||
nearest unoccupied space if that space is occupied.
|
||||
|
||||
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
|
||||
sequence – a string of magical runes arranged in a particular pattern. When you
|
||||
first gain the ability to cast this spell, you learn the sigil sequences for two
|
||||
destinations on the Material Plane, determined by the DM. You can learn
|
||||
destinations on the Material Plane, determined by the DM. You can learn
|
||||
additional sigil sequences during your adventures. You can commit a new sigil
|
||||
sequence to memory after studying it for 1 minute.
|
||||
|
||||
@@ -220,13 +224,13 @@ class TeleportationCircle(Spell):
|
||||
|
||||
class TempleOfTheGods(Spell):
|
||||
"""You cause a temple to shimmer into existence on ground you can see within range.
|
||||
The temple must fit within an unoccupied cube of space, up to 120 feet on each
|
||||
The temple must fit within an unoccupied cube of space, up to 120 feet on each
|
||||
side. The temple remains until the spell ends. It is dedicated to whatever god,
|
||||
pantheon, or philosophy is represented by the holy symbol used in the casting.
|
||||
|
||||
You make all decisions about the temple's appearance. The interior is enclosed
|
||||
by a floor, walls, and a roof, with one door granting access to the interior and
|
||||
as many windows as you wish. Only you and any creatures you designate when you
|
||||
as many windows as you wish. Only you and any creatures you designate when you
|
||||
cast the spell can open or close the door.
|
||||
The temple's interior is an open
|
||||
space with an idol or altar at one end. You decide whether the temple is
|
||||
@@ -235,25 +239,25 @@ class TempleOfTheGods(Spell):
|
||||
The
|
||||
temple opposes types of creatures you choose when you cast this spell. Choose
|
||||
one or more of the following: celestials, elementals, fey, fiends, or undead. If
|
||||
a creature of the chosen type attempts to enter the temple, that creature must
|
||||
a creature of the chosen type attempts to enter the temple, that creature must
|
||||
make a Charisma saving throw. On a failed save, it can't enter the temple for 24
|
||||
hours. Even if the creature can enter the temple, the magic there hinders it;
|
||||
hours. Even if the creature can enter the temple, the magic there hinders it;
|
||||
whenever it makes an attack roll, an ability check, or a saving throw inside the
|
||||
temple, it must roll a d4 and subtract the number rolled from the d20 roll.
|
||||
temple, it must roll a d4 and subtract the number rolled from the d20 roll.
|
||||
In
|
||||
addition, the sensors created by divination spells can't appear inside the
|
||||
temple, and creatures within can't be targeted by divination spells.
|
||||
Finally,
|
||||
whenever any creature in the temple regains hit points from a spell of 1st level
|
||||
or higher, the creature regains additional hit points equal to your Wisdom
|
||||
or higher, the creature regains additional hit points equal to your Wisdom
|
||||
modifier (minimum 1 hit point).
|
||||
The temple is made from opaque magical force
|
||||
that extends into the Ethereal Plane, thus blocking ethereal travel into the
|
||||
temple's interior. Nothing can physically pass through the temple's exterior. It
|
||||
can't be dispelled by dispel magic, and antimagic field has no effect on it. A
|
||||
can't be dispelled by dispel magic, and antimagic field has no effect on it. A
|
||||
disintegrate spell destroys the temple instantly.
|
||||
Casting this spell on the same
|
||||
spot every day for a year makes this effect permanent.
|
||||
spot every day for a year makes this effect permanent.
|
||||
"""
|
||||
name = "Temple Of The Gods"
|
||||
level = 7
|
||||
@@ -299,14 +303,14 @@ class TensersFloatingDisk(Spell):
|
||||
|
||||
class TensersTransformation(Spell):
|
||||
"""You endow yourself with endurance and martial prowess fueled by magic. Until the
|
||||
spell ends, you can't cast spells, and you gain the following benefits:
|
||||
spell ends, you can't cast spells, and you gain the following benefits:
|
||||
- You
|
||||
gain 50 temporary hit points. If any of these remain when the spell ends, they
|
||||
are lost.
