Fixed some docstrings for spells and features.

This commit is contained in:
Mark Wolfman
2021-04-08 13:36:58 -05:00
parent 4719ad4305
commit 2aa5afd538
39 changed files with 2643 additions and 2657 deletions
+92 -90
View File
@@ -24,22 +24,22 @@ class AbiDalzimsHorridWilting(Spell):
class AbsorbElements(Spell):
"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
damage
"""The spell captures some of the incoming energy, lessening its
effect on you and storing it for your next melee attack. You have
resistance to the triggering damage type until the start of your
next turn. Also, the first time you hit with a melee attack on
your next turn, the target takes an extra 1d6 damage of the
triggering type, and the spell ends.
**At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, the extra damage increases by 1d6 for each
slot level above 1st.
The spell captures some of the incoming energy, lessening its effect on
you and storing it for your next melee attack. You have resistance to the
triggering damage type until the start of your next turn. Also, the first time
you hit with a melee attack on your next turn, the target takes an extra 1d6
damage of the triggering type, and the spell ends.
At Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.
"""
name = "Absorb Elements"
level = 1
casting_time = "Special"
casting_time = ("1 Reaction, which you take when you take "
"acid, cold, fire, lightning, or thunder damage")
casting_range = "Self"
components = ('S',)
materials = """"""
@@ -123,7 +123,7 @@ class Aid(Spell):
creatures within range. Each target's hit point maximum and current hit points
increase by 5 for the duration.
At Higher Levels: When you cast this spell
**At Higher Levels:** When you cast this spell
using a spell slot of 3rd level or higher, a target's hit points increase by an
additional 5 for each slot level above 2nd.
"""
@@ -145,11 +145,11 @@ class Alarm(Spell):
area within range that is no larger than a 20-foot cube. Until the spell ends,
an alarm alerts you whenever a tiny or larger creature touches or enters the
warded area. When you cast the spell, you can designate creatures that won't set
off the alarm. You also choose whether the alarm is mental or audible.
off the alarm. You also choose whether the alarm is mental or audible.
A
mental alarm alerts you with a ping in your mind if you are within 1 mile of the
warded area. This ping awakens you if you are sleeping.
warded area. This ping awakens you if you are sleeping.
An audible alarm
produces the sound of a hand bell for 10 seconds within 60 feet.
"""
@@ -176,14 +176,14 @@ class AlterSelf(Spell):
environment, sprouting gills, and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to your walking speed.
Change
Appearance. You transform your appearance. You decide what you look like,
Appearance. You transform your appearance. You decide what you look like,
including your height, weight, facial features, sound of your voice, hair
length, coloration, and distinguishing characteristics, if any. You can make
yourself appear as a member of another race, though none of your statistics
change. You also don't appear as a creature of a different size than you, and
your basic shape stays the same; if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the duration of the spell, you
can use your action to change your appearance in this way again.
can use your action to change your appearance in this way again.
Natural
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
@@ -245,8 +245,8 @@ class AnimalMessenger(Spell):
the message is lost, and the beast makes it way back to where you cast this
spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level
or higher, the duration of the spell increases by 48 hours for each slot level
**At Higher Levels:** If you cast this spell using a spell slot of 3rd level
or higher, the duration of the spell increases by 48 hours for each slot level
above 2nd.
"""
name = "Animal Messenger"
@@ -270,8 +270,8 @@ class AnimalShapes(Spell):
The transformation lasts for the duration for each target, or until the target
drops to 0 hit points or dies. You can choose a different form for each target.
A target's game statistics are replaced by the statistics of the chosen beast,
drops to 0 hit points or dies. You can choose a different form for each target.
A target's game statistics are replaced by the statistics of the chosen beast,
though the target retains its alignment and Intelligence, Wisdom, and Charisma
scores. The target assumes the hit points of its new form, and when it reverts
to its normal form, it returns to the number of hit point it had before it
@@ -282,7 +282,7 @@ class AnimalShapes(Spell):
form, and it can't speak or cast spells.
 
The target's gear melds into the new
form. The target can't activate, wield, or otherwise benefit from any of its
form. The target can't activate, wield, or otherwise benefit from any of its
equipment.
