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
+29 -26
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@@ -189,35 +189,38 @@ class OathOfCrown(PaladinOath):
class OathOfConquest(PaladinOath): class OathOfConquest(PaladinOath):
"""The Oath of Conquest calls to paladins who seek glory in battle and the """The Oath of Conquest calls to paladins who seek glory in battle and
subjugation of their enemies. It isn't enough for these paladins to the subjugation of their enemies. It isn't enough for these
establish order. They must crush the forces of chaos. Sometimes called paladins to establish order. They must crush the forces of
knight ty- rants or iron mongers, those who swear this oath gather into chaos. Sometimes called knight tyrants or iron mongers, those
grim orders that serve gods or philosophies of war and well-ordered might. who swear this oath gather into grim orders that serve gods or
philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Some of these paladins go so far as to consort with the powers of
Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, the Nine Hells, valuing the rule of law over the balm of
warlord of Avernus, counts many of these paladins-called hell knights-as mercy. The archdevil Bel, warlord of Avernus, counts many of these
his most ardent supporters. Hell knights cover their armor with trophies paladins--called hell knights--as his most ardent supporters. Hell
taken from fallen en- emies, a grim~warning to any who dare oppose them and knights cover their armor with trophies taken from fallen en-
the decrees of their lords. These knights are often most fiercely resisted emies, a grim warning to any who dare oppose them and the decrees
by other paladins of this oath, who believe that the hell knights have of their lords. These knights are often most fiercely resisted by
wandered too far into darkness. other paladins of this oath, who believe that the hell knights
have wandered too far into darkness.
**Tenets of Conquest**: A paladin who takes this oath has the tenets of **Tenets of Conquest:** A paladin who takes this oath has the
conquest seared on the upper arm. tenets of conquest seared on the upper arm.
--Douse the Flame of Hope. It is not enough Douse the Flame of Hope.
to merely defeat an enemy in battle. Your victory must be so over- whelming It is not enough to merely defeat an enemy in battle. Your
that your enemies' will to fight is shattered forever. A blade can end a victory must be so overwhelming that your enemies' will to
life. Fear can end an empire. fight is shattered forever. A blade can end a life. Fear can end
an empire.
--Rule with an Iron Fist. Once you have conquered, tolerate no Rule with an Iron Fist.
dissent. Your word is law. Those who obey it shall be favored. Those who Once you have conquered, tolerate no dissent. Your word is
defy it shall be punished as an example to all who might follow. law. Those who obey it shall be favored. Those who defy it shall
be punished as an example to all who might follow.
--Strength Above All. You shall rule until a stronger one arises. Then you Strength Above All.
must grow mightier and meet the challenge, or fall to your own ruin. You shall rule until a stronger one arises. Then you must grow
mightier and meet the challenge, or fall to your own ruin.
""" """
name = "Oath of Conquest" name = "Oath of Conquest"
+163 -177
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@@ -52,7 +52,6 @@ class ArtificerSpellcasting(Feature):
After you gain the Infuse Item feature at 2nd level, you can also use any After you gain the Infuse Item feature at 2nd level, you can also use any
item bearing one of your infusions as a spellcasting focus. item bearing one of your infusions as a spellcasting focus.
""" """
name = "Spellcasting" name = "Spellcasting"
source = "Artificer" source = "Artificer"
@@ -61,7 +60,6 @@ class ArtificerRitualCasting(Feature):
"""You can cast an artificer spell as a ritual if that spell has the ritual """You can cast an artificer spell as a ritual if that spell has the ritual
tag and you have the spell prepared. tag and you have the spell prepared.
""" """
name = "Ritual Casting" name = "Ritual Casting"
source = "Artificer" source = "Artificer"
@@ -73,41 +71,40 @@ class FirearmProficiency(Feature):
your artificer has been exposed to the operation of such weapons, your your artificer has been exposed to the operation of such weapons, your
artificer is proficient with them. artificer is proficient with them.
""" """
name = "Optional Rule: Firearm Proficiency" name = "Optional Rule: Firearm Proficiency"
source = "Artificer" source = "Artificer"
class MagicalTinkering(Feature): class MagicalTinkering(Feature):
"""At 1st level, you learn how to invest a spark of magic into mundane """At 1st level, you learn how to invest a spark of magic into mundane
objects. To use this ability, you must have tinker's tools or other objects. To use this ability, you must have tinker's tools or
artisan's tools in hand. You then touch a Tiny nonmagical object as an other artisan's tools in hand. You then touch a Tiny nonmagical
action and give it one of the following magical properties of your choice: object as an action and give it one of the following magical
properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an \ - The object sheds bright light in a 5-foot radius and dim light
additional 5 feet. for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded
message that can be heard up to 10 feet away. You utter the
message when you bestow this property on the object, and the
recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a
nonverbal sound (wind, waves, chirping, or the like). The chosen
phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's
surfaces. This effect can be a picture, up to 25 words of text,
lines and shapes, or a mixture of these elements, as you
like. The chosen property lasts indefinitely. As an action, you
can touch the object and end the property early. You can bestow
magic on multiple objects, touching one object each time you use
this feature, though a single object can only bear one property
at a time. The maximum number of objects you can affect with
this feature at one time is equal to your Intelligence modifier
(minimum of one object). If you try to exceed your maximum, the
oldest property immediately ends, and then the new property
applies.
- Whenever tapped by a creature, the object emits a recorded message that \
can be heard up to 10 feet away. You utter the message when you bestow \
this property on the object, and the recording can be no more than 6 \
seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound \
(wind, waves, chirping, or the like). The chosen phenomenon is \
perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This \
effect can be a picture, up to 25 words of text, lines and shapes, or a \
mixture of these elements, as you like. The chosen property lasts \
indefinitely. As an action, you can touch the object and end the property \
early. You can bestow magic on multiple objects, touching one object each \
time you use this feature, though a single object can only bear one \
property at a time. The maximum number of objects you can affect with \
this feature at one time is equal to your Intelligence modifier (minimum \
of one object). If you try to exceed your maximum, the oldest property \
immediately ends, and then the new property applies.
""" """
name = "Magical Tinkering" name = "Magical Tinkering"
source = "Artificer" source = "Artificer"
@@ -117,35 +114,37 @@ class InfuseItem(Feature):
magical infusions. The magic items you create with this feature are magical infusions. The magic items you create with this feature are
effectively prototypes of permanent items. effectively prototypes of permanent items.
**Infusions known** Infusions known
When you gain this feature, pick four artificer infusions When you gain this feature, pick four artificer infusions to
to learn, choosing from the "Artificer Infusions" section at the end of the learn, choosing from the "Artificer Infusions" section at the
class's description. You learn additional infusions of your choice when you end of the class's description. You learn additional infusions
reach certain levels in this class, as shown in the Infusions Known column of your choice when you reach certain levels in this class, as
of the Artificer table. Whenever you gain a level in this class, you can shown in the Infusions Known column of the Artificer
re­place one of the artificer infusions you learned with a new one. table. Whenever you gain a level in this class, you can re­place
one of the artificer infusions you learned with a new one.
Infusing an item
Whenever you finish a long rest, you can touch a non­magical
object and imbue it with one of your artificer in­fusions,
turning it into a magic item. An infusion works on only certain
kinds of objects, as specified in the infusion's description. If
the item requires attunement, you can attune yourself to it the
instant you infuse the item. If you decide to attune to the item
later, you must do so using the normal process for attunement
(see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die,
the infusion vanishes after a number of days have passed equal
to your Intelligence modifier (minimum of 1 day). The infusion
also vanishes if you give up your knowledge of the infusion for
another one. You can infuse more than one nonmagical object at
the end of a long rest; the maximum number of objects appears in
the Infused Items column of the Artificer table. You must touch
each of the objects, and each of your infusions can be in only
one object at a time. Moreover, no object can bear more than one
of your infusions at a time. If you try to exceed your maximum
number of in­fusions, the oldest infusion immediately ends, and
then the new infusion applies.
**Infusing an item**
Whenever you finish a long rest, you can touch a non­magical object and
imbue it with one of your artificer in­fusions, turning it into a magic
item. An infusion works on only certain kinds of objects, as specified in
the infusion's description. If the item requires attunement, you can
attune yourself to it the instant you infuse the item. If you decide to
attune to the item later, you must do so using the normal process for
attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the
infusion vanishes after a number of days have passed equal to your
Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one. You can infuse more
than one nonmagical object at the end of a long rest; the maximum number of
objects appears in the Infused Items column of the Artificer table. You
must touch each of the objects, and each of your infusions can be in only
one object at a time. Moreover, no object can bear more than one of your
infusions at a time. If you try to exceed your maximum number of
in­fusions, the oldest infusion immediately ends, and then the new
infusion applies.
""" """
_name = "Infuse Item" _name = "Infuse Item"
source = "Artificer" source = "Artificer"
_infusions = { _infusions = {
@@ -185,7 +184,6 @@ class ArtificerSpecialist(Feature):
class's description. Your choice grants you features at 5th level and again class's description. Your choice grants you features at 5th level and again
at 9th and 15th level. at 9th and 15th level.
""" """
name = "Artificer Specialist" name = "Artificer Specialist"
source = "Artificer" source = "Artificer"
@@ -198,7 +196,6 @@ class TheRightToolForTheJob(Feature):
Though the product of magic, the tools are nonmagical, and they vanish when Though the product of magic, the tools are nonmagical, and they vanish when
you use this feature again. you use this feature again.
""" """
name = "The Right Tool For The Job" name = "The Right Tool For The Job"
source = "Artificer" source = "Artificer"
@@ -207,22 +204,22 @@ class ToolExpertise(Feature):
"""Starting at 6th level, your proficiency bonus is doubled for any ability """Starting at 6th level, your proficiency bonus is doubled for any ability
check you make that uses your proficiency with a tool. check you make that uses your proficiency with a tool.
""" """
name = "Tool Expertise" name = "Tool Expertise"
source = "Artificer" source = "Artificer"
class FlashOfGenius(Feature): class FlashOfGenius(Feature):
"""Starting at 7th level, you gain the ability to come up with solutions """Starting at 7th level, you gain the ability to come up with
under pressure. When you or another creature you can see within 30 feet of solutions under pressure. When you or another creature you can see
you makes an ability check or a saving throw, you can use your reaction to within 30 feet of you makes an ability check or a saving throw,
add your Intelligence modifier to the roll. you can use your reaction to add your Intelligence modifier to the
roll.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all expended
uses when you finish a long rest.
You can use this feature a number of times equal to your Intelligence
modifier (minimum of once). You regain all expended uses when you finish a
long rest.
""" """
name = "Flash Of Genius" name = "Flash Of Genius"
source = "Artificer" source = "Artificer"
@@ -232,31 +229,31 @@ class MagicItemAdept(Feature):
to use and make magic items: to use and make magic items:
- You can attune to up to four magic items at once. - You can attune to up to four magic items at once.
- If you craft a magic item with a rarity of common or uncommon,
it takes you a quarter of the normal time, and it costs you half
as much of the usual gold.
- If you craft a magic item with a rarity of common or uncommon, it takes
you a quarter of the normal time, and it costs you half as much of the
usual gold.
""" """
name = "Magic Item Adept" name = "Magic Item Adept"
source = "Artificer" source = "Artificer"
class SpellStoringItem(Feature): class SpellStoringItem(Feature):
"""At 11th level, you learn how to store a spell in an object. Whenever you """At 11th level, you learn how to store a spell in an
finish a long rest, you can touch one simple or martial weapon or one item object. Whenever you finish a long rest, you can touch one simple
that you can use as a spellcasting focus, and you store a spell in it, or martial weapon or one item that you can use as a spellcasting
choosing a 1st- or 2nd-level spell from the artificer spell list that focus, and you store a spell in it, choosing a 1st- or 2nd-level
requires 1 action to cast (you needn't have it prepared). spell from the artificer spell list that requires 1 action to cast
(you needn't have it prepared).
While holding the object, a creature can take an action to produce the While holding the object, a creature can take an action to produce
spell's effect from it, using your spellcasting ability modifier. If the the spell's effect from it, using your spellcasting ability
spell requires concentration, the creature must concentrate. The spell modifier. If the spell requires concentration, the creature must
stays in the object until it's been used a number of times equal to twice concentrate. The spell stays in the object until it's been used a
your Intelligence modifier (minimum of twice) or until you use this fe number of times equal to twice your Intelligence modifier (minimum
ature again to store a spell in an object. of twice) or until you use this fe ature again to store a spell in
an object.
""" """
name = "Spell-Storing Item" name = "Spell-Storing Item"
source = "Artificer" source = "Artificer"
@@ -265,11 +262,10 @@ class MagicItemSavant(Feature):
"""At 14th level, your skill with magic items deepens more: """At 14th level, your skill with magic items deepens more:
- You can attune to up to five magic items at once. - You can attune to up to five magic items at once.
- You ignore all class, race, spell, and level requirements on
attuning to or using a magic item.
- You ignore all class, race, spell, and level requirements on attuning to
or using a magic item.
""" """
name = "Magic Item Savant" name = "Magic Item Savant"
source = "Artificer" source = "Artificer"
@@ -278,7 +274,6 @@ class MagicItemMaster(Feature):
"""Starting at 18th level, you can attune to up to six magic items at """Starting at 18th level, you can attune to up to six magic items at
once. once.