|
||||
- You have advantage on attack rolls that you make with simple and
|
||||
martial weapons.
|
||||
- When you hit a target with a weapon attack, that target takes
|
||||
an extra 2d12 force
|
||||
an extra 2d12 force
|
||||
damage.
|
||||
- You have proficiency with all armor, shields,
|
||||
simple weapons, and martial weapons.
|
||||
@@ -314,7 +318,7 @@ class TensersTransformation(Spell):
|
||||
Constitution saving throws.
|
||||
- You can attack twice, instead of once, when you
|
||||
take the Attack action on your turn. You ignore this benefit if you already have
|
||||
a feature, like Extra Attack, that gives you extra attacks.
|
||||
a feature, like Extra Attack, that gives you extra attacks.
|
||||
|
||||
Immediately after
|
||||
the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer
|
||||
@@ -333,26 +337,26 @@ class TensersTransformation(Spell):
|
||||
|
||||
|
||||
class Thaumaturgy(Spell):
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within range. You
|
||||
create one of the following magical effects within range:
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within
|
||||
range. You create one of the following magical effects within
|
||||
range:
|
||||
|
||||
- Your voice booms up to three times as loud as normal for 1
|
||||
minute.
|
||||
- You cause flames to flicker, brighten, dim, or change color for
|
||||
1 minute.
|
||||
- You cause harmless tremors in the ground for 1 minute.
|
||||
- You create an instantaneous sound that originates from a point
|
||||
of your choice within range, such as a rumble of thunder, the
|
||||
cry of a raven, or ominous whispers.
|
||||
- You instantaneously cause an unlocked door or window to fly open
|
||||
or slam shut.
|
||||
- You alter the appearance of your eyes for 1 minute.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of
|
||||
its 1-minute effects active at a time, and you can dismiss such an
|
||||
effect as an action.
|
||||
|
||||
* Your voice booms up
|
||||
to three times as loud as normal for 1 minute.
|
||||
* You cause flames to flicker,
|
||||
brighten, dim, or change color for 1 minute.
|
||||
* You cause harmless tremors in the
|
||||
ground for 1 minute.
|
||||
* You create an instantaneous sound that originates from a
|
||||
point of your choice within range, such as a rumble of thunder, the cry of a
|
||||
raven, or ominous whispers.
|
||||
* You instantaneously cause an unlocked door or
|
||||
window to fly open or slam shut.
|
||||
* You alter the appearance of your eyes for 1
|
||||
minute.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of its
|
||||
1-minute effects active at a time, and you can dismiss such an effect as an
|
||||
action.
|
||||
"""
|
||||
name = "Thaumaturgy"
|
||||
level = 0
|
||||
@@ -373,7 +377,7 @@ class ThornWhip(Spell):
|
||||
creature is Large or smaller, you pull the creature up to 10 feet closer to you.
|
||||
|
||||
|
||||
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th
|
||||
**At Higher Levels:** This spell's damage increases by 1d6 when you reach 5th
|
||||
level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Thorn Whip"
|
||||
@@ -395,14 +399,14 @@ class ThunderStep(Spell):
|
||||
taking 3d10 thunder damage on a failed save, or half as much damage on a
|
||||
successful one. The thunder can be heard from up to 300 feet away.
|
||||
You can bring
|
||||
along objects as long as their weight doesn't exceed what you can carry. You
|
||||
along objects as long as their weight doesn't exceed what you can carry. You
|
||||
can also teleport one willing creature of your size or smaller who is carrying
|
||||
gear up to its carrying capacity. The creature must be within 5 feet of you when
|
||||
you cast this spell, and there must be an unoccupied space within 5 feet of
|
||||
you cast this spell, and there must be an unoccupied space within 5 feet of
|
||||
your destination space for the creature to appear in; otherwise, the creature is
|
||||
left behind.
