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Fixed some docstrings for spells and features.
This commit is contained in:
@@ -31,18 +31,18 @@ class DanseMacabre(Spell):
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becomes undead. You decide whether it is a zombie or a skeleton (the statistics
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for zombies and skeletons are in the Monster Manual), and it gains a bonus to
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its attack and damage rolls equal to your spellcasting ability modifier. You can
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use a bonus action to mentally command the creatures you make with this spell,
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use a bonus action to mentally command the creatures you make with this spell,
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issuing the same command to all of them. To receive the command, a creature must
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be within 60 feet of you. You decide what action the creatures will take and
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be within 60 feet of you. You decide what action the creatures will take and
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where they will move during their next turn, or you can issue a general command,
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such as to guard a chamber or passageway against your foes. lfyou issue no
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such as to guard a chamber or passageway against your foes. lfyou issue no
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commands, the creatures do nothing except defend themselves against hostile
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creatures. Once given an order, the creatures continue to follow it until their
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task is complete.
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The creatures are under your control until the spell ends,
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after which they become inanimate once more.
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At Higher Levels: When you cast
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**At Higher Levels:** When you cast
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this spell using a spell slot‘ of 6th level or higher, you animate up to two
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additional corpses for each slot level above 5th.
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"""
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@@ -89,7 +89,7 @@ class Darkness(Spell):
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class Darkvision(Spell):
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"""You touch a willing creature to grant it the ability to see in the dark.
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For the
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duration, that creature has darkvision out to a range of 60 feet.
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duration, that creature has darkvision out to a range of 60 feet.
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"""
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name = "Darkvision"
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level = 2
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@@ -109,7 +109,7 @@ class Dawn(Spell):
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there. This light is sunlight. When the cylinder appears, each creature in it
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must make a Constitution saving throw, taking 4d10 radiant damage on a failed
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save, or half as much damage on a successful one. A creature must also make this
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saving throw whenever it ends its turn in the cylinder. If you're within 60
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saving throw whenever it ends its turn in the cylinder. If you're within 60
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feet of the cylinder, you can move it up to 60 feet as a bonus action on your
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turn.
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"""
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@@ -134,11 +134,11 @@ class Daylight(Spell):
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If you chose a point on an object you are holding or one that isn't
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being worn or carried, the light shines from the object with and moves with it.
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Completely covering the affected object with an opaque object, such as a bowl or
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a helm, blocks the light.
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a helm, blocks the light.
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If any of this spell's area overlaps with an area
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of darkness created by a spell of 3rd level or lower, the spell that created the
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darkness is dispelled.
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darkness is dispelled.
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"""
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name = "Daylight"
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level = 3
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@@ -155,7 +155,7 @@ class Daylight(Spell):
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class DeathWard(Spell):
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"""You touch a creature and grant it a measure of protection from death.
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The first
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time the target would drop to 0 hit points as a result of taking damage, the
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time the target would drop to 0 hit points as a result of taking damage, the
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target instead drops to 1 hit point, and the spell ends. If the spell is still
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in effect when the target is subjected to an effect that would kill it
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instantaneously without dealing damage, that effect is instead negated against
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@@ -192,9 +192,9 @@ class DelayedBlastFireball(Spell):
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it must make a Dexterity saving throw. On a failed save, the spell ends
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immediately, causing the bead to erupt in flame. On a successful save, the
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creature can throw the bead up to 40 feet. When it strikes a creature or a solid
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object, the spell ends, and the bead explodes.
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object, the spell ends, and the bead explodes.
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The fire damages objects in the
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area and ignites flammable objects that aren't being worn or carried.
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area and ignites flammable objects that aren't being worn or carried.
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At
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Higher Levels: When you cast this spell using a spell slot of 8th level or
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@@ -216,7 +216,7 @@ class Demiplane(Spell):
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"""You create a shadowy door on a flat solid surface that you can see within range.
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The door is large enough to allow Medium creatures to pass through unhindered.
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When opened, the door leads to a demiplane that appears to be an empty room 30
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When opened, the door leads to a demiplane that appears to be an empty room 30
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feet in each dimension, made of wood or stone. When the spell ends, the door
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disappears, and any creatures or objects inside the demiplane remain trapped
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there, as the door also disappears from the other side.
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@@ -245,7 +245,7 @@ class DestructiveWave(Spell):
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from you. Each creature you choose within 30 feet of you must succeed on a
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Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
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necrotic damage (your choice), and be knocked prone. A creature that succeeds on
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its saving throw takes half as much damage and isn't knocked prone.