"""
name = "Animal Shapes"
@@ -302,14 +302,14 @@ class AnimateDead(Spell):
Choose a pile of bones or a corpse of a
Medium or Small humanoid within range. Your spell imbues the target with a foul
mimicry of life, raising it as an undead creature. The target becomes a skeleton
if you chose bones or a zombie if you chose a corpse (the DM has the creature's
game statistics).
if you chose bones or a zombie if you chose a corpse (the DM has the creature's
game statistics).
On each of your turns, you can use a bonus action to
mentally command any creature you made with this spell if the creature is within
60 feet of you (if you control multiple creatures, you can command any or all
60 feet of you (if you control multiple creatures, you can command any or all
of them at the same time, issuing the same command to each one). You decide what
action the creature will take and where it will move during its next turn, or
action the creature will take and where it will move during its next turn, or
you can issue a general command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only defends itself against
hostile creatures. Once given an order, the creature continues to follow it
@@ -322,10 +322,10 @@ class AnimateDead(Spell):
reasserts your control over up to four creatures you have animated with this
spell, rather than animating a new one.
At Higher Levels: When you cast this
**At Higher Levels:** When you cast this
spell using a spell slot of 4th level or higher, you animate or reassert control
over two additional undead creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile of bones.
over two additional undead creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile of bones.
"""
name = "Animate Dead"
level = 3
@@ -347,7 +347,7 @@ class AnimateObjects(Spell):
larger than Huge. Each target animates and becomes a creature
under your control until the spell ends or until reduced to 0 hit
points.
As a bonus action, you can mentally command any creature you made
with this spell if the creature is within 500 feet of you (if you
control multiple creatures, you can command any or all of them at
@@ -358,9 +358,8 @@ class AnimateObjects(Spell):
the creature only defends itself against hostile creatures. Once
given an order, the creature continues to follow it until its task
is complete.
Animated Object Statistics
--------------------------
**Animated Object Statistics:**
- Tiny -- HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str:
4, Dex: 18
@@ -372,27 +371,29 @@ class AnimateObjects(Spell):
14, Dex: 10
- Huge HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str:
18, Dex: 6
An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determine by its size. Its Constitution is 10 and its
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
the objects lack legs or other appendages it can use for locomotion, it instead
has a flying speed of 30 feet and can hover. If the object is securely attached
to a surface or larger object, such as a chain bolted to a wall, its speed is 0.
It has blindsight with a radius of 30 feet and is blind beyond that distance.
When the animated object drops to 0 hit points, it reverts to its original
object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against
a creature within 5 feet of it. It makes a slam attack with an attack bonus and
bludgeoning damage determine by its size. The DM might rule that a specific
object inflicts slashing or piercing damage based on its form.
At Higher
Levels: If you cast this spell using a spell slot of 6th level or higher, you
can animate two additional objects for each slot level above 5th.
Strength, and Dexterity determine by its size. Its Constitution is
10 and its Intelligence and Wisdom are 3, and its Charisma is
1. Its speed is 30 feet; if the objects lack legs or other
appendages it can use for locomotion, it instead has a flying
speed of 30 feet and can hover. If the object is securely attached
to a surface or larger object, such as a chain bolted to a wall,
its speed is 0. It has blindsight with a radius of 30 feet and is
blind beyond that distance. When the animated object drops to 0
hit points, it reverts to its original object form, and any
remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee
attack against a creature within 5 feet of it. It makes a slam
attack with an attack bonus and bludgeoning damage determine by
its size. The DM might rule that a specific object inflicts
slashing or piercing damage based on its form.
**At Higher:** If you cast this spell using a spell slot of 6th
level or higher, you can animate two additional objects for each
slot level above 5th.
"""
name = "Animate Objects"
level = 5
@@ -434,17 +435,17 @@ class AntimagicField(Spell):
This area is
divorced from the magical energy that suffeses the multiverse. Within the
sphere, spells can't be cast, summoned creatures disappear, and even magic items
become mundane. Until the spell ends, the spere moves with you, centered on
become mundane. Until the spell ends, the spere moves with you, centered on
you.
Spells and other magical effects, except those created by an artifact or a
deity, are suppressed in the sphere and can't protrude into it. A slot expended
to cast a suppressed spell is consumed. While an effect is suppressed, it
deity, are suppressed in the sphere and can't protrude into it. A slot expended
to cast a suppressed spell is consumed. While an effect is suppressed, it
doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects.
Spells and other magical effects, such as magic missle and
charm person, that target a creature or an object in the sphere have no effect
charm person, that target a creature or an object in the sphere have no effect
on that target.
Areas of Magic.