""" """
name = "Magic Item Master" name = "Magic Item Master"
source = "Artificer" source = "Artificer"
@@ -289,12 +284,11 @@ class SoulOfArtifice(Feature):
- You gain a +1 bonus to all saving throws per magic item you are currently - You gain a +1 bonus to all saving throws per magic item you are currently
attuned to. attuned to.
- If you're reduced to 0 hit points but not killed out­right, you
can use your reaction to end one of your artificer infusions,
causing you to drop to 1 hit point instead of 0.
- If you're reduced to 0 hit points but not killed out­right, you can use
your reaction to end one of your artificer infusions, causing you to drop
to 1 hit point instead of 0.
""" """
name = "Soul of Artifice" name = "Soul of Artifice"
source = "Artificer" source = "Artificer"
@@ -305,7 +299,6 @@ class AlchemistToolProficiency(Feature):
with alchemist's supplies. If you already have this proficiency, you gain with alchemist's supplies. If you already have this proficiency, you gain
proficiency with one other type of artisan's tools of your choice. proficiency with one other type of artisan's tools of your choice.
""" """
name = "Tool Proficiency" name = "Tool Proficiency"
source = "Artificer (Alchemist)" source = "Artificer (Alchemist)"
@@ -316,7 +309,6 @@ class AlchemistSpells(_SpecialistSpells):
table. These spells count as artificer spells for you, but they don't count table. These spells count as artificer spells for you, but they don't count
against the number of artificer spells you prepare. against the number of artificer spells you prepare.
""" """
_name = "Alchemist" _name = "Alchemist"
_spells = { _spells = {
3: [spells.HealingWord, spells.RayOfSickness], 3: [spells.HealingWord, spells.RayOfSickness],
@@ -369,7 +361,6 @@ class ExperimentalElixir(Feature):
alter self spell. The drinker determines the transformation caused by the alter self spell. The drinker determines the transformation caused by the
spell, the effects of which last for 10 minutes. spell, the effects of which last for 10 minutes.
""" """
name = "Experimental Elixir" name = "Experimental Elixir"
source = "Artificer (Alchemist)" source = "Artificer (Alchemist)"
@@ -382,7 +373,6 @@ class AlchemicalSavant(Feature):
be a damage roll that deals acid, fire, necrotic, or poison damage, and the be a damage roll that deals acid, fire, necrotic, or poison damage, and the
bonus equals your Intelligence modifier (minimum of +1). bonus equals your Intelligence modifier (minimum of +1).
""" """
name = "Alchemical Savant" name = "Alchemical Savant"
source = "Artificer (Alchemist)" source = "Artificer (Alchemist)"
@@ -401,7 +391,6 @@ class RestorativeReagents(Feature):
Intelligence modifier (minimum of once), and you regain all expended uses Intelligence modifier (minimum of once), and you regain all expended uses
when you finish a long rest. when you finish a long rest.
""" """
name = "Restorative Reagents" name = "Restorative Reagents"
source = "Artificer (Alchemist)" source = "Artificer (Alchemist)"
@@ -420,7 +409,6 @@ class ChemicalMastery(Feature):
you cast either spell with this feature, you can't cast that spell with you cast either spell with this feature, you can't cast that spell with
it again until you finish a long rest. it again until you finish a long rest.
""" """
name = "Chemical Mastery" name = "Chemical Mastery"
source = "Artificer (Alchemist)" source = "Artificer (Alchemist)"
@@ -432,7 +420,6 @@ class ArtilleristSpells(_SpecialistSpells):
Spells table. These spells count as artificer spells for you, but they Spells table. These spells count as artificer spells for you, but they
don't count against the number of artificer spells you prepare. don't count against the number of artificer spells you prepare.
""" """
_name = "Artillerist" _name = "Artillerist"
_spells = { _spells = {
3: [spells.Shield, spells.Thunderwave], 3: [spells.Shield, spells.Thunderwave],
@@ -448,7 +435,6 @@ class ArtilleristToolProficiency(Feature):
with woodcarver's tools. If you already have this proficiency, you gain with woodcarver's tools. If you already have this proficiency, you gain
proficiency with one other type of artisan's tools of your choice. proficiency with one other type of artisan's tools of your choice.
""" """
name = "Tool Proficiency" name = "Tool Proficiency"
source = "Artificer (Artillerist)" source = "Artificer (Artillerist)"
@@ -498,25 +484,25 @@ class EldritchCannon(Feature):
number of temporary hit points equal to 1d8 + your Intelligence modifier number of temporary hit points equal to 1d8 + your Intelligence modifier
(minimum of +1) (minimum of +1)
""" """
name = "Eldritch Cannon" name = "Eldritch Cannon"
source = "Artificer (Artillerist)" source = "Artificer (Artillerist)"
class ArcaneFirearm(Feature): class ArcaneFirearm(Feature):
"""At 5th level, you know how to turn a wand, staff, or rod into an arcane """At 5th level, you know how to turn a wand, staff, or rod into an
firearm, a conduit for your destructive spells. When you finish a long arcane firearm, a conduit for your destructive spells. When you
rest, you can use wood­carver's tools to carve special sigils into a wand, finish a long rest, you can use wood­carver's tools to carve
staff, or rod and thereby turn it into your arcane firearm. The sigils special sigils into a wand, staff, or rod and thereby turn it into
disappear from the object if you later carve them on a different item. The your arcane firearm. The sigils disappear from the object if you
sigils otherwise last indefinitely. later carve them on a different item. The sigils otherwise last
indefinitely.
You can use your arcane firearm as a spellcasting focus for your
artificer spells. When you cast an artificer spell through the
firearm, roll a d8, and you gain a bonus to one of the spell's
damage rolls equal to the number rolled.
You can use your arcane firearm as a spellcasting focus for your artificer
spells. When you cast an artificer spell through the firearm, roll a d8,
and you gain a bonus to one of the spell's damage rolls equal to the
number rolled.
""" """
name = "Arcane Firearm" name = "Arcane Firearm"
source = "Artificer (Artillerist)" source = "Artificer (Artillerist)"
@@ -526,14 +512,13 @@ class ExplosiveCannon(Feature):
destructive: destructive:
- The cannon's damage rolls all increase by 1d8. - The cannon's damage rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are
within 60 feet of it. Doing so destroys the cannon and forces
each creature within 20 feet of it to make a Dexterity saving
throw against your spell save DC, taking 3d8 force damage on a
failed save or half as much damage on a successful one.
- As an action, you can command the cannon to detonate if you are within 60
feet of it. Doing so destroys the cannon and forces each creature within
20 feet of it to make a Dexterity saving throw against your spell save
DC, taking 3d8 force damage on a failed save or half as much damage on a
successful one.
""" """
name = "Explosive Cannon" name = "Explosive Cannon"
source = "Artificer (Artillerist)" source = "Artificer (Artillerist)"
@@ -542,29 +527,29 @@ class FortifiedPosition(Feature):
"""Starting at 15th level, you're a master at forming well-defended """Starting at 15th level, you're a master at forming well-defended
emplacements using Eldritch Cannon: emplacements using Eldritch Cannon:
- You and your allies have half cover while within 10 feet of a cannon you - You and your allies have half cover while within 10 feet of a
create with Eldritch Cannon, as a result of a shimmering field of magical cannon you create with Eldritch Cannon, as a result of a
protection that the cannon emits. shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create
two with the same action (but not the same spell slot), and you
can activate both of them with the same bonus action. You
determine whether the cannons are identical to each other or
different. You can't create a third cannon while you have two.
- You can now have two cannons at the same time. You can create two with
the same action (but not the same spell slot), and you can activate both
of them with the same bonus action. You determine whether the cannons are
identical to each other or different. You can't create a third cannon
while you have two.
""" """
name = "Fortified Position" name = "Fortified Position"
source = "Artificer (Artillerist)" source = "Artificer (Artillerist)"
# Battle Smith # Battle Smith
class BattleSmithSpells(_SpecialistSpells): class BattleSmithSpells(_SpecialistSpells):
"""Starting at 3rd level, you always have certain spells prepared after you """Starting at 3rd level, you always have certain spells prepared
reach particular levels in this class, as shown in the Battle Smith Spells after you reach particular levels in this class, as shown in the
table. These spells count as artificer spells for you, but they don't count Battle Smith Spells table. These spells count as artificer spells
against the number of artificer spells you prepare. for you, but they don't count against the number of artificer
""" spells you prepare.
"""
_name = "Battle Smith" _name = "Battle Smith"
_spells = { _spells = {
3: [spells.Heroism, spells.Shield], 3: [spells.Heroism, spells.Shield],
@@ -576,11 +561,12 @@ class BattleSmithSpells(_SpecialistSpells):
class BattleSmithToolProficiency(Feature): class BattleSmithToolProficiency(Feature):
"""When you adopt this specialization at 3rd level, you gain proficiency """When you adopt this specialization at 3rd level, you gain
with smith's tools. If you already have this proficiency, you gain proficiency with smith's tools. If you already have this
proficiency with one other type of artisan's tools of your choice. proficiency, you gain proficiency with one other type of artisan's
""" tools of your choice.
"""
name = "Tool Proficiency" name = "Tool Proficiency"
source = "Artificer (Battle Smith)" source = "Artificer (Battle Smith)"
@@ -590,69 +576,70 @@ class BattleReady(Feature):
magic have paid off in two ways: magic have paid off in two ways:
- You gain proficiency with martial weapons. - You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your
Intelligence modifier, instead of Strength or Dexterity
modifier, for the attack and damage rolls.
- When you attack with a magic weapon, you can use your Intelligence
modifier, instead of Strength or Dexterity modifier, for the attack and
damage rolls.
""" """
name = "Battle Ready" name = "Battle Ready"
source = "Artificer (Battle Smith)" source = "Artificer (Battle Smith)"
class SteelDefender(Feature): class SteelDefender(Feature):
"""By 3rd level, your tinkering has borne you a faithful companion, a steel """By 3rd level, your tinkering has borne you a faithful companion, a
defender. It is friendly to you and your companions, and it obeys your steel defender. It is friendly to you and your companions, and it
commands. See this creature's game statistics in the steel defender stat obeys your commands. See this creature's game statistics in the
block. You determine the creature's appearance and whether it has two legs steel defender stat block. You determine the creature's appearance
or fo ur; your choice has no effect on its game statistics. and whether it has two legs or four; your choice has no effect on
its game statistics.
In combat, the steel defender shares your initiative count, but it takes In combat, the steel defender shares your initiative count, but it
its turn immediately after yours. It can move and use its reaction on its takes its turn immediately after yours. It can move and use its
own, but the only action it takes on its turn is the Dodge action, unless reaction on its own, but the only action it takes on its turn is
you take a bonus action on your turn to command it to take one of the the Dodge action, unless you take a bonus action on your turn to
actions in its stat block or the Dash, Disengage, Help, Hide, or Search command it to take one of the actions in its stat block or the
action. Dash, Disengage, Help, Hide, or Search action.
If the *mending* spell is cast on it, it regains 2d6 hit points. If it has If the *mending* spell is cast on it, it regains 2d6 hit
died within the last hour, you can use your smith's tools as an action to points. If it has died within the last hour, you can use your
revive it, provided you are within 5 feet of it and you expend a spell slot smith's tools as an action to revive it, provided you are within 5
of 1st level or higher. The steel defender returns to life after 1 minute feet of it and you expend a spell slot of 1st level or higher. The
with all its hit points restored. steel defender returns to life after 1 minute with all its hit
points restored.
At the end of a long rest, you can create a new steel defender if
you have your smith's tools with you. If you already have a steel
defender from this feature, the first one immediately perishes.
At the end of a long rest, you can create a new steel defender if you have
your smith's tools with you. If you already have a steel defender from this
feature, the first one immediately perishes.
""" """
name = "Steel Defender" name = "Steel Defender"
source = "Artificer (Battle Smith)" source = "Artificer (Battle Smith)"
class ExtraAttackBattleSmith(Feature): class ExtraAttackBattleSmith(Feature):
"""Starting at 5th level, you can attack twice, rather than once, whenever """Starting at 5th level, you can attack twice, rather than once,
you take the Attack action on your turn. whenever you take the Attack action on your turn.
"""
"""
name = "Extra Attack" name = "Extra Attack"
source = "Artificer (Battle Smith)" source = "Artificer (Battle Smith)"
class ArcaneJolt(Feature): class ArcaneJolt(Feature):
"""At 9th level, you learn new ways to channel arcane energy to harm or """At 9th level, you learn new ways to channel arcane energy to harm
heal. When either you hit a target with a magic weapon attack or your steel or heal. When either you hit a target with a magic weapon attack
defender hits a target, you can channel magical energy through the strike or your steel defender hits a target, you can channel magical
to create one of the following effects: energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage. - The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the
target. Healing energy flows into the chosen recipient,
restoring 2d6 hit points to it. You can use this energy a number
of times equal to your Intelligence modifier (minimum of once),
but you can do so no more than once on a turn. You regain all
expended uses when you finish a long rest
- Choose one creature or object you can see within 30 feet of the target.
Healing energy flows into the chosen recipient, restoring 2d6 hit points
to it. You can use this energy a number of times equal to your
Intelligence modifier (minimum of once), but you can do so no more than
once on a turn. You regain all expended uses when you finish a long rest
""" """
name = "Arcane Jolt" name = "Arcane Jolt"
source = "Artificer (Battle Smith)" source = "Artificer (Battle Smith)"
@@ -661,14 +648,13 @@ class ImprovedDefender(Feature):
"""At 15th level, your Arcane jolt and steel defender be­come more """At 15th level, your Arcane jolt and steel defender be­come more
powerful: powerful:
- The extra damage and the healing of your Arcane jolt both increase to - The extra damage and the healing of your Arcane jolt both
4d6. increase to 4d6.
