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https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-06 21:01:26 +02:00
Fixed some docstrings for spells and features.
This commit is contained in:
@@ -35,7 +35,7 @@ class Fabricate(Spell):
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class FaerieFire(Spell):
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"""Each object in a 20-foot cube within range is outlined in blue, green, or violet
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light (your choice).
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light (your choice).
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Any creature in the area when the spell is cast is also
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outlined in light if it fails a Dexterity saving throw. For the duration,
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objects and affected creatures shed dim light in a 10-foot radius.
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@@ -60,9 +60,9 @@ class FalseLife(Spell):
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"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
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temporary hit points for the duration.
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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 2nd level or higher, you gain 5 additional temporary
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hit points for each slot level above 1st.
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hit points for each slot level above 1st.
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"""
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name = "False Life"
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level = 1
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@@ -100,9 +100,9 @@ class Fear(Spell):
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While frightened by this
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spell, a creature must take the Dash action and move away from you by the safest
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available route on each of its turns, unless there is nowhere to move. If the
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available route on each of its turns, unless there is nowhere to move. If the
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creature ends its turn in a location where it doesn't have line of sight to you,
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the creature can make a Wisdom saving throw. On a successful save, the spell
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the creature can make a Wisdom saving throw. On a successful save, the spell
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ends for that creature.
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"""
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name = "Fear"
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@@ -121,7 +121,7 @@ class FeatherFall(Spell):
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"""Reaction: When you or a creature within 60 feet of you falls
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Choose up to five
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falling creatures within range. A falling creature's rate of descent slows to
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falling creatures within range. A falling creature's rate of descent slows to
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60 feet per round until the spell ends. If the creature lands before the spell
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ends, it takes no falling damage and can land on its feet, and the spell ends
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for that creature.
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@@ -172,7 +172,7 @@ class FeignDeath(Spell):
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For the spell's duration, or until you use an
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action to touch the target and dismiss the spell, the target appears dead to all
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outward inspection and to spells used to determine the target's status. The
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outward inspection and to spells used to determine the target's status. The
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target is blinded and incapacitated, and its speed drops to 0.
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The target has
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resistance to all damage except psychic damage. If the target is diseased or
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@@ -195,7 +195,7 @@ class FindFamiliar(Spell):
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"""You gain the service of a familiar, a spirit that takes an animal form you
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choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
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snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
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unoccupied space within range, the familiar has the statistics of the chosen
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unoccupied space within range, the familiar has the statistics of the chosen
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form, though it is a celestial, fey or fiend (your choice) instead of a beast.
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@@ -204,12 +204,12 @@ class FindFamiliar(Spell):
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can't attack, but it can take other actions as normal.
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When the familiar drops
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to 0 hit points, it disappears, leaving behind no physical form. It reappears
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to 0 hit points, it disappears, leaving behind no physical form. It reappears
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after you cast this spell again.
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While your familiar is within 100 feet of
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you, you can communicate with it telepathically. Additionally, as an action, you
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can see through your familiar's eyes and hear what it hears until the start of
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can see through your familiar's eyes and hear what it hears until the start of
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your next turn, gaining the benefits of any special senses that the familiar
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has. During this time, you are deaf and blind with regard to your own senses.
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@@ -222,11 +222,11 @@ class FindFamiliar(Spell):
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You can't have more
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than one familiar at a time. If you cast this spell while you already have a
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familiar, you instead cause it to adopt a new form. Choose one of the forms from
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the above list. Your familiar transforms into the chosen creature.
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the above list. Your familiar transforms into the chosen creature.
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Finally,
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when you cast a spell with a range of touch, your familiar can deliver the spell
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as if it had cast the spell. Your familiar must be within 100 feet of you, and
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as if it had cast the spell. Your familiar must be within 100 feet of you, and
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it must use its reaction to deliver the spell when you cast it. If the spell
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requires an attack roll, you use your attack modifier for the roll.
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"""
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@@ -250,11 +250,11 @@ class FindGreaterSteed(Spell):
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chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
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of its normal creature type. Additionally, if it has an Intelligence score of 5
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or lower, its Intelligence becomes 6, and it gains the ability to understand one
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language of your choice that you speak. You control the mount in combat. While
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language of your choice that you speak. You control the mount in combat. While
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the mount is within 1 mile of you, you can communicate with it te1epathically.
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While mounted on it, you can make any spell you cast that targets only you also
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target the mount. The mount disappears temporarily when it drops to 0 hit points
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or when you dismiss it as an action. Casting this spell again re-summons the
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or when you dismiss it as an action. Casting this spell again re-summons the
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bonded mount, with all its hit points restored and any conditions removed. You
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can't have more than one mount bonded by this spell or find steed at the same
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time. As an action, you can release a mount from its bond, causing it to
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@@ -278,7 +278,7 @@ class FindSteed(Spell):
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and loyal steed, creating a long-lasting bond with it. Appearing in an
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unoccupied space within range, the steed takes on a form that you choose, such
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as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other
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animals to be summoned as steeds.) The steed has the statistics of the chosen
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animals to be summoned as steeds.) The steed has the statistics of the chosen
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form, though it is a celestial, fey, or fiend (your choice) instead of its
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normal type. Additionally, if your steed has an Intelligence of 5 or less, its
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Intelligence becomes 6, and it gains the ability to understand one language of
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@@ -287,17 +287,17 @@ class FindSteed(Spell):
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Your steed serves you as a mount, both in combat
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and out, and you have an instinctive bond with it that allows you to fight as a
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seamless unit. While mounted on your steed, you can make any spell you cast that
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targets only you also target your steed.
