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
+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