- Your steel defender gains a +2 bonus to Armor Class. - Your steel defender gains a +2 bonus to Armor Class.
- Whenever your steel defender uses its Deflect Attack, the
attacker takes force damage equal to 1d4 +your Intelligence
modifier.
- Whenever your steel defender uses its Deflect Attack, the attacker takes
force damage equal to 1d4 +your Intelligence modifier.
""" """
name = "Improved Defender" name = "Improved Defender"
source = "Artificer (Battle Smith)" source = "Artificer (Battle Smith)"
+9 -11
View File
@@ -8,15 +8,13 @@ class Rage(Feature):
rage as a bonus action. While raging, you gain the following benefits if rage as a bonus action. While raging, you gain the following benefits if
you aren't wearing heavy armor: you aren't wearing heavy armor:
--You have advantage on Strength checks and - You have advantage on Strength checks and Strength saving
Strength saving throws. throws.
- When you make a melee weapon attack using Strength, you gain a
--When you make a melee weapon attack using bonus to the damage roll that increases as you gain levels as a
Strength, you gain a bonus to the damage roll that increases as you gain barbarian, as shown in the Rage Damage column of the Barbarian
levels as a barbarian, as shown in the Rage Damage column of the Barbarian
table. table.
- You have resistance to bludgeoning, piercing, and slashing
--You have resistance to bludgeoning, piercing, and slashing
damage. damage.
If you are able to cast spells, you can't cast them or concentrate on them If you are able to cast spells, you can't cast them or concentrate on them
@@ -305,9 +303,9 @@ class TotemSpirit(FeatureSelector):
class BearAspect(FeatureSelector): class BearAspect(FeatureSelector):
"""You gain the might of a bear. Your carrying capacity (including maximum """You gain the might of a bear. Your carrying capacity (including
load and maximum lift) is doubled, and you have advantage on Strength maximum load and maximum lift) is doubled, and you have advantage
checks made to push, pull, lift, or break objects. on Strength checks made to push, pull, lift, or break objects.
""" """
name = "Aspect of the Beast (Bear)" name = "Aspect of the Beast (Bear)"
+56 -50
View File
@@ -4,62 +4,68 @@ from dungeonsheets.features.features import Feature, FeatureSelector
# PHB # PHB
class WildShape(Feature): class WildShape(Feature):
"""Starting at 2nd level, you can use your action to magically assume the """Starting at 2nd level, you can use your action to magically assume
shape of a beast that you have seen before. You can use this feature the shape of a beast that you have seen before. You can use this
twice. You regain expended uses when you finish a short or long rest. Your feature twice. You regain expended uses when you finish a short or
druid level determines the beasts you can transform into, as shown in the long rest. Your druid level determines the beasts you can
Beast Shapes table. At 2nd level, for example, you can transform into any transform into, as shown in the Beast Shapes table. At 2nd level,
beast that has a challenge rating of 1/4 or lower that doesn't have a for example, you can transform into any beast that has a challenge
flying or swimming speed. rating of 1/4 or lower that doesn't have a flying or swimming
speed.
2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf) ===== ====== ================== ===========
Level Max CR Limitations Example
===== ====== ================== ===========
2nd 1/4 No Flying/Swimming Wolf
4th 1/2 No flying Crocodile
8th 1 -- Giant eagle
===== ====== ================== ===========
4th Level: Max CR 1/2, No Flying (ex: Crocodile) You can stay in a beast shape for a number of hours equal to half
your druid level (rounded down). You then revert to your normal
8th Level: Max CR 1 (ex: Giant Eagle) form unless you expend another use of this feature. You can revert
to your normal form earlier by using a bonus action on your
You can stay in a beast shape for a number of hours equal to half your turn. You automatically revert if you fall unconscious, drop to 0
druid level (rounded down). You then revert to your normal form unless you hit points, or die.
expend another use of this feature. You can revert to your normal form
earlier by using a bonus action on your turn. You automatically revert if
you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply: While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but - Your game statistics are replaced by the statistics of the
you retain your alignment, personality, and Intelligence, Wisdom, and beast, but you retain your alignment, personality, and
Charisma scores. You also retain all of your skill and saving throw Intelligence, Wisdom, and Charisma scores. You also retain all
proficiencies, in addition to gaining those of the creature. If the of your skill and saving throw proficiencies, in addition to
creature has the same proficiency as you and the bonus in its stat block is gaining those of the creature. If the creature has the same
higher than yours, use the creature's bonus instead of yours. If the proficiency as you and the bonus in its stat block is higher
than yours, use the creature's bonus instead of yours. If the
creature has any legendary or lair actions, you can't use them. creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit
When you transform, you assume the beast's hit points and Hit Dice. When Dice. When you revert to your normal form, you return to the
you revert to your normal form, you return to the number of hit points you number of hit points you had before you transformed. However, if
had before you transformed. However, if you revert as a result of dropping you revert as a result of dropping to 0 hit points, any excess
to 0 hit points, any excess damage carries over to your normal form. For damage carries over to your normal form. For example, if you
example, if you take 10 damage in animal form and have only 1 hit point take 10 damage in animal form and have only 1 hit point left,
left, you revert and take 9 damage. As long as the excess damage doesn't you revert and take 9 damage. As long as the excess damage
reduce your normal form to 0 hit points, you aren't knocked unconscious. doesn't reduce your normal form to 0 hit points, you aren't
knocked unconscious.
You can't cast spells, and your ability to speak or take any action that - You can't cast spells, and your ability to speak or take any
requires hands is limited to the capabilities of your beast action that requires hands is limited to the capabilities of
form. Transforming doesn't break your concentration on a spell you've your beast form. Transforming doesn't break your concentration
already cast, however, or prevent you from taking actions that are part of on a spell you've already cast, however, or prevent you from
a spell, such as call lightning, that you've already cast. taking actions that are part of a spell, such as call lightning,
that you've already cast.
You retain the benefit of any features from your class, race, or other - You retain the benefit of any features from your class, race, or
source and can use them if the new form is physically capable of doing other source and can use them if the new form is physically
so. However, you can't use any of your special senses, such as darkvision, capable of doing so. However, you can't use any of your special
unless your new form also has that sense. senses, such as darkvision, unless your new form also has that
sense.
You choose whether your equipment falls to the ground in your space, - You choose whether your equipment falls to the ground in your
merges into your new form, or is worn by it. Worn equipment functions as space, merges into your new form, or is worn by it. Worn
normal, but the DM decides whether it is practical for the new form to wear equipment functions as normal, but the DM decides whether it is
a piece of equipment, based on the creature's shape and size. Your practical for the new form to wear a piece of equipment, based
equipment doesn't change size or shape to match the new form, and any on the creature's shape and size. Your equipment doesn't change
equipment that the new form can't wear must either fall to the ground or size or shape to match the new form, and any equipment that the
merge with it. Equipment that merges with the form has no effect until you new form can't wear must either fall to the ground or merge with
it. Equipment that merges with the form has no effect until you
leave the form. leave the form.
""" """
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+228 -214
View File
@@ -3,10 +3,12 @@ from dungeonsheets.features.features import Feature
class UnarmoredDefenseMonk(Feature): class UnarmoredDefenseMonk(Feature):
"""Beginning at 1st level, while you are wearing no armor and not wearing a """Beginning at 1st level, while you are wearing no armor and not
shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. wearing a shield, your AC equals 10 + your Dexterity modifier +
your Wisdom modifier.
This bonus is computed in the AC given on the Character Sheet above. This bonus is computed in the AC given on the Character Sheet
above.
""" """
name = "Unarmored Defense" name = "Unarmored Defense"
@@ -14,30 +16,31 @@ class UnarmoredDefenseMonk(Feature):
class MartialArts(Feature): class MartialArts(Feature):
"""At 1st level, your practice of martial arts gives you mastery of combat """At 1st level, your practice of martial arts gives you mastery of
styles that use unarmed strikes and monk weapons, which are shortswords and combat styles that use unarmed strikes and monk weapons, which are
any simple melee weapons that don't have the two-handed or heavy shortswords and any simple melee weapons that don't have the
property. You gain the following benefits while you are unarmed or wielding two-handed or heavy property. You gain the following benefits
only monk weapons and you aren't wearing armor or wielding a shield: while you are unarmed or wielding only monk weapons and you aren't
wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls - You can use Dexterity instead of Strength for the attack and
of your unarmed strikes and monk weapons. damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed
strike or monk weapon. This die changes as you gain monk levels,
as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk
weapon on your turn, you can make one unarmed strike as a bonus
action. For example, if you take the Attack action and attack
with a quarter- staff, you can also make an unarmed strike as a
bonus action, assuming you haven't already taken a bonus action
this turn.
• You can roll a d4 in place of the normal damage of your unarmed strike or Certain monasteries use specializepd forms of the monk
monk weapon. This die changes as you gain monk levels, as shown in the weapons. For example, you might use a club that is two lengths of
Martial Arts column of the Monk table. w ood connected by a short chain (called a nunchaku) or a sickle
with a shorter, straighter blade (called a kama). Whatever name
• When you use the Attack action with an unarmed strike or a monk weapon on you use for a monk weapon, you can use the game statistics
your turn, you can make one unarmed strike as a bonus action. For example, provided for
if you take the Attack action and attack with a quarter- staff, you can
also make an unarmed strike as a bonus action, assuming you haven't already
taken a bonus action this turn.
Certain monasteries use specializepd forms of the monk weapons. For
example, you might use a club that is two lengths of w ood connected by a
short chain (called a nunchaku) or a sickle with a shorter, straighter
blade (called a kama). Whatever name you use for a monk weapon, you can use
the game statistics provided for
""" """
name = "Martial Arts" name = "Martial Arts"
@@ -45,9 +48,7 @@ class MartialArts(Feature):
die = 'd4' die = 'd4'
def weapon_func(self, weapon: weapons.Weapon, **kwargs): def weapon_func(self, weapon: weapons.Weapon, **kwargs):
""" """Update increasing damage dice and DEX mod of Monk weapons"""
Update increasing damage dice and DEX mod of Monk weapons
"""
is_monk_weapon = any([isinstance(weapon, w) is_monk_weapon = any([isinstance(weapon, w)
for w in weapons.monk_weapons]) for w in weapons.monk_weapons])
level = self.owner.Monk.level level = self.owner.Monk.level
@@ -67,22 +68,24 @@ class MartialArts(Feature):
class Ki(Feature): class Ki(Feature):
"""Starting at 2nd level, your training allows you to harness the mystic """Starting at 2nd level, your training allows you to harness the
energy of ki. Your access to this energy is represented by a number of ki mystic energy of ki. Your access to this energy is represented by
points. Your monk level determines the number of points you have, as shown a number of ki points. Your monk level determines the number of
in the Ki Points column of the Monk table. You can spend these points to points you have, as shown in the Ki Points column of the Monk
fuel various ki features. table. You can spend these points to fuel various ki features.
You start knowing three such features: Flurry of Blows, Patient Defense, You start knowing three such features: Flurry of Blows, Patient
and Step of the Wind. You learn more ki features as you gain levels in this Defense, and Step of the Wind. You learn more ki features as you
class. When you spend a ki point, it is unavailable until you finish a gain levels in this class. When you spend a ki point, it is
short or long rest, at the end of which you draw all of your expended ki unavailable until you finish a short or long rest, at the end of
back into yourself. You must spend at least 30 minutes of the rest which you draw all of your expended ki back into yourself. You
meditating to regain your ki points. must spend at least 30 minutes of the rest meditating to regain
your ki points.
Some of your ki features require your target to make a saving throw to Some of your ki features require your target to make a saving
resist the feature's effects. The saving throw DC is calculated as follows: throw to resist the feature's effects. The saving throw DC is
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier calculated as follows: Ki save DC = 8 + your proficiency bonus +
your Wisdom modifier
""" """
_name = "Ki" _name = "Ki"
@@ -150,18 +153,18 @@ class UnarmoredMovement(Feature):
class DeflectMissiles(Feature): class DeflectMissiles(Feature):
"""Starting at 3rd level, you can use your reaction to deflect or catch the """Starting at 3rd level, you can use your reaction to deflect or
missile when you are hit by a ranged weapon attack. When you do so, the catch the missile when you are hit by a ranged weapon attack. When
damage you take from the attack is reduced by 1d10 + your Dexterity you do so, the damage you take from the attack is reduced by 1d10
modifier + your monk level. If you reduce the damage to 0, you can catch + your Dexterity modifier + your monk level. If you reduce the
the missile if it is small enough for you to hold in one hand and you have damage to 0, you can catch the missile if it is small enough for
at least one hand free. you to hold in one hand and you have at least one hand free.