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its saving throw takes half as much damage and isn't knocked prone.
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"""
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name = "Destructive Wave"
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level = 5
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@@ -261,9 +261,9 @@ class DestructiveWave(Spell):
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class DetectEvilAndGood(Spell):
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"""For the duration, you know if there is an aberration, celestial, elemental, fey,
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fiend, or undead within 30 feet of you, as well as where the creature is
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fiend, or undead within 30 feet of you, as well as where the creature is
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located. Similarly, you know if there is a place or object within 30 feet of you
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that has been magically consecrated or desecrated.
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that has been magically consecrated or desecrated.
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The spell can penetrate
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most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
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@@ -288,7 +288,7 @@ class DetectMagic(Spell):
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school of magic, if any.
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The spell can penetrate most barriers, but is blocked
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by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
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by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
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wood or dirt.
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"""
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name = "Detect Magic"
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@@ -310,7 +310,7 @@ class DetectPoisonAndDisease(Spell):
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The spell can penetrate
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most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin
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sheet of lead, or 3 feet of wood or dirt.
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sheet of lead, or 3 feet of wood or dirt.
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"""
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name = "Detect Poison And Disease"
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level = 1
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@@ -327,13 +327,13 @@ class DetectPoisonAndDisease(Spell):
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class DetectThoughts(Spell):
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"""For the duration, you can read the thoughts of certain creatures.
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When you cast
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the spell and as your action on each turn until the spell ends, you can focus
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the spell and as your action on each turn until the spell ends, you can focus
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your mind on any one creature that you can see within 30 feet of you. If the
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creature you choose has an Intelligence of 3 or lower or doesn't speak any
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language, the creature is unaffected.
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You initially learn the surface thoughts
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of the creature-what is most on its mind in that moment. As an action, you can
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of the creature-what is most on its mind in that moment. As an action, you can
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either shift your attention to another creature's thoughts or attempt to probe
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deeper into the same creature's mind. If you probe deeper, the target must make
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a W isdom saving throw. If it fails, you gain insight into its reasoning (if
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@@ -374,14 +374,14 @@ class DetectThoughts(Spell):
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class DimensionDoor(Spell):
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"""You teleport yourself from your current location to any other spot within range.
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You arrive at exactly the spot desired. It can be a place you can see, one you
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You arrive at exactly the spot desired. It can be a place you can see, one you
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can visualize, or one you can describe by stating distance and direction, such
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as "200 feet straight downward" or "upward to the northwest at a 45-degree
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angle, 300 feet".
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You can bring along objects as long as their weight doesn't
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exceed what you can carry. You can also bring one willing creature of your size
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or smaller who is carrying gear up to its carrying capacity. The creature must
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exceed what you can carry. You can also bring one willing creature of your size
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or smaller who is carrying gear up to its carrying capacity. The creature must
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be within 5 feet of you when you cast this spell.
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If you would arrive in a
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@@ -408,7 +408,7 @@ class DisguiseSelf(Spell):
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You can seem 1 foot shorter or taller and can
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appear thin, fat, or in between. You can't change your body type, so you must
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adopt a form that has the same basic arrangement of limbs. Otherwise, the extent
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of the illusion is up to you.
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of the illusion is up to you.
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The changes wrought by this spell fail to hold
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up to physical inspection. For example, if you use this spell to add a hat to
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@@ -435,12 +435,12 @@ class Disintegrate(Spell):
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"""A thin green ray springs from your pointing finger to a target that you can see
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within range.
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The target can be a creature, an object, or a creation of magical
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force, such as the wall created by wall of force.
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force, such as the wall created by wall of force.
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A creature targeted by this
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spell must make a Dexterity saving throw. On a failed save, the target takes
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spell must make a Dexterity saving throw. On a failed save, the target takes
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10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is
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disintegrated.
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disintegrated.
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A disintegrated creature and everything it is wearing and
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carrying, except magic items, are reduced to a pile of fine gray dust. The
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@@ -452,9 +452,9 @@ class Disintegrate(Spell):
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or creation of force, this spell disintegrates a 10-foot-cube portion of it. A
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magic item is unaffected by this spell.
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At Higher Levels: When you cast this
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**At Higher Levels:** When you cast this
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spell using a spell slot of 7th level or higher, the damage increases by 3d6 for
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each slot level above 6th.
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each slot level above 6th.