@@ -457,12 +458,12 @@ class AntimagicField(Spell):
Spells.
 Any
active spell or other magical effect on a creature or an object in the sphere is
suppressed while the creature or object is in it.
suppressed while the creature or object is in it.
Magic Items.
The
properties and powers of magic items are suppressed in the sphere. Forexample, a
+1 longsword in the sphere functions as a nonmagical longsword. A magic
+1 longsword in the sphere functions as a nonmagical longsword. A magic
weapon's properties and powers are suppressed if it is used against a target in
the sphere or wielded by an attacker in the sphere. If a magic weapon or piece
of magic ammunition fully leaves the sphere (For example, if you fire a magic
@@ -481,11 +482,11 @@ class AntimagicField(Spell):
A creature or
object summoned or created by magic temporarily winks out of existence in the
sphere. Such a creature instantly reappears once the space the creature occupied
is no longer withinthe sphere.
is no longer withinthe sphere.
Dispel Magic.
Spells and magical effects such
as dispel magic have no effect on the sphere. Likewise, the spheres created by
as dispel magic have no effect on the sphere. Likewise, the spheres created by
different antimagic field spells don't nullify each other.
"""
name = "Antimagic Field"
@@ -511,9 +512,9 @@ class Antipathysympathy(Spell):
Antipathy.
The enchantment causes
creatures of the kind you designated to feel an intense urge to leave the area
creatures of the kind you designated to feel an intense urge to leave the area
and avoid the target. When such a creature can see the target or comes within 60
feet of it, the creature must succeed on a Wisdom saving throw or
feet of it, the creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened while it can see the target
or is within 60 feet of it. While frightened by the target, the creature must
use its movement to move to the nearest safe spot from which it can't see the
@@ -528,7 +529,7 @@ class Antipathysympathy(Spell):
such a creature can see the target or comes within 60 feet o fit, the creature
must succeed on a Wisdom saving throw or use its movement on each of its turns
to enter the area or move within reach of the target. When the creature has done
so, it can't willingly move away from the target. If the target damages or
so, it can't willingly move away from the target. If the target damages or
otherwise harms an affected creature, the affected creature can make a
Wisdom saving throw to end the effect, as described below. 
@@ -538,7 +539,7 @@ class Antipathysympathy(Spell):
or able to see it, the creature makes a Wisdom saving throw. On a successful
save, the creature is no longer affected by the target and recognizes the
feeling of repugnance or attraction as magical. In addition, a creature affected
by the spell is allowed another Wisdom saving throw every 24 hours while the
by the spell is allowed another Wisdom saving throw every 24 hours while the
spell persists. 
A creature that successfully saves against this effect is
immune to it for 1 minute, after which time it can be affected again.
@@ -557,7 +558,7 @@ class Antipathysympathy(Spell):
class ArcaneEye(Spell):
"""You create an invisible, magical eye within range that hovers in the air for the
duration.
duration.
You mentally receive visual information from the eye, which has
normal vision and darkvision out to 30 feet. The eye can look in every
direction.
@@ -615,8 +616,8 @@ class ArcaneLock(Spell):
it becomes locked for the duration. You and the creatures you
designate when you cast this spell can open the object normally. You
can also set a password that, when spoken within 5 feet of the object,
suppresses this spell for 1 minute. Otherwise, it is impassable until
it is broken or the spell is dispelled or suppressed. Casting knock
suppresses this spell for 1 minute. Otherwise, it is impassable until
it is broken or the spell is dispelled or suppressed. Casting knock
on the object suppresses arcane lock for 10 minutes.
While affected
@@ -636,15 +637,16 @@ class ArcaneLock(Spell):
class ArmorOfAgathys(Spell):
"""A protective magical force surrounds you, manifesting as a spectral frost that
covers you and your gear.
You gain 5 temporary hit points for the duration. If
a creature hits you with a melee attack while you have these hit points, the
creature takes 5 cold damage.
"""A protective magical force surrounds you, manifesting as a spectral
frost that covers you and your gear. You gain 5 temporary hit
points for the duration. If a creature hits you with a melee
attack while you have these hit points, the creature takes 5 cold
damage.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, both the temporary hit points and the cold
**At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, both the temporary hit points and the cold
damage increase by 5 for each slot
"""
name = "Armor Of Agathys"
level = 1
@@ -700,8 +702,8 @@ class AstralProjection(Spell):
instantly. 