If you catch a missile in this way, you can spend 1 ki point to make a If you catch a missile in this way, you can spend 1 ki point to
ranged attack with the weapon or piece of ammunition you just caught, as make a ranged attack with the weapon or piece of ammunition you
part of the same reaction. You make this attack with proficiency, just caught, as part of the same reaction. You make this attack
regardless of your weapon proficiencies, and the missile counts as a monk with proficiency, regardless of your weapon proficiencies, and the
weapon for the attack missile counts as a monk weapon for the attack
""" """
_name = "Deflect Missiles" _name = "Deflect Missiles"
@@ -174,9 +177,9 @@ class DeflectMissiles(Feature):
class SlowFall(Feature): class SlowFall(Feature):
"""Beginning at 4th level, you can use your reaction when you fall to reduce """Beginning at 4th level, you can use your reaction when you fall to
any falling damage you take by an amount equal to five times your monk reduce any falling damage you take by an amount equal to five
level. times your monk level.
""" """
name = "Slow Fall" name = "Slow Fall"
@@ -184,8 +187,8 @@ class SlowFall(Feature):
class ExtraAttackMonk(Feature): class ExtraAttackMonk(Feature):
"""Beginning at 5th level, you can attack twice, instead of once, whenever you """Beginning at 5th level, you can attack twice, instead of once,
take the Attack action on your turn whenever you take the Attack action on your turn
""" """
name = "Extra Attack (2x)" name = "Extra Attack (2x)"
@@ -194,10 +197,10 @@ class ExtraAttackMonk(Feature):
class StunningStrike(Feature): class StunningStrike(Feature):
"""Starting at 5th level, you can interfere with the flow of ki in an """Starting at 5th level, you can interfere with the flow of ki in an
opponent's body. When you hit another creature with a melee weapon attack, opponent's body. When you hit another creature with a melee weapon
you can spend 1 ki point to attempt a stunning strike. The target must attack, you can spend 1 ki point to attempt a stunning strike. The
succeed on a Constitution saving throw or be stunned until the end of your target must succeed on a Constitution saving throw or be stunned
next turn until the end of your next turn
""" """
name = "Stunning Strike" name = "Stunning Strike"
@@ -205,9 +208,9 @@ class StunningStrike(Feature):
class KiEmpoweredStrikes(Feature): class KiEmpoweredStrikes(Feature):
"""Starting at 6th level, your unarmed strikes count as magical for the """Starting at 6th level, your unarmed strikes count as magical for
purpose of overcoming resistance and immunity to nonmagical attacks and the purpose of overcoming resistance and immunity to nonmagical
damage attacks and damage
""" """
name = "Ki-Empowered Strikes" name = "Ki-Empowered Strikes"
@@ -224,8 +227,8 @@ class StillnessOfMind(Feature):
class PurityOfBody(Feature): class PurityOfBody(Feature):
"""At 10th level, your mastery of the ki flowing through you makes you immune """At 10th level, your mastery of the ki flowing through you makes you
to disease and poison. immune to disease and poison.
""" """
name = "Purity of Body" name = "Purity of Body"
@@ -233,9 +236,9 @@ class PurityOfBody(Feature):
class TongueOfTheSunAndMoon(Feature): class TongueOfTheSunAndMoon(Feature):
"""Starting at 13th level, you learn to touch the ki of other minds so that """Starting at 13th level, you learn to touch the ki of other minds so
you understand all spoken languages. Moreover, any creature that can that you understand all spoken languages. Moreover, any creature
understand a language can understand what you say. that can understand a language can understand what you say.
""" """
name = "Tongue of the Sun and Moon" name = "Tongue of the Sun and Moon"
@@ -243,9 +246,10 @@ class TongueOfTheSunAndMoon(Feature):
class DiamondSoul(Feature): class DiamondSoul(Feature):
"""Beginning at 14th level, your mastery of ki grants you proficiency in all """Beginning at 14th level, your mastery of ki grants you proficiency
saving throws. Additionally, whenever you make a saving throw and fail, you in all saving throws. Additionally, whenever you make a saving
can spend 1 ki point to reroll it and take the second result. throw and fail, you can spend 1 ki point to reroll it and take the
second result.
""" """
name = "Diamond Soul" name = "Diamond Soul"
@@ -253,9 +257,10 @@ class DiamondSoul(Feature):
class TimelessBody(Feature): class TimelessBody(Feature):
"""At 15th level, your ki sustains you so that you suffer none of the frailty """At 15th level, your ki sustains you so that you suffer none of the
of old age, and you can't be aged magically. You can still die of old age, frailty of old age, and you can't be aged magically. You can still
however. In addition, you no longer need food or water. die of old age, however. In addition, you no longer need food or
water.
""" """
name = "Timeless Body" name = "Timeless Body"
@@ -263,11 +268,12 @@ class TimelessBody(Feature):
class EmptyBody(Feature): class EmptyBody(Feature):
"""Beginning at 18th level, you can use your action to spend 4 ki points to """Beginning at 18th level, you can use your action to spend 4 ki
become invisible for 1 minute. During that time, you also have resistance points to become invisible for 1 minute. During that time, you
to all damage but force damage. Additionally, you can spend 8 ki points to also have resistance to all damage but force damage. Additionally,
cast the astral projection spell, without needing material components. When you can spend 8 ki points to cast the astral projection spell,
you do so, you can't take any other creatures with you. without needing material components. When you do so, you can't
take any other creatures with you.
""" """
name = "Empty Body" name = "Empty Body"
@@ -285,17 +291,16 @@ class PerfectSelf(Feature):
# Way of the Open Hand # Way of the Open Hand
class OpenHandTechnique(Feature): class OpenHandTechnique(Feature):
"""Starting when you choose this tradition at 3rd level, you can manipulate """Starting when you choose this tradition at 3rd level, you can
your enemy's ki when you harness your own. Whenever you hit a creature with manipulate your enemy's ki when you harness your own. Whenever you
one of the attacks granted by your Flurry of Blows, you can impose one of hit a creature with one of the attacks granted by your *Flurry of
the following effects on that target: Blows*, you can impose one of the following effects on that
target:
It must succeed on a Dexterity saving throw or be knocked prone. - It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push
• It must make a Strength saving throw. If it fails, you can push it up to it up to 15 feet away from you.
15 feet away from you. - It can't take reactions until the end of your next turn
• It can't take reactions until the end of your next turn
""" """
name = "Open Hand Technique" name = "Open Hand Technique"
@@ -303,9 +308,10 @@ class OpenHandTechnique(Feature):
class WholenessOfBody(Feature): class WholenessOfBody(Feature):
"""At 6th level, you gain the ability to heal yourself. As an action, you can """At 6th level, you gain the ability to heal yourself. As an action,
regain hit points equal to three times your monk level. You must finish a you can regain hit points equal to three times your monk
long rest before you can use this feature again level. You must finish a long rest before you can use this feature
again
""" """
name = "Wholeness of Body" name = "Wholeness of Body"
@@ -313,11 +319,12 @@ class WholenessOfBody(Feature):
class Tranquility(Feature): class Tranquility(Feature):
"""Beginning at 11th level, you can enter a special meditation that surrounds """Beginning at 11th level, you can enter a special meditation that
you with an aura of peace. At the end of a long rest, you gain the effect surrounds you with an aura of peace. At the end of a long rest,
of a sanctuary spell that lasts until the start of your next long rest (the you gain the effect of a sanctuary spell that lasts until the
spell can end early as normal). The saving throw DC for the spell equals 8 start of your next long rest (the spell can end early as
+ your Wisdom modifier + your proficiency bonus normal). The saving throw DC for the spell equals 8 + your Wisdom
modifier + your proficiency bonus
""" """
name = "Tranquility" name = "Tranquility"
@@ -326,15 +333,17 @@ class Tranquility(Feature):
class QuiveringPalm(Feature): class QuiveringPalm(Feature):
"""At 17th level, you gain the ability to set up lethal vibrations in """At 17th level, you gain the ability to set up lethal vibrations in
someone's body. When you hit a creature with an unarmed strike, you can someone's body. When you hit a creature with an unarmed strike,
spend 3 ki points to start these imperceptible vibrations, which last for a you can spend 3 ki points to start these imperceptible vibrations,
number of days equal to your monk level. The vibrations are harmless unless which last for a number of days equal to your monk level. The
you use your action to end them. To do so, you and the target must be on vibrations are harmless unless you use your action to end them. To
the same plane of existence. When you use this action, the creature must do so, you and the target must be on the same plane of
make a Constitution saving throw. If it fails, it is reduced to 0 hit existence. When you use this action, the creature must make a
points. If it succeeds, it takes 10d10 necrotic damage. You can have only Constitution saving throw. If it fails, it is reduced to 0 hit
one creature under the effect of this feature at a time. You can choose to points. If it succeeds, it takes 10d10 necrotic damage. You can
end the vibrations harmlessly without using an action. have only one creature under the effect of this feature at a
time. You can choose to end the vibrations harmlessly without
using an action.
""" """
name = "Quivering Palm" name = "Quivering Palm"
@@ -343,11 +352,12 @@ class QuiveringPalm(Feature):
# Way of Shadow # Way of Shadow
class ShadowArts(Feature): class ShadowArts(Feature):
"""Starting when you choose this tradition at 3rd level, you can use your ki """Starting when you choose this tradition at 3rd level, you can use
to duplicate the effects of certain spells. As an action, you can spend 2 your ki to duplicate the effects of certain spells. As an action,
ki points to cast darkness, darkvision, pass without trace, or silence, you can spend 2 ki points to cast darkness, darkvision, pass
without providing material components. Additionally, you gain the minor without trace, or silence, without providing material
illusion cantrip if you don't already know it. components. Additionally, you gain the minor illusion cantrip if
you don't already know it.
""" """
name = "Shadow Arts" name = "Shadow Arts"
@@ -356,10 +366,10 @@ class ShadowArts(Feature):
class ShadowStep(Feature): class ShadowStep(Feature):
"""At 6th level, you gain the ability to step from one shadow into """At 6th level, you gain the ability to step from one shadow into
another. When you are in dim light or darkness, as a bonus action you can another. When you are in dim light or darkness, as a bonus action
teleport up to 60 feet to an unoccupied space you can see that is also in you can teleport up to 60 feet to an unoccupied space you can see
dim light or darkness. You then have advantage on the first melee attack that is also in dim light or darkness. You then have advantage on
you make before the end of the turn. the first melee attack you make before the end of the turn.
""" """
name = "Shadow Step" name = "Shadow Step"
@@ -367,10 +377,11 @@ class ShadowStep(Feature):
class CloakOfShadows(Feature): class CloakOfShadows(Feature):
"""By 11th level, you have learned to become one with the shadows. When you """By 11th level, you have learned to become one with the
are in an area of dim light or darkness, you can use your action to become shadows. When you are in an area of dim light or darkness, you can
invisible. You remain invisible until you make an attack, cast a spell, or use your action to become invisible. You remain invisible until
are in an area of bright light. you make an attack, cast a spell, or are in an area of bright
light.
""" """
name = "Cloak of Shadows" name = "Cloak of Shadows"
@@ -378,10 +389,10 @@ class CloakOfShadows(Feature):
class Opportunist(Feature): class Opportunist(Feature):
"""At 17th level, you can exploit a creature's momentary distraction when it """At 17th level, you can exploit a creature's momentary distraction
is hit by an attack. Whenever a creature within 5 feet of you is hit by an when it is hit by an attack. Whenever a creature within 5 feet of
attack made by a creature other than you, you can use your reaction to make you is hit by an attack made by a creature other than you, you can
a melee attack against that creature. use your reaction to make a melee attack against that creature.
""" """
name = "Opportunist" name = "Opportunist"
@@ -390,35 +401,38 @@ class Opportunist(Feature):
# Way of the Four Elements # Way of the Four Elements
class DiscipleOfTheElements(Feature): class DiscipleOfTheElements(Feature):
"""When you choose this tradition at 3rd level, you learn magical disciplines """When you choose this tradition at 3rd level, you learn magical
that harness the power of the four elements. A discipline requires you to disciplines that harness the power of the four elements. A
spend ki points each time you use it. You know the Elemental Attunement discipline requires you to spend ki points each time you use
discipline and one other elemental discipline of your choice, which are it. You know the Elemental Attunement discipline and one other
detailed in the "Elemental Disciplines" section below. elemental discipline of your choice, which are detailed in the
"Elemental Disciplines" section below.
You learn one additional elemental discipline of your choice at 6th, 11th, You learn one additional elemental discipline of your choice at
and 17th level. Whenever you learn a new elemental discipline, you can also 6th, 11th, and 17th level. Whenever you learn a new elemental
replace one elemental discipline that you already know with a different discipline, you can also replace one elemental discipline that you
discipline. already know with a different discipline.
Add your chosen disciplines under "features" in your .py file Add your chosen disciplines under "features" in your .py file
**Casting Elemental Spells**: Some elemental disciplines allow you to cast **Casting Elemental Spells:** Some elemental disciplines allow you
spells. See chapter 10 for the general rules of spellcasting. To cast one o to cast spells. See chapter 10 for the general rules of
f these spells, you use its casting time and other rules, but you don't spellcasting. To cast one o f these spells, you use its casting
need to provide material components for it. Once you reach 5th level in time and other rules, but you don't need to provide material
this class, you can spend additional ki points to increase the level of an components for it. Once you reach 5th level in this class, you can
elemental discipline spell that you cast, provided that the spell has an spend additional ki points to increase the level of an elemental
enhanced effect at a higher level, as burning hands does. The spell's level discipline spell that you cast, provided that the spell has an
increases by 1 for each additional ki point you spend. For example, if you enhanced effect at a higher level, as burning hands does. The
are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, spell's level increases by 1 for each additional ki point you
you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's spend. For example, if you are a 5th-level monk and use Sweeping
base cost of 2 ki points plus 1). Cinder Strike to cast burning hands, you can spend 3 ki points to
cast it as a 2nd-level spell (the discipline's base cost of 2 ki
points plus 1).