|
||||
left behind.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Thunder Step"
|
||||
@@ -443,7 +447,7 @@ class ThunderousSmite(Spell):
|
||||
your weapon rings with thunder that is audible within 300 feet of you, and the
|
||||
attack deals an extra 2d6 thunder damage to the target. Additionally, if the
|
||||
target is a creature, it must succeed on a Strength saving throw or be pushed 10
|
||||
feet away from you and knocked prone.
|
||||
feet away from you and knocked prone.
|
||||
"""
|
||||
name = "Thunderous Smite"
|
||||
level = 1
|
||||
@@ -469,7 +473,7 @@ class Thunderwave(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.
|
||||
|
||||
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
|
||||
by 1d8 for each slot level above 1st.
|
||||
"""
|
||||
@@ -488,7 +492,7 @@ class Thunderwave(Spell):
|
||||
class TidalWave(Spell):
|
||||
"""You conjure up a wave of water that crashes down on an area within range. The
|
||||
area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each
|
||||
creature in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 4d8 bludgeoning damage and is knocked prone. On a successful
|
||||
save, a creature takes half as much damage and isn't knocked prone. The water
|
||||
then spreads out across the ground in all directions, extinguishing unprotected
|
||||
@@ -509,11 +513,11 @@ class TidalWave(Spell):
|
||||
class TimeStop(Spell):
|
||||
"""You briefly stop the flow of time for everyone but yourself. No time passes for
|
||||
other creatures, while you take 1d4 + 1 turns in a row, during which you can use
|
||||
actions and move as normal.
|
||||
actions and move as normal.
|
||||
|
||||
This spell ends if one of the actions you use
|
||||
during this period, or any effects that you create during this period, affects a
|
||||
creature other than you or an object being worn or carried by someone other
|
||||
creature other than you or an object being worn or carried by someone other
|
||||
than you. In addition, the spell ends if you move to a place more than 1,000
|
||||
feet from the location where you cast it.
|
||||
"""
|
||||
@@ -531,7 +535,7 @@ class TimeStop(Spell):
|
||||
|
||||
class TinyServant(Spell):
|
||||
"""You touch one Tiny, nonmagical object that isn't attached to another object or a
|
||||
surface and isn't being carried by another creature. The target animates and
|
||||
surface and isn't being carried by another creature. The target animates and
|
||||
sprouts little arms and legs, becoming a creature under your control until the
|
||||
spell ends or the creature drops to 0 hit points. See the stat block for its
|
||||
statistics.
|
||||
@@ -570,7 +574,7 @@ class TollTheDead(Spell):
|
||||
hit points, it instead takes 1d12 necrotic damage.
|
||||
The spell's damage increases
|
||||
by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
|
||||
17th level (4d8 or 4d12).
|
||||
17th level (4d8 or 4d12).
|
||||
"""
|
||||
name = "Toll The Dead"
|
||||
level = 0
|
||||
@@ -610,7 +614,7 @@ class TransmuteRock(Spell):
|
||||
The ground in the
|
||||
spell's area becomes muddy enough that creatures can sink into it. Each foot
|
||||
that a creature moves through the mud costs 4 feet of movement, and any creature
|
||||
on the ground when you cast the spell must make a Strength saving throw. A
|
||||
on the ground when you cast the spell must make a Strength saving throw. A
|
||||
creature must also make the saving throw when it moves into the area for the
|
||||
first time on a turn or ends its turn there. On a failed save, a creature sinks
|
||||
into the mud and is restrained, though it can use an action to end the
|
||||
@@ -618,9 +622,9 @@ class TransmuteRock(Spell):
|
||||
If you cast
|
||||
the spell on a ceiling, the mud falls. Any creature under the mud when it falls
|
||||
must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a
|
||||
failed save, or half as much damage on a successful one.
|
||||
failed save, or half as much damage on a successful one.
|
||||
Transmute Mud to Rock.