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targets only you also target your steed.
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When the steed drops to 0 hit points,
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it disappears, leaving behind no physical form. You can also dismiss your steed
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at any time as an action, causing it to disappear. In either case, casting this
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spell again summons the same steed, restored to its hit point maximum.
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it disappears, leaving behind no physical form. You can also dismiss your steed
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at any time as an action, causing it to disappear. In either case, casting this
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spell again summons the same steed, restored to its hit point maximum.
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While
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your steed is within 1 mile of you, you can communicate with it telepathically.
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You can't have more than one steed bonded by this spell at a time. As an action,
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you can release the steed from its bond at any time, causing it to disappear.
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you can release the steed from its bond at any time, causing it to disappear.
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"""
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name = "Find Steed"
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level = 2
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@@ -315,15 +315,15 @@ class FindThePath(Spell):
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"""This spell allows you to find the shortest, most direct physical route to a
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specific fixed location that you are familiar with on the same plane of
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existence. If you name a destination on another plan of existence, a destination
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that moves (such as a mobile fortress), or a destination that isn't specific
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that moves (such as a mobile fortress), or a destination that isn't specific
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(such as "a green dragon's lair"), the spell fails.
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For the duration, as long
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as you are on the same plane of existence as the destination, you know how far
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it is and in what direction it lies. While you are traveling there, whenever you
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are presented with a choice of paths along the way, you atomatically determine
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are presented with a choice of paths along the way, you atomatically determine
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which path is the shortest and most direct route (but not necessarily the safest
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route) to the destination."
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route) to the destination."
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"""
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name = "Find The Path"
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level = 6
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@@ -345,10 +345,10 @@ class FindTraps(Spell):
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specifically intended as such by its creator. Thus, the spell would sense an
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area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
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but it would not reveal a natural weakness in the floor, an unstable ceiling, or
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a hidden sinkhole.
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a hidden sinkhole.
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This spell merely reveals that a trap is present. You don't
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learn the location of each trap, but you do learn the general nature of the
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learn the location of each trap, but you do learn the general nature of the
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danger posed by a trap you sense.
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"""
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name = "Find Traps"
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@@ -392,8 +392,8 @@ class FireBolt(Spell):
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flammable object hit by this spell ignites if it isn't being worn or carried.
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At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level
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(2d10), 11th level (3d10), and 17th level (4d10).
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**At Higher Levels:** This spell's damage increases by 1d10 when you reach 5th level
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(2d10), 11th level (3d10), and 17th level (4d10).
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"""
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name = "Fire Bolt"
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level = 0
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@@ -444,7 +444,7 @@ class FireStorm(Spell):
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The fire damages objects in the area and ignites flammable
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objects that aren't being worn or carried. If you choose, plant life in the area
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is unaffected by this spell.
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is unaffected by this spell.
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"""
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name = "Fire Storm"
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level = 7
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@@ -460,16 +460,16 @@ class FireStorm(Spell):
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class Fireball(Spell):
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"""A bright streak flashes from your pointing finger to a point you choose within
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range then blossoms with a low roar into an explosion of flame.
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Each creature in
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a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
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range then blossoms with a low roar into an explosion of flame. Each creature in
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a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
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damage on a failed save, or half as much damage on a successful one. The fire
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spreads around corners. It ignites flammable objects in the area that aren't
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being worn or carried.
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**At Higher Levels:** When you cast this spell using a spell slot
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of 4th level or higher, the damage increases by 1d6 for each slot
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level above 3rd.
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At Higher Levels: When you cast this spell using a spell
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slot of 4th level or higher, the damage increases by 1d6 for each slot level
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above 3rd.
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"""
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name = "Fireball"
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level = 3
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@@ -490,7 +490,7 @@ class FlameArrows(Spell):
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ammunition when it hits or misses, and the spell ends when twelve pieces of
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ammunition have been drawn from the quiver.
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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 4th level or higher, the number of pieces of
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ammunition you can affect with this spell increases by two for each slot level
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above 3rd.
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@@ -514,12 +514,12 @@ class FlameBlade(Spell):
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it disappears, but you can evoke the blade again as a bonus action.
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You can use
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your action to make a melee spell attack with the fiery blade. On a hit, the
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your action to make a melee spell attack with the fiery blade. On a hit, the
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target takes 3d6 fire damage.
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The flaming blade sheds bright light in a 10-foot
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radius and dim light for an additional 10 feet.
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radius and dim light for an additional 10 feet.
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At Higher Levels: When you
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**At Higher Levels:** When you
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cast this spell using a spell slot of 4th level or higher, the damage increases
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by 1d6 for every two slot levels above 2nd.