The maximum number of ki points you can spend to cast a spell in this way The maximum number of ki points you can spend to cast a spell in
(including its base ki point cost and any additional ki points you spend to this way (including its base ki point cost and any additional ki
increase its level) is determined by your monk level, as shown in the points you spend to increase its level) is determined by your monk
Spells and Ki Points table. level, as shown in the Spells and Ki Points table.
Monk Levels 5-8 : 3 Ki points Max Monk Levels 5-8 : 3 Ki points Max
@@ -436,18 +450,16 @@ class DiscipleOfTheElements(Feature):
class ElementalAttunement(Feature): class ElementalAttunement(Feature):
"""You can use your action to briefly control elemental forces nearby, causing """You can use your action to briefly control elemental forces nearby, causing
one of the following effects of your choice: one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air,
• Create a harmless, instantaneous sensory effect related to air, earth, earth, fire, or water, such as a shower of sparks, a puff of
fire, or water, such as a shower of sparks, a puff of wind, a spray o f wind, a spray o f light mist, or a gentle rumbling of stone.
light mist, or a gentle rumbling of stone. - Instantaneously light or snuff out a candle, a torch, or a small
• Instantaneously light or snuff out a candle, a torch, or a small
campfire. campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1
• Chill or warm up to 1 pound of nonliving material for up to 1 hour. hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to cube to shape itself into a crude form you desig nate for 1
shape itself into a crude form you desig nate for 1 minute. minute.
""" """
name = "Elemental Attunement" name = "Elemental Attunement"
@@ -457,7 +469,7 @@ class ElementalAttunement(Feature):
class BreathOfWinter(Feature): class BreathOfWinter(Feature):
"""You can spend 6 ki points to cast cone of cold. """You can spend 6 ki points to cast cone of cold.
**Prerequisite**: 17th Level **Prerequisite:** 17th Level
""" """
name = "Breath of Winter" name = "Breath of Winter"
@@ -468,7 +480,7 @@ class BreathOfWinter(Feature):
class ClenchOfTheNorthWind(Feature): class ClenchOfTheNorthWind(Feature):
"""You can spend 3 ki points to cast hold person. """You can spend 3 ki points to cast hold person.
**Prerequisite**: 6th Level **Prerequisite:** 6th Level
""" """
name = "Clench of the North Wind" name = "Clench of the North Wind"
@@ -479,7 +491,8 @@ class ClenchOfTheNorthWind(Feature):
class EternalMountainDefense(Feature): class EternalMountainDefense(Feature):
"""You can spend 5 ki points to cast stoneskin, targeting yourself. """You can spend 5 ki points to cast stoneskin, targeting yourself.
**Prerequisite**: 11th Level **Prerequisite:** 11th Level
""" """
name = "Eternal Mountain Defense" name = "Eternal Mountain Defense"
source = "Monk (Way of the Four Elements)" source = "Monk (Way of the Four Elements)"
@@ -487,12 +500,13 @@ class EternalMountainDefense(Feature):
class FangsOfTheFireSnake(Feature): class FangsOfTheFireSnake(Feature):
"""When you use the Attack action on your turn, you can spend 1 ki point to """When you use the Attack action on your turn, you can spend 1 ki
cause tendrils of flame to stretch out from your fists and feet. Your reach point to cause tendrils of flame to stretch out from your fists
with your unarmed strikes increases by 10 feet for that action, as well as and feet. Your reach with your unarmed strikes increases by 10
the rest o f the turn. A hit with such an attack deals fire damage instead feet for that action, as well as the rest o f the turn. A hit with
of bludgeoning damage, and if you spend 1 ki point when the attack hits, it such an attack deals fire damage instead of bludgeoning damage,
also deals an extra 1d10 fire damage and if you spend 1 ki point when the attack hits, it also deals an
extra 1d10 fire damage
""" """
name = "Fangs of the Fire Snake" name = "Fangs of the Fire Snake"
@@ -500,9 +514,7 @@ class FangsOfTheFireSnake(Feature):
class FistOfFourThunders(Feature): class FistOfFourThunders(Feature):
"""You can spend 2 ki points to cast thunderwave """You can spend 2 ki points to cast thunderwave."""
"""
name = "Fist of Four Thunders" name = "Fist of Four Thunders"
source = "Monk (Way of the Four Elements)" source = "Monk (Way of the Four Elements)"
spells_known = (spells.Thunderwave,) spells_known = (spells.Thunderwave,)
@@ -510,13 +522,14 @@ class FistOfFourThunders(Feature):
class FistOfUnbrokenAir(Feature): class FistOfUnbrokenAir(Feature):
"""You can create a blast of compressed air that strikes like a mighty """You can create a blast of compressed air that strikes like a mighty
fist. As an action, you can spend 2 ki points and choose a creature within fist. As an action, you can spend 2 ki points and choose a
30 feet of you. That creature must make a Strength saving throw. On a creature within 30 feet of you. That creature must make a Strength
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 saving throw. On a failed save, the creature takes 3d10
bludgeoning damage for each additional ki point you spend, and you can push bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
the creature up to 20 feet away from you and knock it prone. On a additional ki point you spend, and you can push the creature up to
successful save, the creature takes half as much damage, and you don't push 20 feet away from you and knock it prone. On a successful save,
it or knock it prone. the creature takes half as much damage, and you don't push it or
knock it prone.
""" """
name = "Fist of Unbroken Air" name = "Fist of Unbroken Air"
@@ -526,7 +539,7 @@ class FistOfUnbrokenAir(Feature):
class FlamesOfThePhoenix(Feature): class FlamesOfThePhoenix(Feature):
"""You can spend 4 ki points to cast fireball. """You can spend 4 ki points to cast fireball.
**Prerequisite**: 11th Level **Prerequisite:** 11th Level
""" """
name = "Flames of the Phoenix" name = "Flames of the Phoenix"
@@ -537,7 +550,7 @@ class FlamesOfThePhoenix(Feature):
class GongOfTheSummit(Feature): class GongOfTheSummit(Feature):
"""You can spend 3 ki points to cast shatter. """You can spend 3 ki points to cast shatter.
**Prerequisite**: 6th Level **Prerequisite:** 6th Level
""" """
name = "Gong of the Summit" name = "Gong of the Summit"
@@ -548,7 +561,7 @@ class GongOfTheSummit(Feature):
class MistStance(Feature): class MistStance(Feature):
"""You can spend 4 ki points to cast gaseous form, targeting yourself. """You can spend 4 ki points to cast gaseous form, targeting yourself.
**Prerequisite**: 11th Level **Prerequisite:** 11th Level
""" """
name = "Mist Stance" name = "Mist Stance"
@@ -559,7 +572,7 @@ class MistStance(Feature):
class RideTheWind(Feature): class RideTheWind(Feature):
"""You can spend 4 ki points to cast fly, targeting yourself """You can spend 4 ki points to cast fly, targeting yourself
**Prerequisite**: 11th Level **Prerequisite:** 11th Level
""" """
name = "Ride the Wind" name = "Ride the Wind"
@@ -570,7 +583,7 @@ class RideTheWind(Feature):
class RiverOfHungryFlame(Feature): class RiverOfHungryFlame(Feature):
"""You can spend 5 ki points to cast wall of fire. """You can spend 5 ki points to cast wall of fire.
**Prerequisite**: 17th Level **Prerequisite:** 17th Level
""" """
name = "River of Hungry Flame" name = "River of Hungry Flame"
@@ -588,16 +601,18 @@ class RushOfTheGaleSpirits(Feature):
class ShapeTheFlowingRiver(Feature): class ShapeTheFlowingRiver(Feature):
"""As an action, you can spend 1 ki point to choose an area of ice or water no """As an action, you can spend 1 ki point to choose an area of ice or
larger than 30 feet on a side within 120 feet o f you. You can change water water no larger than 30 feet on a side within 120 feet o f
to ice within the area and vice versa, and you can reshape ice in the area you. You can change water to ice within the area and vice versa,
in any manner you choose. You can raise or lower the ice's elevation, and you can reshape ice in the area in any manner you choose. You
create or fill in a trench, erect or flatten a wall, or form a pillar. The can raise or lower the ice's elevation, create or fill in a
extent of any such changes can't exceed half the area's largest trench, erect or flatten a wall, or form a pillar. The extent of
dimension. For example, if you affect a 30-foot square, you can create a any such changes can't exceed half the area's largest
pillar up to 15 feet high, raise or lower the square's elevation by up to dimension. For example, if you affect a 30-foot square, you can
15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the create a pillar up to 15 feet high, raise or lower the square's
ice to trap or injure a creature in the area. elevation by up to 15 feet, dig a trench up to 15 feet deep, and
so on. You can't shape the ice to trap or injure a creature in the
area.
""" """
name = "Shape the Flowing River" name = "Shape the Flowing River"
@@ -605,23 +620,22 @@ class ShapeTheFlowingRiver(Feature):
class SweepingCinderStrike(Feature): class SweepingCinderStrike(Feature):
"""You can spend 2 ki points to cast burning hands """You can spend 2 ki points to cast burning hands."""
"""
name = "Sweeping Cinder Strike" name = "Sweeping Cinder Strike"
source = "Monk (Way of the Four Elements)" source = "Monk (Way of the Four Elements)"
spells_known = (spells.BurningHands,) spells_known = (spells.BurningHands,)
class WaterWhip(Feature): class WaterWhip(Feature):
"""You can spend 2 ki points as a bonus action to create a whip of water that """You can spend 2 ki points as a bonus action to create a whip of
shoves and pulls a creature to unbalance it. A creature that you can see water that shoves and pulls a creature to unbalance it. A creature
that is within 30 feet of you must make a Dexterity saving throw. On a that you can see that is within 30 feet of you must make a
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 Dexterity saving throw. On a failed save, the creature takes 3d10
bludgeoning damage for each additional ki point you spend, and you can bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
either knock it prone or pull it up to 25 feet closer to you. On a additional ki point you spend, and you can either knock it prone
successful save, the creature takes half as much damage, and you don't pull or pull it up to 25 feet closer to you. On a successful save, the
it or knock it prone creature takes half as much damage, and you don't pull it or knock
it prone
""" """
name = "Water Whip" name = "Water Whip"
@@ -631,7 +645,7 @@ class WaterWhip(Feature):
class WaveOfRollingEarth(Feature): class WaveOfRollingEarth(Feature):
"""You can spend 6 ki points to cast wall of stone """You can spend 6 ki points to cast wall of stone
**Prerequisite**: 17th Level **Prerequisite:** 17th Level
""" """
name = "Wave of Rolling Earth" name = "Wave of Rolling Earth"
@@ -769,10 +783,10 @@ class TipsySway(Feature):
"""Starting at 6th level, you can move in sudden, swaying ways. You gain the """Starting at 6th level, you can move in sudden, swaying ways. You gain the
following benefits. following benefits.
**Leap to Your Feet**: When you're prone, you can stand up **Leap to Your Feet:** When you're prone, you can stand up
by spending 5 feet of movement, rather than half your speed. by spending 5 feet of movement, rather than half your speed.
**Redirect Attack**: When a creature misses you with a melee attack roll, **Redirect Attack:** When a creature misses you with a melee attack roll,
you can spend 1 ki point as a re- action to cause that attack to hit one you can spend 1 ki point as a re- action to cause that attack to hit one
creature of your choice, other than the attacker, that you can see within 5 creature of your choice, other than the attacker, that you can see within 5
feet of you. feet of you.
@@ -812,7 +826,7 @@ class PathOfTheKensei(Feature):
includes instruction in the deft strokes of calligraphy or painting. You includes instruction in the deft strokes of calligraphy or painting. You
gain the following benefits. gain the following benefits.
**Kensei Weapons**: Choose two types of weapons to be your kensei weapons: **Kensei Weapons:** Choose two types of weapons to be your kensei weapons:
one melee weapon and one ranged weapon. Each of these weapons can be any one melee weapon and one ranged weapon. Each of these weapons can be any
sim- ple or martial weapon that lacks the heavy and special properties. The sim- ple or martial weapon that lacks the heavy and special properties. The
longbow is also a valid choice. You gain proficiency with these weapons if longbow is also a valid choice. You gain proficiency with these weapons if
@@ -822,19 +836,19 @@ class PathOfTheKensei(Feature):
choose another type of weapon-either melee or ranged-to be a kensei weapon choose another type of weapon-either melee or ranged-to be a kensei weapon
for you. following the criteria above. for you. following the criteria above.
**Agile Parry**: If you make an unarmed strike as part of the Attack action **Agile Parry:** If you make an unarmed strike as part of the Attack action
on your turn and are holding a kensei weapon, you can use it to defend on your turn and are holding a kensei weapon, you can use it to defend
yourself if it is a melee weapon. You gain a +2 bonus to AC until the start yourself if it is a melee weapon. You gain a +2 bonus to AC until the start
of your next turn, while the weapon is in your hand and you aren't of your next turn, while the weapon is in your hand and you aren't
incapacitated. incapacitated.