|
||||
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms
|
||||
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms
|
||||
into soft stone for the spell's duration. Any creature in the mud when it
|
||||
transforms must make a Dexterity saving throw. On a successful save, a creature
|
||||
is shunted safely to the surface in an unoccupied space. On a failed save, a
|
||||
@@ -644,7 +648,7 @@ class TransmuteRock(Spell):
|
||||
class TransportViaPlants(Spell):
|
||||
"""This spell creates a magical link between a Large or larger inanimate plant
|
||||
within range and another plant, at any distance, on the same plane of existence.
|
||||
You must have seen or touched the destination plant at least once before. For
|
||||
You must have seen or touched the destination plant at least once before. For
|
||||
the duration, any creature can step into the target plant and exit from the
|
||||
destination plant by using 5 feet of movement.
|
||||
"""
|
||||
@@ -708,8 +712,8 @@ class TruePolymorph(Spell):
|
||||
the new form. It retains its alignment and personality.
|
||||
The target assumes the
|
||||
hit points of its new form, and when it reverts to its normal form, the creature
|
||||
returns to the number of hit points it had before it transformed. If it reverts
|
||||
as a result of dropping to 0 hit points, any excess damage carries over to its
|
||||
returns to the number of hit points it had before it transformed. If it reverts
|
||||
as a result of dropping to 0 hit points, any excess damage carries over to its
|
||||
normal form. As long as the excess damage doesn't reduce the creature's normal
|
||||
form to 0 hit points, it isn't knocked unconscious.
|
||||
The creature is limited in
|
||||
@@ -723,19 +727,19 @@ class TruePolymorph(Spell):
|
||||
Object into Creature
|
||||
You can turn an object into any kind of
|
||||
creature, as long as the creature's size is no larger than the object's size and
|
||||
the creature's challenge rating is 9 or lower. The creature is friendly to you
|
||||
the creature's challenge rating is 9 or lower. The creature is friendly to you
|
||||
and your companions. It acts on each of your turns. You decide what action it
|
||||
takes and how it moves. The DM has the creature's statistics and resolves all of
|
||||
its actions and movement.
|
||||
its actions and movement.
|
||||
If the spell becomes permanent, you no longer control
|
||||
the creature. It might remain friendly to you, depending on how you have
|
||||
the creature. It might remain friendly to you, depending on how you have
|
||||
treated it.
|
||||
|
||||
Creature into Object
|
||||
If you turn a creature into an object, it
|
||||
transforms along with whatever it is wearing and carrying into that form. The
|
||||
creature's statistics become those of the object, and the creature has no memory
|
||||
of time spent in this form, after the spell ends and it returns to its normal
|
||||
of time spent in this form, after the spell ends and it returns to its normal
|
||||
form.
|
||||
|
||||
This spell can't affect a target that has 0 hit points.
|
||||
@@ -758,7 +762,7 @@ class TrueResurrection(Spell):
|
||||
the creature is restored to life with all its hit points.
|
||||
|
||||
This spell closes all
|
||||
wounds, neutralizes any poison, cures all diseases, and lifts any curses
|
||||
wounds, neutralizes any poison, cures all diseases, and lifts any curses
|
||||
affecting the creature when it died. The spell replaces damaged or missing
|
||||
organs or limbs.
|
||||
|
||||
@@ -781,7 +785,7 @@ class TrueResurrection(Spell):
|
||||
class TrueSeeing(Spell):
|
||||
"""This spell gives the willing creature you touch the ability to see things as
|
||||
they actually are. For the duration, the creature has truesight, notices secret
|
||||
doors hidden by magic, and can see into the Ethereal Plane, all out to a range
|
||||
doors hidden by magic, and can see into the Ethereal Plane, all out to a range
|
||||
of 120 feet.
|
||||
"""
|
||||
name = "True Seeing"
|
||||
@@ -800,7 +804,7 @@ class TrueStrike(Spell):
|
||||
"""You extend your hand and point a finger at a target in range. Your magic grants
|
||||
you a brief insight into the target's defenses. On your next turn, you gain
|
||||
advantage on your first attack roll against the target, provided that this spell
|
||||
hasn't ended.