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"""
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name = "Disintegrate"
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level = 6
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@@ -488,7 +488,7 @@ class DispelEvilAndGood(Spell):
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melee spell attack against a celestial, an elemental, a fey, a fiend, or an
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undead you can reach. On a hit, you attempt to drive the creature back to its
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home plane. The creature must succeed on a Charisma saving throw or be sent back
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to its home plane (if it isn't there already). If they aren't on their home
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to its home plane (if it isn't there already). If they aren't on their home
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plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
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"""
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name = "Dispel Evil And Good"
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@@ -531,10 +531,10 @@ class DissonantWhispers(Spell):
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range can hear, wracking it with terrible pain.
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The target must make a Wisdom
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saving throw. On a failed save, it takes 3d6 psychic damage and must immediately
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use its reaction , if available, to move as far as its speed allows away from
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use its reaction , if available, to move as far as its speed allows away from
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you. The creature doesn't move into obviously dangerous ground, such as a fire
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or a pit. On a successful save, the target takes half as much damage and doesn't
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have to move away. A deafened creature automatically succeeds on the save.
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have to move away. A deafened creature automatically succeeds on the save.
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At
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Higher Levels: When you cast this spell using a spell slot of 2nd level or
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@@ -564,7 +564,7 @@ class Divination(Spell):
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If you cast this spell
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two or more times before finishing your next long rest, there is a cumulative 25
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percent chance for each casting after the first that you get a random reading.
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percent chance for each casting after the first that you get a random reading.
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The DM makes this roll in secret.
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"""
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name = "Divination"
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@@ -581,7 +581,7 @@ class Divination(Spell):
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class DivineFavor(Spell):
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"""Your prayer empowers you with divine radiance. Until the spell ends, your weapon
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attacks deal and extra 1d4 radiant damage on a hit.
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attacks deal and extra 1d4 radiant damage on a hit.
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"""
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name = "Divine Favor"
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level = 1
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@@ -597,7 +597,7 @@ class DivineFavor(Spell):
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class DivineWord(Spell):
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"""You utter a divine word, imbued with the power that shaped the world at the dawn
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of creation.
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of creation.
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Choose any number of creatures you can see within range. Each
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creature that can hear you must make a Charisma saving throw. On a failed save,
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a creature suffers an effect based on its current hit points:
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@@ -605,14 +605,14 @@ class DivineWord(Spell):
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- 50 hit
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points or fewer: deafened for 1 minute
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- 40 hit points or fewer: deafened and
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blinded for 10 minutes
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blinded for 10 minutes
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- 30 hit points or fewer: blinded, deafened, and
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stunned for 1 hour
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- 20 hit points or fewer: killed instantly
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Regardless of
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its current hit points, a celestial, an elemental, a fey, or a fiend that fails
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its save is forced back to its plane of origin (if it isn't there already) and
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its current hit points, a celestial, an elemental, a fey, or a fiend that fails
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its save is forced back to its plane of origin (if it isn't there already) and
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can't return to your current plane for 24 hours by any means short of a wish
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spell.
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"""
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@@ -652,7 +652,7 @@ class DominateBeast(Spell):
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Each time the target takes damage, it makes a new Wisdom saving throw
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against the spell. If the saving throw succeeds, the spell ends.
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At Higher Levels: When you cast this spell with a 5th-level spell slot,
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**At Higher Levels:** When you cast this spell with a 5th-level spell slot,
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the duration is concentration, up to 10 minutes. When you use a 6th-level
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spell slot, the duration is concentration, up to 1 hour. When you use
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a spell slot of 7th level or higher, the duration is concentration, up to
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@@ -696,8 +696,8 @@ class DominateMonster(Spell):
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damage, it makes a new Wisdom saving throw against the spell. If the saving
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throw succeeds, the spell ends.
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At Higher Levels: When you cast this spell with
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a 9th-level spell slot, the duration is concentration, up to 8 hours.
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**At Higher Levels:** When you cast this spell with
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a 9th-level spell slot, the duration is concentration, up to 8 hours.
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"""
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name = "Dominate Monster"
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level = 8
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@@ -735,7 +735,7 @@ class DominatePerson(Spell):
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Each time the target takes damage, it makes a new Wisdom saving throw
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against the spell. If the saving throw succeeds, the spell ends.
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At Higher Levels: When you cast this spell using a 6th-level spell slot,
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**At Higher Levels:** When you cast this spell using a 6th-level spell slot,
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the duration is concentration, up to 10 minutes. When you use a 7th-level
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spell slot, the duration is concentration, up to 1 hour. When you use
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a spell slot of 8th level or higher, the duration is concentration, up to
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@@ -757,11 +757,11 @@ class DragonsBreath(Spell):
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"""You touch one willing creature and imbue it with the power to spew magical
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energy from its mouth, provided it has one. Choose acid, cold, fire, lightning,
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or poison. Until the spell ends, the creature can use an action to exhale energy
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of the chosen type in a 15-foot cone. Each creature in that area must make a
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of the chosen type in a 15-foot cone. Each creature in that area must make a
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Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save,
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or half as much damage on a successful one.