**Kensei's Shot**: You can use a bonus action on your turn to make your **Kensei's Shot:** You can use a bonus action on your turn to make your
ranged attacks with a kensei weapon more deadly. When you do so, any target ranged attacks with a kensei weapon more deadly. When you do so, any target
you hit with a ranged attack using a kensei weapon takes an extra 1d4 you hit with a ranged attack using a kensei weapon takes an extra 1d4
damage of the weapons type. You retain this benefit un- til the end of the damage of the weapons type. You retain this benefit un- til the end of the
current turn. current turn.
**Way ofthe Brush**: You gain proficiency with your choice of **Way ofthe Brush:** You gain proficiency with your choice of
calligrapher's supplies or painter's supplies calligrapher's supplies or painter's supplies
""" """
@@ -846,11 +860,11 @@ class OneWithTheBlade(Feature):
"""At 6th level, you extend your ki into your kensei weap- ons, granting you """At 6th level, you extend your ki into your kensei weap- ons, granting you
the following benefits. the following benefits.
**Magic Kensei Weapons**: Your attacks with your kensei weapons count as **Magic Kensei Weapons:** Your attacks with your kensei weapons count as
magical for the purpose of over- coming resistance and immunity to magical for the purpose of over- coming resistance and immunity to
nonmagical attacks and damage nonmagical attacks and damage
**Deft Strike**: When you hit a target with a kensei weapon, you can spend **Deft Strike:** When you hit a target with a kensei weapon, you can spend
1 ki point to cause the weapon to deal extra damage to the target equal to 1 ki point to cause the weapon to deal extra damage to the target equal to
your Martial Arts die. You can use this feature only once on each of your Martial Arts die. You can use this feature only once on each of
your turns. your turns.
+22 -22
View File
@@ -28,30 +28,30 @@ class FavoredEnemy(Feature):
class NaturalExplorer(Feature): class NaturalExplorer(Feature):
"""You are particularly familiar with one type of natural environment and are """You are particularly familiar with one type of natural environment
adept at traveling and surviving in such regions. Choose one type of and are adept at traveling and surviving in such regions. Choose
favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, one type of favored terrain: arctic, coast, desert, forest,
or the Underdark. You choose additional favored terrain types at 6th and grassland, mountain, swamp, or the Underdark. You choose
10th additional favored terrain types at 6th and 10th
When you make an Intelligence or Wisdom check related to your favored When you make an Intelligence or Wisdom check related to your
terrain, your proficiency bonus is doubled if you are using a skill that favored terrain, your proficiency bonus is doubled if you are
you're proficient in. While traveling for an hour or more in your favored using a skill that you're proficient in. While traveling for an
terrain, you gain the following benefits: hour or more in your favored terrain, you gain the following
benefits:
Difficult terrain doesn't slow your group's travel. - Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
• Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling
(such as foraging, navigating, or tracking), you remain alert to
• Even when you are engaged in another activity while traveling danger.
(such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal
pace.
• If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally
would.
When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed through the
• While tracking other creatures, you also learn their exact number, their area.
sizes, and how long ago they passed through the area.
""" """
name = "Natural Explorer" name = "Natural Explorer"
+18 -19
View File
@@ -418,26 +418,25 @@ class HoundOfIllOmen(Feature):
(see the Monster Manual or appendix C in the Player's Handbook), with the (see the Monster Manual or appendix C in the Player's Handbook), with the
following changes: following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not - The hound is size Medium, not Large, and it counts as a
a beast. monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half
your sorcerer level.
- It can move through other creatures and objects as if they were
difficult terrain. The bound takes 5 force damage if it ends its
turn inside an object.
- At the start of its turn, the hound automatically knows its
target's location. If the target was hidden, it is no longer
hidden from the hound.
• It appears with a number of temporary hit points equal to half your The hound appears in an unoccupied space of your choice within 30
sorcerer level. feet of the target. Roll initiative for the hound. On its turn, it
can move only toward its target by the most direct route, and it
• It can move through other creatures and objects as if they were can use its action only to attack its target. The hound can make
difficult terrain. The bound takes 5 force damage if it ends its turn opportunity attacks but only against its target. Additionally,
inside an object. while the hound is within 5 feet of the target, the target has
disadvantage on saving throws against any spell you cast. The
• At the start of its turn, the hound automatically knows its target's hound disappears if it is reduced to 0 hit points, if its target
location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of
the target. Roll initiative for the hound. On its turn, it can move only
toward its target by the most direct route, and it can use its action only
to attack its target. The hound can make opportunity attacks but only
against its target. Additionally, while the hound is within 5 feet of the
target, the target has disadvantage on saving throws against any spell you
cast. The hound disappears if it is reduced to 0 hit points, if its target
is reduced to 0 hit points, or after 5 minutes. is reduced to 0 hit points, or after 5 minutes.
""" """
+6 -8
View File
@@ -428,14 +428,12 @@ class HexbladesCurse(Feature):
target dies, you die, or you are incapacitated. Until the curse ends, you target dies, you die, or you are incapacitated. Until the curse ends, you
gain the following benefits: gain the following benefits:
You gain a bonus to damage rolls against the - You gain a bonus to damage rolls against the cursed target. The
cursed target. The bonus equals your proficiency bonus. bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical
• Any attack roll you make against the cursed target is a critical hit on hit on a roll of 19 or 20 on the d20.
a roll of 19 or 20 on the d20. - If the cursed target dies, you regain hit points equal to your
warlock level + your Charisma modifier (minimum of 1 hit point).
--If the cursed target dies, you regain hit points equal to your warlock
level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest. You can't use this feature again until you finish a short or long rest.
+23 -22
View File
@@ -525,24 +525,24 @@ class MinorAlchemy(Feature):
class TransmutersStone(Feature): class TransmutersStone(Feature):
"""Starting at 6th level, you can spend 8 hours creating a transmuter's stone """Starting at 6th level, you can spend 8 hours creating a
that stores transmutation magic. You can benefit from the stone yourself or transmuter's stone that stores transmutation magic. You can
give it to another creature. A creature gains a benefit of your choice as benefit from the stone yourself or give it to another creature. A
long as the stone is in the creature's possession. When you create the creature gains a benefit of your choice as long as the stone is in
stone, choose the benefit from the following options: the creature's possession. When you create the stone, choose the
benefit from the following options:
Darkvision out to a range of 60 feet, as described in chapter 8 - Darkvision out to a range of 60 feet, as described in chapter 8
- An increase to speed of 10 feet while the creature is
unencumbered
- Proficiency in Constitution saving throws
- Resistance to acid, cold, fire, lightning, or thunder damage
(your choice whenever you choose this benefit)
• An increase to speed of 10 feet while the creature is unencumbered Each time you cast a transmutation spell of 1st level or higher,
you can change the effect of your stone if the stone is on your
• Proficiency in Constitution saving throws person. If you create a new transmuter's stone, the previous one
ceases to function
• Resistance to acid, cold, fire, lightning, or thunder damage (your
choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can
change the effect of your stone if the stone is on your person. If you
create a new transmuter's stone, the previous one ceases to function
""" """
name = "Transmuter's Stone" name = "Transmuter's Stone"
@@ -550,12 +550,13 @@ class TransmutersStone(Feature):
class Shapechanger(Feature): class Shapechanger(Feature):
"""At 10th level, you add the polymorph spell to your spellbook, if it is not """At 10th level, you add the polymorph spell to your spellbook, if it
there already. You can cast polymorph without expending a spell slot. When is not there already. You can cast polymorph without expending a
you do so, you can target only yourself and transform into a beast whose spell slot. When you do so, you can target only yourself and
challenge rating is 1 or lower. Once you cast polymorph in this way, you transform into a beast whose challenge rating is 1 or lower. Once
can't do so again until you finish a short or long rest, though you can you cast polymorph in this way, you can't do so again until you
still cast it normally using an available spell slot finish a short or long rest, though you can still cast it normally
using an available spell slot
""" """
name = "Shapechanger" name = "Shapechanger"
+48 -46
View File
@@ -24,22 +24,22 @@ class AbiDalzimsHorridWilting(Spell):
class AbsorbElements(Spell): class AbsorbElements(Spell):
"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder """The spell captures some of the incoming energy, lessening its
damage effect on you and storing it for your next melee attack. You have
resistance to the triggering damage type until the start of your
next turn. Also, the first time you hit with a melee attack on
your next turn, the target takes an extra 1d6 damage of the
triggering type, and the spell ends.
The spell captures some of the incoming energy, lessening its effect on **At Higher Levels:** When you cast this spell using a spell slot
you and storing it for your next melee attack. You have resistance to the of 2nd level or higher, the extra damage increases by 1d6 for each
triggering damage type until the start of your next turn. Also, the first time slot level above 1st.
you hit with a melee attack on your next turn, the target takes an extra 1d6
damage of the triggering type, and the spell ends.
At Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.
""" """
name = "Absorb Elements" name = "Absorb Elements"
level = 1 level = 1
casting_time = "Special" casting_time = ("1 Reaction, which you take when you take "
"acid, cold, fire, lightning, or thunder damage")
casting_range = "Self" casting_range = "Self"
components = ('S',) components = ('S',)
materials = """""" materials = """"""
@@ -123,7 +123,7 @@ class Aid(Spell):
creatures within range. Each target's hit point maximum and current hit points creatures within range. Each target's hit point maximum and current hit points
increase by 5 for the duration. increase by 5 for the duration.
At Higher Levels: When you cast this spell **At Higher Levels:** When you cast this spell
using a spell slot of 3rd level or higher, a target's hit points increase by an using a spell slot of 3rd level or higher, a target's hit points increase by an
additional 5 for each slot level above 2nd. additional 5 for each slot level above 2nd.
""" """
@@ -245,7 +245,7 @@ class AnimalMessenger(Spell):
the message is lost, and the beast makes it way back to where you cast this the message is lost, and the beast makes it way back to where you cast this
spell. spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level **At Higher Levels:** If you cast this spell using a spell slot of 3rd level
or higher, the duration of the spell increases by 48 hours for each slot level or higher, the duration of the spell increases by 48 hours for each slot level
above 2nd. above 2nd.
""" """
@@ -322,7 +322,7 @@ class AnimateDead(Spell):
reasserts your control over up to four creatures you have animated with this reasserts your control over up to four creatures you have animated with this
spell, rather than animating a new one. spell, rather than animating a new one.
At Higher Levels: When you cast this **At Higher Levels:** When you cast this
spell using a spell slot of 4th level or higher, you animate or reassert control spell using a spell slot of 4th level or higher, you animate or reassert control
over two additional undead creatures for each slot level above 3rd. Each of the over two additional undead creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile of bones. creatures must come from a different corpse or pile of bones.
@@ -359,8 +359,7 @@ class AnimateObjects(Spell):
given an order, the creature continues to follow it until its task given an order, the creature continues to follow it until its task
is complete. is complete.
Animated Object Statistics **Animated Object Statistics:**
--------------------------
- Tiny -- HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: - Tiny -- HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str:
4, Dex: 18 4, Dex: 18
@@ -374,24 +373,26 @@ class AnimateObjects(Spell):
18, Dex: 6 18, Dex: 6
An animated object is a construct with AC, hit points, attacks, An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determine by its size. Its Constitution is 10 and its Strength, and Dexterity determine by its size. Its Constitution is
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if 10 and its Intelligence and Wisdom are 3, and its Charisma is
the objects lack legs or other appendages it can use for locomotion, it instead 1. Its speed is 30 feet; if the objects lack legs or other
has a flying speed of 30 feet and can hover. If the object is securely attached appendages it can use for locomotion, it instead has a flying
to a surface or larger object, such as a chain bolted to a wall, its speed is 0. speed of 30 feet and can hover. If the object is securely attached
It has blindsight with a radius of 30 feet and is blind beyond that distance. to a surface or larger object, such as a chain bolted to a wall,
When the animated object drops to 0 hit points, it reverts to its original its speed is 0. It has blindsight with a radius of 30 feet and is
object form, and any remaining damage carries over to its original object form. blind beyond that distance. When the animated object drops to 0
hit points, it reverts to its original object form, and any
remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee
attack against a creature within 5 feet of it. It makes a slam
attack with an attack bonus and bludgeoning damage determine by
its size. The DM might rule that a specific object inflicts
slashing or piercing damage based on its form.
If you command an object to attack, it can make a single melee attack against **At Higher:** If you cast this spell using a spell slot of 6th
a creature within 5 feet of it. It makes a slam attack with an attack bonus and level or higher, you can animate two additional objects for each
bludgeoning damage determine by its size. The DM might rule that a specific slot level above 5th.
object inflicts slashing or piercing damage based on its form.
At Higher
Levels: If you cast this spell using a spell slot of 6th level or higher, you
can animate two additional objects for each slot level above 5th.
""" """
name = "Animate Objects" name = "Animate Objects"
@@ -636,15 +637,16 @@ class ArcaneLock(Spell):
class ArmorOfAgathys(Spell): class ArmorOfAgathys(Spell):
"""A protective magical force surrounds you, manifesting as a spectral frost that """A protective magical force surrounds you, manifesting as a spectral
covers you and your gear. frost that covers you and your gear. You gain 5 temporary hit
You gain 5 temporary hit points for the duration. If points for the duration. If a creature hits you with a melee
a creature hits you with a melee attack while you have these hit points, the attack while you have these hit points, the creature takes 5 cold
creature takes 5 cold damage. damage.