|
||||
hasn't ended.
|
||||
"""
|
||||
name = "True Strike"
|
||||
level = 0
|
||||
@@ -825,7 +829,7 @@ class Tsunami(Spell):
|
||||
|
||||
At the start
|
||||
of each of your turns after the wall appears, the wall, along with any creatures
|
||||
in it, moves 50 feet away from you. Any Huge or smaller creature inside the
|
||||
in it, moves 50 feet away from you. Any Huge or smaller creature inside the
|
||||
wall or whose space the wall enters when it moves must succeed on a Strength
|
||||
saving throw or take 5d10 bludgeoning damage. A creature can take this damage
|
||||
only once per round. At the end of the turn, the wall's height is reduced by 50
|
||||
|
||||
@@ -6,7 +6,7 @@ class UnseenServant(Spell):
|
||||
tasks at your command until the spell ends. The servant springs into existence
|
||||
in an unoccupied space on the ground within range. It has AC 10, 1 hit point,
|
||||
and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell
|
||||
ends.
|
||||
ends.
|
||||
|
||||
Once on each of your turns as a bonus action, you can mentally command
|
||||
the servant to move up to 15 feet and inteact with an object. The servant can
|
||||
|
||||
@@ -3,12 +3,12 @@ from dungeonsheets.spells.spells import Spell
|
||||
|
||||
class VampiricTouch(Spell):
|
||||
"""The touch of your shadow-wreathed hand can siphon force from others to heal your
|
||||
wounds. Make a melee spell attack against a creature within your reach. On a
|
||||
wounds. Make a melee spell attack against a creature within your reach. On a
|
||||
hit, the target takes 3d6 necrotic damage, and you regain hit points equal to
|
||||
half the amount of necrotic damage dealt. Until the spell ends, you can make the
|
||||
attack again on each of your turns as an action.
|
||||
attack again on each of your turns as an action.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 4th level or higher, the damage increases
|
||||
by 1d6 for each slot level above 3rd.
|
||||
"""
|
||||
@@ -26,13 +26,13 @@ class VampiricTouch(Spell):
|
||||
|
||||
class ViciousMockery(Spell):
|
||||
"""You unleash a string of insults laced with subtle enchantments at a creature you
|
||||
can see within range.
|
||||
can see within range.
|
||||
If the target can hear you (thought it need not
|
||||
understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic
|
||||
damage and have disadvantage on the next attack roll it makes before the end of
|
||||
its next turn.
|
||||
|
||||
At Higher Levels: This spell's damage increases by 1d4 when you
|
||||
**At Higher Levels:** This spell's damage increases by 1d4 when you
|
||||
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
||||
"""
|
||||
name = "Vicious Mockery"
|
||||
@@ -53,10 +53,10 @@ class VitriolicSphere(Spell):
|
||||
creature in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 10d4 acid damage and another 5d4 acid damage at the end of its
|
||||
next turn. On a successful save, a creature takes half the initial damage and no
|
||||
damage at the end of its next turn.
|
||||
damage at the end of its next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
using a spell slot of 5th level or higher, the initial damage increases by 2d4
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using a spell slot of 5th level or higher, the initial damage increases by 2d4
|
||||
for each slot level above 4th.
|
||||
"""
|
||||
name = "Vitriolic Sphere"
|
||||
|
||||
@@ -2,24 +2,25 @@ from dungeonsheets.spells.spells import Spell
|
||||
|
||||
|
||||
class WallOfFire(Spell):
|
||||
"""You create a wall of fire on a solid surface within range. You can make the wall
|
||||
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
|
||||
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
|
||||
for the duration.
|
||||
|
||||
When the wall appears, each creature within its area must
|
||||
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
|
||||
damage, or half as much damage on a successful save.