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"""
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@@ -539,10 +539,10 @@ class FlameStrike(Spell):
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"""A vertical column of divine fire roars down from the heavens in a location you
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specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a
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point within range must make a Dexterity saving throw. A creature takes 4d6 fire
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damage and 4d6 radiant damage on a failed save, or half as much damage on a
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damage and 4d6 radiant damage on a failed save, or half as much damage on a
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successful one.
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At Higher Levels: When you cast this spell using a spell slot
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**At Higher Levels:** When you cast this spell using a spell slot
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of 6th level or higher, the fire damage or the radiant damage (your choice)
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increases by 1d6 for each slot level above 5th.
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"""
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@@ -562,12 +562,12 @@ class FlamingSphere(Spell):
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"""A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice
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within range and lasts for the duration.
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Any creature that ends its turn within
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5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6
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fire damage on a failed save, or half as much damage on a successful one.
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5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6
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fire damage on a failed save, or half as much damage on a successful one.
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As a
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bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
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a creature, that creature must make the saving throw against the sphere's
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bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
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a creature, that creature must make the saving throw against the sphere's
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damage, and the sphere stops moving this turn.
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When you move the sphere, you
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@@ -576,7 +576,7 @@ class FlamingSphere(Spell):
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it sheds bright light in a 20-foot radius and dim light for an additional 20
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feet.
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At Higher Levels: When you cast this spell using a spell slot of 3rd
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**At Higher Levels:** When you cast this spell using a spell slot of 3rd
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level or higher, the damage increases by 1d6 for each slot level above 2nd.
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"""
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name = "Flaming Sphere"
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@@ -625,10 +625,10 @@ class FleshToStone(Spell):
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class Fly(Spell):
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"""You touch a willing creature. The target gains a flying speed of 60 feet for the
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duration. When the spell ends, the target falls if it is still aloft, unless it
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can stop the fall.
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duration. When the spell ends, the target falls if it is still aloft, unless it
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can stop the fall.
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At Higher Levels: When you cast this spell using a spell
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**At Higher Levels:** When you cast this spell using a spell
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slot of 4th level or higher, you can target one additional creature for each
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slot level above 3rd.
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"""
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@@ -648,11 +648,11 @@ class FogCloud(Spell):
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"""You create a 20-foot-radius sphere of fog centered on a point within range. The
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sphere spreads around corners, and its area is heavily obscured, It lasts for
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the duration or until a wind of moderate or greater speed (at least 10 miles per
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hour) disperses it.
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hour) disperses it.
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At Higher Levels: When you cast this spell using a spell
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**At Higher Levels:** When you cast this spell using a spell
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slot of 2nd level or higher, the radius of the fog increases by 20 feet for each
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slot level above 1st.
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slot level above 1st.
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"""
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name = "Fog Cloud"
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level = 1
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@@ -675,10 +675,10 @@ class Forbiddance(Spell):
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Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
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In
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addition, the spell damages types of creatures that you choose when you cast
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addition, the spell damages types of creatures that you choose when you cast
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it. Choose one or more of the following: celestials, elementals, fey, fiends,
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and undead. When a chosen creature enters the spell's area for the first time on
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a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
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a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
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damage (your choice when you cast this spell).
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When you cast this spell, you
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@@ -687,7 +687,7 @@ class Forbiddance(Spell):
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This spell's area can't overlap with the
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area of another forbiddance spell. If you cast forbiddance every day for 30 days
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in the same location, the spell lasts until it is dispelled, and the material
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in the same location, the spell lasts until it is dispelled, and the material
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components are consumed on the last casting.
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"""
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name = "Forbiddance"
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@@ -711,9 +711,9 @@ class Forcecage(Spell):
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feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
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A
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prison in the shape of a box can be up to 10 feet on a side, creating a solid
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prison in the shape of a box can be up to 10 feet on a side, creating a solid
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barrier that prevents any matter from passing through it and blocking any spells
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cast into or out of the area.
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cast into or out of the area.
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When you cast the spell, any creature that is
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completely inside the cage's area is trapped. Creatures only partially within
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@@ -722,9 +722,9 @@ class Forcecage(Spell):
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A creature
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inside the cage can't leave it by nonmagical means. If the creature tries to use
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teleportation or interplanar travel to leave the cage, it must first make a
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teleportation or interplanar travel to leave the cage, it must first make a
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Charisma saving throw. On a success, the creature can use that magic to exit the
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cage. On a failure, the creature can't exit the cage and wastes the use of the
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cage. On a failure, the creature can't exit the cage and wastes the use of the
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spell or effect. The cage also extends into the Ethereal Plane, blocking
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ethereal travel.
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This spell can't be dispelled by dispel magic.
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@@ -809,9 +809,9 @@ class Frostbite(Spell):
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"""You cause numbing frost to form on one creature that you can see within range.
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The target must make a Constitution saving throw. On a failed save, the target
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takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it
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makes before the end of its next turn.
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makes before the end of its next turn.
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The spell's damage increases by 1d6 when
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you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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"""
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name = "Frostbite"
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level = 0
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