At Higher Levels: When you cast this spell using **At Higher Levels:** When you cast this spell using a spell slot
a spell slot of 2nd level or higher, both the temporary hit points and the cold of 2nd level or higher, both the temporary hit points and the cold
damage increase by 5 for each slot damage increase by 5 for each slot
""" """
name = "Armor Of Agathys" name = "Armor Of Agathys"
level = 1 level = 1
@@ -737,19 +739,19 @@ class Augury(Spell):
entity about the results of a specific course of action that you plan to take entity about the results of a specific course of action that you plan to take
within the next 30 minutes. The DM chooses from the following possible omens: within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results - Weal, for good results
- Woe, for bad results - Woe, for bad results
- Weal and woe, for both good - Weal and woe, for both good
and bad results and bad results
- Nothing, for results that aren't especially good or bad - Nothing, for results that aren't especially good or bad
The The spell doesn't take into account any possible circumstances
spell doesn't take into account any possible circumstances that might change that might change the outcome, such as the casting of additional
the outcome, such as the casting of additional spells or the loss or gain of a spells or the loss or gain of a companion. If you cast the spell
companion. If you cast the spell two or more times before completing your two or more times before completing your next long rest, there is
next long rest, there is a cumulative 25 percent chance for each casting after a cumulative 25 percent chance for each casting after the first
the first that you get a random reading. The DM makes this roll in secret. that you get a random reading. The DM makes this roll in secret.
""" """
name = "Augury" name = "Augury"
level = 2 level = 2
+4 -4
View File
@@ -64,7 +64,7 @@ class Banishment(Spell):
reappears in the space it left or in the nearest unoccupied space if that space reappears in the space it left or in the nearest unoccupied space if that space
is occupied. Otherwise, the target doesn't return. is occupied. Otherwise, the target doesn't return.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 5th level or higher, you can target one cast this spell using a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th. additional creature for each slot level above 4th.
""" """
@@ -175,7 +175,7 @@ class BestowCurse(Spell):
The DM has final say on The DM has final say on
such a curse's effect. such a curse's effect.
At Higher Levels: If you cast this spell using a spell **At Higher Levels:** If you cast this spell using a spell
slot of 4th level or higher, the duration is concentration, up to 10 minutes. slot of 4th level or higher, the duration is concentration, up to 10 minutes.
If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 8 hours.
@@ -390,7 +390,7 @@ class BlindnessDeafness(Spell):
duration. At the end of each of its turns, the target can make a duration. At the end of each of its turns, the target can make a
Constitution saving throw. On a success, the spell ends. Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
3rd level or higher, you can target one additional creature for 3rd level or higher, you can target one additional creature for
each slot level above 2nd. each slot level above 2nd.
@@ -529,7 +529,7 @@ class BrandingSmite(Spell):
the target sheds dim light in a 5-foot radius and can't become invisible until the target sheds dim light in a 5-foot radius and can't become invisible until
the spell ends. the spell ends.
At Higher Levels: When you cast this spell using a spell slot **At Higher Levels:** When you cast this spell using a spell slot
of 3rd level or higher, the extra damage increases by 1d6 for each slot level of 3rd level or higher, the extra damage increases by 1d6 for each slot level
above 2nd. above 2nd.
""" """
+39 -39
View File
@@ -20,7 +20,7 @@ class CallLightning(Spell):
you control over the existing storm instead of creating a new one. Under such you control over the existing storm instead of creating a new one. Under such
conditions, the spell's damage increases by 1d10. conditions, the spell's damage increases by 1d10.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 4th or higher level, the damage increases cast this spell using a spell slot of 4th or higher level, the damage increases
by 1d10 for each slot level above 3rd. by 1d10 for each slot level above 3rd.
""" """
@@ -97,7 +97,7 @@ class Catnap(Spell):
that target gains the benefit of a short rest, and it can't be affected by this that target gains the benefit of a short rest, and it can't be affected by this
spell again until it finishes a long rest. spell again until it finishes a long rest.
At Higher Levels: When you cast this **At Higher Levels:** When you cast this
spell using a spell slot of 4th level or higher, you can target one additional spell using a spell slot of 4th level or higher, you can target one additional
willing creature for each slot level above 3rd. willing creature for each slot level above 3rd.
""" """
@@ -120,7 +120,7 @@ class CauseFear(Spell):
frightened target can repeat the saving throw at the end of each of its turns, frightened target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. ending the effect on itself on a success.
At Higher Levels: When you cast this **At Higher Levels:** When you cast this
spell using a spell slot of 2nd level or higher, you can target one additional spell using a spell slot of 2nd level or higher, you can target one additional
creature for each slot level above lst. The creatures must be within 30 feet of creature for each slot level above lst. The creatures must be within 30 feet of
each other when you target them. each other when you target them.
@@ -227,7 +227,7 @@ class ChaosBolt(Spell):
leap again. A creature can be targeted only once by each casting leap again. A creature can be targeted only once by each casting
of this spell. of this spell.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
2nd level or higher, each target takes 1d6 extra damage of the 2nd level or higher, each target takes 1d6 extra damage of the
type rolled for each slot level above 1st. type rolled for each slot level above 1st.
@@ -253,7 +253,7 @@ class CharmMonster(Spell):
friendly to you. When the spell ends, the creature knows it was friendly to you. When the spell ends, the creature knows it was
charmed by you. charmed by you.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
5th level or higher, you can target one additional creature for 5th level or higher, you can target one additional creature for
each slot level above 4th. The creatures must be within 30 feet of each slot level above 4th. The creatures must be within 30 feet of
each other when you target them. each other when you target them.
@@ -280,7 +280,7 @@ class CharmPerson(Spell):
you as a friendly acquaintance. When the spell ends, the creature you as a friendly acquaintance. When the spell ends, the creature
knows it was charmed by you. knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
2nd level or higher, you can target one additional creature for 2nd level or higher, you can target one additional creature for
each slot level above 1st. The creatures must be within 30 feet of each slot level above 1st. The creatures must be within 30 feet of
each other when you target them. each other when you target them.
@@ -307,7 +307,7 @@ class ChillTouch(Spell):
target. If you hit an undead target, it also has disadvantage on attack rolls target. If you hit an undead target, it also has disadvantage on attack rolls
against you until the end of your next turn. against you until the end of your next turn.
At Higher Levels: This spell's **At Higher Levels:** This spell's
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
17th level (4d8). 17th level (4d8).
""" """
@@ -351,7 +351,7 @@ class CircleOfDeath(Spell):
A target takes 8d6 necrotic damage on a failed save, or half as much damage on a A target takes 8d6 necrotic damage on a failed save, or half as much damage on a
successful one. successful one.
At Higher Levels: W hen you cast this spell using a spell slot **At Higher Levels:** W hen you cast this spell using a spell slot
of 7th level or higher, the damage increases by 2d6 for each slot level above of 7th level or higher, the damage increases by 2d6 for each slot level above
6th. 6th.
""" """
@@ -451,7 +451,7 @@ class CloudOfDaggers(Spell):
enters the spell's area for the first time on a turn or starts its turn there. enters the spell's area for the first time on a turn or starts its turn there.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 2d4 for each slot level above 2nd. higher, the damage increases by 2d4 for each slot level above 2nd.
""" """
name = "Cloud Of Daggers" name = "Cloud Of Daggers"
@@ -483,7 +483,7 @@ class Cloudkill(Spell):
vapors, being heavier than air, sink to the lowest level of the land, even vapors, being heavier than air, sink to the lowest level of the land, even
pouring down openings. pouring down openings.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for each slot level slot of 6th level or higher, the damage increases by 1d8 for each slot level
above 5th. above 5th.
""" """
@@ -513,7 +513,7 @@ class ColorSpray(Spell):
next lowest hit points. A creature's hit points must be equal to or less than next lowest hit points. A creature's hit points must be equal to or less than
the remaining total for the creature to be affected. the remaining total for the creature to be affected.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 2nd level or higher, roll an additional cast this spell using a spell slot of 2nd level or higher, roll an additional
2d10 for each slot level above 1st. 2d10 for each slot level above 1st.
""" """
@@ -541,26 +541,26 @@ class Command(Spell):
determines how the target behaves. If the target can't follow your determines how the target behaves. If the target can't follow your
command, the spell ends. command, the spell ends.
**Approach:** The target moves toward you by the shortest and most Approach.
direct route, ending its turn if it moves within 5 feet of you. The target moves toward you by the shortest and most direct
route, ending its turn if it moves within 5 feet of you.
**Drop:** The target drops whatever it is holding and then ends Drop.
its turn. The target drops whatever it is holding and then ends its turn.
Flee.
**Flee:** The target spends its turn moving away from you by the The target spends its turn moving away from you by the fastest
fastest available means. available means.
Grovel.
**Grovel:** The target falls prone and then ends its turn. The target falls prone and then ends its turn.
Halt.
**Halt:** The target doesn't move and takes no actions. A flying The target doesn't move and takes no actions. A flying creature
creature stays aloft, provided that it is able to do so. If it stays aloft, provided that it is able to do so. If it must move
must move to stay aloft, it flies the minimum distance needed to to stay aloft, it flies the minimum distance needed to remain in
remain in the air. the air.
**At Higher Levels:** When you cast this spell using a spell slot **At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, you can affect one additional creature of 2nd level or higher, you can affect one additional creature for
for each slot level above 1st. The creatures must be within 30 each slot level above 1st. The creatures must be within 30 feet of
feet of each other when you target them each other when you target them
""" """
name = "Command" name = "Command"
@@ -725,7 +725,7 @@ class ConeOfCold(Spell):
failed save, or half as much damage on a successful one. A creature killed by failed save, or half as much damage on a successful one. A creature killed by
this spell becomes a frozen statue until it thaws. this spell becomes a frozen statue until it thaws.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 6th level or higher, the damage increases cast this spell using a spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th. by 1d8 for each slot level above 5th.
""" """
@@ -865,7 +865,7 @@ class ConjureCelestial(Spell):
The DM has the celestial's statistics. The DM has the celestial's statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot, you **At Higher Levels:** When you cast this spell using a 9th-level spell slot, you
summon a celestial of challenge rating 5 or lower. summon a celestial of challenge rating 5 or lower.
""" """
name = "Conjure Celestial" name = "Conjure Celestial"
@@ -902,7 +902,7 @@ class ConjureElemental(Spell):
disappears 1 hour after you summoned it. The DM has the elemental's statistics. disappears 1 hour after you summoned it. The DM has the elemental's statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or **At Higher Levels:** When you cast this spell using a spell slot of 6th level or
higher, the challenge rating increases by 1 for each slot level above 5th. higher, the challenge rating increases by 1 for each slot level above 5th.
""" """
name = "Conjure Elemental" name = "Conjure Elemental"
@@ -977,7 +977,7 @@ class ConjureMinorElementals(Spell):
take no actions. take no actions.
The DM has the creatures' statistics. The DM has the creatures' statistics.
At Higher Levels: When **At Higher Levels:** When
you cast this spell using certain higher-level spell slots, you choose one of you cast this spell using certain higher-level spell slots, you choose one of
the summoning options above, and more creatures appear: twice as many with a the summoning options above, and more creatures appear: twice as many with a
6th-level slot and three times as many with an 8th-level slot. 6th-level slot and three times as many with an 8th-level slot.
@@ -1407,7 +1407,7 @@ class CordonOfArrows(Spell):
spell, you can designate any creatures you choose, and the spell ignores them. spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
higher, the amount of ammunition that can be affected increases by two for each higher, the amount of ammunition that can be affected increases by two for each
slot level above 2nd. slot level above 2nd.
""" """
@@ -1433,7 +1433,7 @@ class Counterspell(Spell):
check using your spellcasting ability. The DC equals 10+ the spell's level. On check using your spellcasting ability. The DC equals 10+ the spell's level. On
a success, the creature's spell fails and has no effect. a success, the creature's spell fails and has no effect.
At Higher Levels: When **At Higher Levels:** When
you cast this spell using a spell slot of 4th level or higher, the interrupted you cast this spell using a spell slot of 4th level or higher, the interrupted
spell has no effect if its level is less than or equal to the level of the spell spell has no effect if its level is less than or equal to the level of the spell
slot you used. slot you used.
@@ -1537,7 +1537,7 @@ class CreateOrDestroyWater(Spell):
container within range. Alternatively, you destroy fog in a 30-foot cube within container within range. Alternatively, you destroy fog in a 30-foot cube within
range. range.
At Higher Levels: When you cast this spell using a spell slot of 2nd **At Higher Levels:** When you cast this spell using a spell slot of 2nd
level or higher, you create or destroy 10 additional gallons of water, or the level or higher, you create or destroy 10 additional gallons of water, or the
size of the cube increases by 5 feet, for each slot level above 1st. size of the cube increases by 5 feet, for each slot level above 1st.
""" """
@@ -1575,7 +1575,7 @@ class CreateUndead(Spell):
spell reasserts your control over up to three creatures you have animated with spell reasserts your control over up to three creatures you have animated with
this spell, rather than animating new ones. this spell, rather than animating new ones.
At Higher Levels: When you cast **At Higher Levels:** When you cast
this spell using a 7th-level spell slot, you can animate or reassert control this spell using a 7th-level spell slot, you can animate or reassert control
over four ghouls. over four ghouls.