|
||||
|
||||
One side of the wall,
|
||||
selected by you when you cast this spell, deals 5d8 fire damage to each creature
|
||||
that ends its turn within 10 feet of that side or inside the wall. A creature
|
||||
takes the same damage when it enters the wall for the first time on a turn or
|
||||
"""You create a wall of fire on a solid surface within range. You can
|
||||
make the wall up to 60 feet long, 20 feet high, and 1 foot thick,
|
||||
or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
|
||||
foot thick. The wall is opaque and lasts for the duration.
|
||||
|
||||
When the wall appears, each creature within its area must make a
|
||||
Dexterity saving throw. On a failed save, a creature takes 5d8
|
||||
fire damage, or half as much damage on a successful save.
|
||||
|
||||
One side of the wall, selected by you when you cast this spell,
|
||||
deals 5d8 fire damage to each creature that ends its turn within
|
||||
10 feet of that side or inside the wall. A creature takes the same
|
||||
damage when it enters the wall for the first time on a turn or
|
||||
ends its turn there. The other side of the wall deals no damage.
|
||||
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 5th level or higher, the damage increases by 1d8 for each slot
|
||||
level above 4th.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 5th level or higher, the
|
||||
damage increases by 1d8 for each slot level above 4th.
|
||||
"""
|
||||
name = "Wall Of Fire"
|
||||
level = 4
|
||||
@@ -152,8 +153,8 @@ class WallOfSand(Spell):
|
||||
"""You conjure up a wall of swirling sand on the ground at a point you can see
|
||||
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
|
||||
feet thick, and it vanishes when the spell ends. It blocks line of sight but not
|
||||
movement. A creature is blinded while in the wall's space and must spend 3 feet
|
||||
of movement for every 1 foot it moves there.
|
||||
movement. A creature is blinded while in the wall's space and must spend 3 feet
|
||||
of movement for every 1 foot it moves there.
|
||||
"""
|
||||
name = "Wall Of Sand"
|
||||
level = 3
|
||||
@@ -218,11 +219,11 @@ class WallOfThorns(Spell):
|
||||
thorns. The wall appears within range on a solid surface and lasts for the
|
||||
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
|
||||
feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and
|
||||
5 feet thick. The wall blocks line of sight.
|
||||
5 feet thick. The wall blocks line of sight.
|
||||
|
||||
When the wall appears, each
|
||||
creature within its area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 7d8 piercing damage, or half as much damage on a successful
|
||||
creature takes 7d8 piercing damage, or half as much damage on a successful
|
||||
save.
|
||||
|
||||
A creature can move through the wall, albeit slowly and painfully. For
|
||||
@@ -314,12 +315,12 @@ class WardingWind(Spell):
|
||||
The wind has the following effects:
|
||||
- It deafens you and other creatures in its area.
|
||||
- It extinguishes unprotected flames in its area that are
|
||||
torch-sized or smaller.
|
||||
torch-sized or smaller.
|
||||
- The area is difficult terrain for creatures other than you.
|
||||
- The attack rolls of ranged weapon attacks have disadvantage if
|
||||
they pass in or out of the wind.
|
||||
they pass in or out of the wind.
|
||||
- It hedges out vapor, gas, and fog that can be dispersed by
|
||||
strong wind.
|
||||
strong wind.
|
||||
|
||||
"""
|
||||
name = "Warding Wind"
|
||||
@@ -353,7 +354,7 @@ class WaterBreathing(Spell):
|
||||
|
||||
class WaterWalk(Spell):
|
||||
"""This spell grants the ability to move across any liquid surface – such as water,
|
||||
acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
|
||||
acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
|
||||
(creatures crossing molten lava can still take damage from the heat).
|
||||
Up to ten
|
||||
willing creatures you can see within range gain this ability for the duration.
|
||||
@@ -626,30 +627,26 @@ class Wish(Spell):
|
||||
"""Wish is the mightiest spell a mortal creature can cast. By simply
|
||||
speaking aloud, you can alter the very foundations of reality in
|
||||
accord with your desires.