Your astral form can freely travel through the Astral Plane and can
pass through portals there leading to any other plane. If you enter a new plane
or return to the plane you were on when casting this spell, your body
pass through portals there leading to any other plane. If you enter a new plane
or return to the plane you were on when casting this spell, your body
and possessions are transported along the silver cord, allowing you to re-enter
your body as you enter the new plane. Your astral form is a separate
incarnation. Any damage or other effects that apply to it have no effect on
@@ -711,13 +713,13 @@ class AstralProjection(Spell):
The spell might also end early for you or one of your companions. A successful
dispel magic spell used against an astral or physical body ends the spell for
dispel magic spell used against an astral or physical body ends the spell for
that creature. If a creature's original body or its astral form drops to 0 hit
points, the spell ends for that creature. If the spell ends and the silver cord
is intact, the cord pulls the creature's astral form back to its body, ending
its state of suspended animation. If you are returned to your body prematurely,
your companions remain in their astral forms and must find their own way back to
their bodies, usually by dropping to 0 hit points.
their bodies, usually by dropping to 0 hit points.
"""
name = "Astral Projection"
level = 9
@@ -737,19 +739,19 @@ class Augury(Spell):
entity about the results of a specific course of action that you plan to take
within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good
and bad results
- Nothing, for results that aren't especially good or bad
The
spell doesn't take into account any possible circumstances that might change
the outcome, such as the casting of additional spells or the loss or gain of a
companion. If you cast the spell two or more times before completing your
next long rest, there is a cumulative 25 percent chance for each casting after
the first that you get a random reading. The DM makes this roll in secret.
The spell doesn't take into account any possible circumstances
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion. If you cast the spell
two or more times before completing your next long rest, there is
a cumulative 25 percent chance for each casting after the first
that you get a random reading. The DM makes this roll in secret.
"""
name = "Augury"
level = 2
@@ -789,7 +791,7 @@ class AuraOfPurity(Spell):
spell ends, the aura moves with you, centered on you. Each nonhostile creature
in the aura (including you) can't become diseased, has resistance to poison
damage, and has advantage on saving throws against effects that cause any of the
following conditions: blnded, charmed, deafended, frightened, paralyzed,
following conditions: blnded, charmed, deafended, frightened, paralyzed,
poisoned, and stunned.
"""
name = "Aura Of Purity"
@@ -808,7 +810,7 @@ class AuraOfVitality(Spell):
"""Healing energy radiates from you in an aura with a 30-foot radius.
Until the
spell ends, the aura moves with you, centered on you. You can use a bonus action
to cause one creature in the aura (including you) to regain 2d6 hit points.
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.
"""
+28 -28
View File
@@ -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
View File
@@ -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 homunculuss 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"
+71 -70
View File
@@ -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 cant 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
+39 -38
View File
@@ -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.
"""
+60 -60
View File
@@ -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
+24 -24
View File
@@ -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"
+37 -37
View File
@@ -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
+36 -36
View File
@@ -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
doesnt 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 -3
View File
@@ -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"
+15 -15
View File
@@ -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.
"""
+82 -82
View File
@@ -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 spells damage increases by 1d6 when you reach
**At Higher Levels:** This spells 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"
+3 -3
View File
@@ -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"
+4 -4
View File
@@ -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.
+43 -43
View File
@@ -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.
"""
+21 -21
View File
@@ -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
View File
@@ -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
12 / Two demons
of challenge rating 1 or lower
of challenge rating 1 or lower
34 / Four demons of challenge rating 1/2 or
lower
56 / 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
View File
@@ -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 0105 0613 1424 25100
Seen casually 0133 3443 4453 54100
Viewed once 0143 4453 5473 74100
Description 0143 4453 5473 74100
False destination 0150 51100 --
================= ====== ============ ========== =========
================= ====== ============ ========== =========
Familiarity Mishap Similar Area Off Target On Target
================= ====== ============ ========== =========
Permanent circle -- -- -- 01-100
Associated object -- -- -- 01-100
Very familiar 0105 0613 1424 25100
Seen casually 0133 3443 4453 54100
Viewed once 0143 4453 5473 74100
Description 0143 4453 5473 74100
False destination 0150 51100 -- --
================= ====== ============ ========== =========
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
+1 -1
View File
@@ -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
+8 -8
View File
@@ -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"
+31 -34
View File
@@ -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"
+3 -3
View File
@@ -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