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At Higher Levels: When you cast
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**At Higher Levels:** When you cast
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this spell using a spell slot of 3rd level or higher, the damage increases by
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1d6 for each slot level above 2nd.
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"""
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@@ -779,7 +779,7 @@ class DragonsBreath(Spell):
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class DrawmijsInstantSummons(Spell):
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"""You touch an object weighing 10 pounds or less whose longest dimension is 6 feet
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or less.
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or less.
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The spell leaves an invisible mark on its surface and invisibly
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inscribes the name of the item on the sapphire you use as the material
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component. Each time you cast this spell, you must use a different sapphire.
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@@ -788,7 +788,7 @@ class DrawmijsInstantSummons(Spell):
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At any time thereafter, you can use your action to speak the item's name and
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crush the sapphire. The item instantly appears in your hand regardless of
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physical or planar distances, and the spell ends. If another creature is holding
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or carrying the item, crushing the sapphire doesn't transport the item to you,
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or carrying the item, crushing the sapphire doesn't transport the item to you,
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but instead you learn who the creature possessing the object is and roughly
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where that creature is located at that moment.
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@@ -818,21 +818,21 @@ class Dream(Spell):
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If the target is asleep, the messenger appears in the
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target's dreams and can converse with the target as long as it remains
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asleep, through the duration of the spell. The messenger can also
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asleep, through the duration of the spell. The messenger can also
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shape the environment of the dream, creating landscapes, objects, and
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other images. The messenger can emerge from the trance at any time,
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ending the effect of the spell early. The target recalls the dream
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perfectly upon waking. If the target is awake when you cast the spell,
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the messenger knows it, and can either end the trance (and the spell)
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or wait for the target to fall asleep, at which point the messenger
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the messenger knows it, and can either end the trance (and the spell)
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or wait for the target to fall asleep, at which point the messenger
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appears in the target's dreams.
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You can make the messenger appear
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monstrous and terrifying to the target. If you do, the messenger can
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deliver a message of no more than ten words and then the target must
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make a Wisdom saving throw. On a failed save, echoes of the phantasmal
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monstrosity spawn a nightmare that lasts the duration of the target's
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sleep and prevents the target from gaining any benefit from that
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monstrosity spawn a nightmare that lasts the duration of the target's
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sleep and prevents the target from gaining any benefit from that
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rest. In addition, when the target wakes up, it takes 3d6 psychic
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damage.
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@@ -855,13 +855,13 @@ sleeping bird"""
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class DruidGrove(Spell):
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"""You invoke the spirits of nature to protect an area outdoors or underground. The
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area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
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and other structures are excluded from the affected area. If you cast this
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area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
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and other structures are excluded from the affected area. If you cast this
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spell in the same area every day for a year, the spell lasts until dispelled.
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The spell creates the following effects within the area. When you cast this
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spell, you can specify creatures as friends who are immune to the effects. You
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can also specify a password that, when spoken aloud, makes the speaker immune to
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these effects. The entire warded area radiates magic. A dispel magic cast on
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these effects. The entire warded area radiates magic. A dispel magic cast on
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the area, if successful, removes only one of the following effects, not the
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entire area. That spell's caster chooses which effect to end. Only when all its
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effects are gone is this spell dispelled.
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@@ -879,7 +879,7 @@ class DruidGrove(Spell):
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Grove Guardians. You can animate up to four trees in the area, causing them to
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uproot themselves from the ground. These trees have the same statistics as an
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awakened tree, which appears in the Monster Manual, except they can't speak, and
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their bark is covered with druidic symbols. If any creature not immune to this
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their bark is covered with druidic symbols. If any creature not immune to this
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effect enters the warded area, the grove guardians fight until they have driven
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off or slain the intruders. The grove guardians also obey your spoken commands
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(no action required by you) that you issue while in the area. Ifyou don't give
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@@ -887,8 +887,8 @@ class DruidGrove(Spell):
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grove guardians can‘t leave the warded area. When the spell ends, the magic
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animating them disappears, and the trees take root again if possible.
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Additional
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Spell Effect. You can place your choice of one of the following magical effects
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within the warded area:
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Spell Effect. You can place your choice of one of the following magical effects
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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
|
||||
|
||||
Reference in New Issue
Block a user