|
||||
|
||||
|
||||
The basic use of this spell is to duplicate any other spell of 8th
|
||||
level or lower. You don't need to meet any requirements in that
|
||||
spell, including costly components. The spell simply takes effect.
|
||||
Alternatively, you can create one of the following effects of your
|
||||
choice:
|
||||
|
||||
|
||||
- You create one object of up to 25,000 gp in value that isn't a
|
||||
magic item. The object can be no more than 300 feet in any
|
||||
dimension, and it appears in an unoccupied space you can see on
|
||||
the ground.
|
||||
|
||||
- You allow up to twenty creatures that you can see to regain all
|
||||
hit points, and you end all effects on them described in the
|
||||
greater restoration spell.
|
||||
|
||||
- You grant up to ten creatures that you can see resistance to a
|
||||
damage type you choose.
|
||||
|
||||
- You grant up to ten creatures you can see immunity to a single
|
||||
spell or other magical effect for 8 hours. For instance, you
|
||||
could make yourself and all your com panions immune to a lich's
|
||||
life drain attack.
|
||||
|
||||
- You undo a single recent event by forcing a reroll of any roll
|
||||
made within the last round (including your last turn). Reality
|
||||
reshapes itself to accommodate the new result. For example, a
|
||||
@@ -772,13 +769,13 @@ class WordOfRecall(Spell):
|
||||
|
||||
class WrathOfNature(Spell):
|
||||
"""You call out to the spirits of nature to rouse them against your enemies. Choose
|
||||
a point you can see within range. The spirits cause trees, rocks, and grasses
|
||||
a point you can see within range. The spirits cause trees, rocks, and grasses
|
||||
in a 60-foot cube centered on that point to become animated until the spell
|
||||
ends.
|
||||
Grasses and Undergrowth. Any area of ground in the cube that is covered by
|
||||
grass or undergrowth is difficult terrain for your enemies.
|
||||
grass or undergrowth is difficult terrain for your enemies.
|
||||
Trees. At the start
|
||||
of each of your turns, each of your enemies within 10 feet of any tree in the
|
||||
of each of your turns, each of your enemies within 10 feet of any tree in the
|
||||
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
|
||||
whipping branches.
|
||||
Roots and Vines. At the end of each of your turns, one
|
||||
@@ -789,7 +786,7 @@ class WrathOfNature(Spell):
|
||||
Rocks. As a bonus
|
||||
action on your turn, you can cause a loose rock in the cube to launch at a
|
||||
creature you can see in the cube. Make a ranged spell attack against the target.
|
||||
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
|
||||
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
|
||||
succeed on a Strength saving throw or fall prone.
|
||||
"""
|
||||
name = "Wrath Of Nature"
|
||||
|
||||
@@ -5,7 +5,7 @@ class ZephyrStrike(Spell):
|
||||
"""You move like the wind. Until the spell ends, your movement doesn't provoke
|
||||
opportunity attacks.
|
||||
Once before the spell ends, you can give yourself advantage
|
||||
on one weapon attack roll on your turn. That attack deals an extra 1d8 force
|
||||
on one weapon attack roll on your turn. That attack deals an extra 1d8 force
|
||||
damage on a hit. Whether you hit or miss, your walking speed increases by 30
|
||||
feet until the end of that turn.
|
||||
"""
|
||||
@@ -26,9 +26,9 @@ class ZoneOfTruth(Spell):
|
||||
sphere centered on a point of your choice within range.
|
||||
Until the spell ends, a
|
||||
creature that enters the spell's area for the first time on a turn or starts its
|
||||
turn there must make a Charisma saving throw. On a failed save, a creature
|
||||
turn there must make a Charisma saving throw. On a failed save, a creature
|
||||
can't speak a deliberate lie while in the radius. You know whether each creature
|
||||
succeeds or fails on its saving throw.
|
||||
succeeds or fails on its saving throw.
|
||||
|
||||
An affected creature is aware of the
|
||||
spell and can thus avoid answering questions to which it would normally respond
|
||||
|
||||
Reference in New Issue
Block a user