When you cast this spell using an 8th-level spell slot, you When you cast this spell using an 8th-level spell slot, you
@@ -1676,7 +1676,7 @@ class CrownOfStars(Spell):
feet. Ifyou have one to three motes remaining, they shed dim light feet. Ifyou have one to three motes remaining, they shed dim light
in a 30-foot radius. in a 30-foot radius.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
8th level or higher, the number of motes created increases by two 8th level or higher, the number of motes created increases by two
for each slot level above 7th. for each slot level above 7th.
@@ -1718,7 +1718,7 @@ class CureWounds(Spell):
spellcasting ability modifier. This spell has no effect on undead or constructs. spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
higher, the healing increases by 1d8 for each slot level above 1st. higher, the healing increases by 1d8 for each slot level above 1st.
""" """
name = "Cure Wounds" name = "Cure Wounds"
+18 -17
View File
@@ -42,7 +42,7 @@ class DanseMacabre(Spell):
The creatures are under your control until the spell ends, The creatures are under your control until the spell ends,
after which they become inanimate once more. 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 this spell using a spell slot of 6th level or higher, you animate up to two
additional corpses for each slot level above 5th. additional corpses for each slot level above 5th.
""" """
@@ -452,7 +452,7 @@ class Disintegrate(Spell):
or creation of force, this spell disintegrates a 10-foot-cube portion of it. A or creation of force, this spell disintegrates a 10-foot-cube portion of it. A
magic item is unaffected by this spell. 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 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.
""" """
@@ -652,7 +652,7 @@ class DominateBeast(Spell):
Each time the target takes damage, it makes a new Wisdom saving throw Each time the target takes damage, it makes a new Wisdom saving throw
against the spell. If the saving throw succeeds, the spell ends. 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 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 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 a spell slot of 7th level or higher, the duration is concentration, up to
@@ -696,7 +696,7 @@ class DominateMonster(Spell):
damage, it makes a new Wisdom saving throw against the spell. If the saving damage, it makes a new Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends. throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with **At Higher Levels:** When you cast this spell with
a 9th-level spell slot, the duration is concentration, up to 8 hours. a 9th-level spell slot, the duration is concentration, up to 8 hours.
""" """
name = "Dominate Monster" name = "Dominate Monster"
@@ -735,7 +735,7 @@ class DominatePerson(Spell):
Each time the target takes damage, it makes a new Wisdom saving throw Each time the target takes damage, it makes a new Wisdom saving throw
against the spell. If the saving throw succeeds, the spell ends. 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 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 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 a spell slot of 8th level or higher, the duration is concentration, up to
@@ -761,7 +761,7 @@ class DragonsBreath(Spell):
Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save,
or half as much damage on a successful one. 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 this spell using a spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd. 1d6 for each slot level above 2nd.
""" """
@@ -914,17 +914,18 @@ class Druidcraft(Spell):
within range: within range:
- You create a tiny, harmless sensory effect that predicts what - 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 the weather will be at your location for the next 24 hours. The
manifest as a golden orb  for clear skies, a cloud for rain, falling snowflakes effect might manifest as a golden orb for clear skies, a cloud
for snow, and so on. This effect persists for 1 round. for rain, falling snowflakes for snow, and so on. This effect
- You instantly make a persists for 1 round.
flower blossom, a seed pod open, or a leaf bud bloom. - You instantly make a flower blossom, a seed pod open, or a leaf
- You create an bud bloom.
instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, - You create an instantaneous, harmless sensory effect, such as
the sound of a small animal, or the faint odor of skunk. The effect  must fit in falling leaves, a puff of wind, the sound of a small animal, or
a 5-foot cube. 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 - You instantly light or snuff out a candle, a torch, or a small
small campfire. campfire.
""" """
name = "Druidcraft" name = "Druidcraft"
level = 0 level = 0
+11 -10
View File
@@ -99,7 +99,7 @@ class EldritchBlast(Spell):
spell attack against the target. On a hit, the target takes 1d10 force damage. spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels: The spell creates more than one beam when you reach higher **At Higher Levels:** The spell creates more than one beam when you reach higher
levels: levels:
Two beams at 5th level Two beams at 5th level
Three beams at 11th level Three beams at 11th level
@@ -129,7 +129,7 @@ class ElementalBane(Spell):
target takes an extra 2d6 damage of that type. Moreover, the target loses any target takes an extra 2d6 damage of that type. Moreover, the target loses any
resistance to that damage type until the spell ends. resistance to that damage type until the spell ends.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 5th level or higher, you can target one cast this spell using a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th. The creatures must be within additional creature for each slot level above 4th. The creatures must be within
30 feet of each other when you target them. 30 feet of each other when you target them.
@@ -153,7 +153,7 @@ class ElementalWeapon(Spell):
duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4
damage of the chosen type when it hits. damage of the chosen type when it hits.
At Higher Levels: When you cast this **At Higher Levels:** When you cast this
spell using a spell slot of 5th or 6th level, the bonus to attack rolls spell using a spell slot of 5th or 6th level, the bonus to attack rolls
increases to +2 and the extra damage increases to 2d4. increases to +2 and the extra damage increases to 2d4.
When you use a spell When you use a spell
@@ -208,7 +208,7 @@ class Enervation(Spell):
regain hit points equal to half the amount of necrotic damage the target takes. regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels: When you cast this spell using a spell slot of 6th level or **At Higher Levels:** When you cast this spell using a spell slot of 6th level or
higher, the damage increases by 1d8 for each slot level above 5th. higher, the damage increases by 1d8 for each slot level above 5th.
""" """
name = "Enervation" name = "Enervation"
@@ -241,7 +241,7 @@ class EnhanceAbility(Spell):
- Owl's Wisdom. The target has - Owl's Wisdom. The target has
advantage on Wisdom checks. advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a **At Higher Levels:** When you cast this spell using a
spell slot of 3rd level or higher, you can target one additional creature for spell slot of 3rd level or higher, you can target one additional creature for
each slot level above 2nd. each slot level above 2nd.
""" """
@@ -312,7 +312,7 @@ class EnsnaringStrike(Spell):
creature can use its action to make a Strength check against your spell save DC. creature can use its action to make a Strength check against your spell save DC.
On a success, the target is freed. On a success, the target is freed.
At Higher Levels: If you cast this spell **At Higher Levels:** If you cast this spell
using a spell slot of 2nd level or higher, the damage increases by 1d6 for each using a spell slot of 2nd level or higher, the damage increases by 1d6 for each
slot level above 1st. slot level above 1st.
""" """
@@ -384,7 +384,7 @@ class EruptingEarth(Spell):
away. Each 5-foot-square portion of the area requires at least 1 minute to clear away. Each 5-foot-square portion of the area requires at least 1 minute to clear
by hand. by hand.
At Higher Levels: When you cast this spell using a spell slot of 4rd **At Higher Levels:** When you cast this spell using a spell slot of 4rd
level or higher, the damage increases by 1d12 for each slot level above 3rd. level or higher, the damage increases by 1d12 for each slot level above 3rd.
""" """
name = "Erupting Earth" name = "Erupting Earth"
@@ -425,10 +425,11 @@ class Etherealness(Spell):
no effect if you cast it while you are on the Ethereal Plane or a plane that no effect if you cast it while you are on the Ethereal Plane or a plane that
doesn't border it, such as one of the Outer Planes. doesn't border it, such as one of the Outer Planes.
At Higher Levels: When you **At Higher Levels:** When you cast this spell using a spell slot
cast this spell using a spell slot of 8th level or higher, you can target up to of 8th level or higher, you can target up to three willing
three willing creatures (including you) for each slot level above 7th. The creatures (including you) for each slot level above 7th. The
creatures must be within 10 feet of you when you cast the spell. creatures must be within 10 feet of you when you cast the spell.
""" """
name = "Etherealness" name = "Etherealness"
level = 7 level = 7
+13 -13
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@@ -60,7 +60,7 @@ class FalseLife(Spell):
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 """Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
temporary hit points for the duration. temporary hit points for the duration.
At Higher Levels: When you cast this **At Higher Levels:** When you cast this
spell using a spell slot of 2nd level or higher, you gain 5 additional temporary spell using a spell slot of 2nd level or higher, you gain 5 additional temporary
hit points for each slot level above 1st. hit points for each slot level above 1st.
""" """
@@ -392,7 +392,7 @@ class FireBolt(Spell):
flammable object hit by this spell ignites if it isn't being worn or carried. flammable object hit by this spell ignites if it isn't being worn or carried.
At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level **At Higher Levels:** This spell's damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10). (2d10), 11th level (3d10), and 17th level (4d10).
""" """
name = "Fire Bolt" name = "Fire Bolt"
@@ -460,16 +460,16 @@ class FireStorm(Spell):
class Fireball(Spell): class Fireball(Spell):
"""A bright streak flashes from your pointing finger to a point you choose within """A bright streak flashes from your pointing finger to a point you choose within
range then blossoms with a low roar into an explosion of flame. range then blossoms with a low roar into an explosion of flame. Each creature in
Each creature in
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
damage on a failed save, or half as much damage on a successful one. The fire damage on a failed save, or half as much damage on a successful one. The fire
spreads around corners. It ignites flammable objects in the area that aren't spreads around corners. It ignites flammable objects in the area that aren't
being worn or carried. being worn or carried.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell slot
slot of 4th level or higher, the damage increases by 1d6 for each slot level of 4th level or higher, the damage increases by 1d6 for each slot
above 3rd. level above 3rd.
""" """
name = "Fireball" name = "Fireball"
level = 3 level = 3
@@ -490,7 +490,7 @@ class FlameArrows(Spell):
ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition when it hits or misses, and the spell ends when twelve pieces of
ammunition have been drawn from the quiver. ammunition have been drawn from the quiver.
At Higher Levels: When you cast **At Higher Levels:** When you cast
this spell using a spell slot of 4th level or higher, the number of pieces of this spell using a spell slot of 4th level or higher, the number of pieces of
ammunition you can affect with this spell increases by two for each slot level ammunition you can affect with this spell increases by two for each slot level
above 3rd. above 3rd.
@@ -519,7 +519,7 @@ class FlameBlade(Spell):
The flaming blade sheds bright light in a 10-foot The flaming blade sheds bright light in a 10-foot
radius and dim light for an additional 10 feet. radius and dim light for an additional 10 feet.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 4th level or higher, the damage increases cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d6 for every two slot levels above 2nd. by 1d6 for every two slot levels above 2nd.
""" """
@@ -542,7 +542,7 @@ class FlameStrike(Spell):
damage and 4d6 radiant damage on a failed save, or half as much damage on a damage and 4d6 radiant damage on a failed save, or half as much damage on a
successful one. successful one.
At Higher Levels: When you cast this spell using a spell slot **At Higher Levels:** When you cast this spell using a spell slot
of 6th level or higher, the fire damage or the radiant damage (your choice) of 6th level or higher, the fire damage or the radiant damage (your choice)
increases by 1d6 for each slot level above 5th. increases by 1d6 for each slot level above 5th.
""" """
@@ -576,7 +576,7 @@ class FlamingSphere(Spell):
it sheds bright light in a 20-foot radius and dim light for an additional 20 it sheds bright light in a 20-foot radius and dim light for an additional 20
feet. feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd **At Higher Levels:** When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level above 2nd. level or higher, the damage increases by 1d6 for each slot level above 2nd.
""" """
name = "Flaming Sphere" name = "Flaming Sphere"
@@ -628,7 +628,7 @@ class Fly(Spell):
duration. When the spell ends, the target falls if it is still aloft, unless it duration. When the spell ends, the target falls if it is still aloft, unless it
can stop the fall. can stop the fall.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 4th level or higher, you can target one additional creature for each slot of 4th level or higher, you can target one additional creature for each
slot level above 3rd. slot level above 3rd.
""" """
@@ -650,7 +650,7 @@ class FogCloud(Spell):
the duration or until a wind of moderate or greater speed (at least 10 miles per the duration or until a wind of moderate or greater speed (at least 10 miles per
hour) disperses it. hour) disperses it.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot of 2nd level or higher, the radius of the fog increases by 20 feet for each
slot level above 1st. slot level above 1st.
""" """
+2 -2
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@@ -395,7 +395,7 @@ class GreenFlameBlade(Spell):
spellcasting ability modifier. This spell's damage increases when you reach spellcasting ability modifier. This spell's damage increases when you reach
higher levels. higher levels.
At Higher Levels: At 5th level, the melee attack deals an extra **At Higher Levels:** At 5th level, the melee attack deals an extra
1d8 fire damage to the target, and the fire damage to the second creature 1d8 fire damage to the target, and the fire damage to the second creature
increases to 1d8 + your spellcasting ability modifier. Both damage rolls increases to 1d8 + your spellcasting ability modifier. Both damage rolls
increase by 1d8 at 11th level and 17th level. increase by 1d8 at 11th level and 17th level.
@@ -569,7 +569,7 @@ class GuidingBolt(Spell):
next turn has advantage, thanks to the mystical dim light glittering on the next turn has advantage, thanks to the mystical dim light glittering on the
target until then. target until then.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for each slot level slot of 2nd level or higher, the damage increases by 1d6 for each slot level
above 1st. above 1st.
""" """
+10 -10
View File
@@ -9,7 +9,7 @@ class HailOfThorns(Spell):
throw. A creature takes 1d10 piercing damage on a failed save, or half as much throw. A creature takes 1d10 piercing damage on a failed save, or half as much
damage on a successful one. damage on a successful one.
At Higher Levels: If you cast this spell using a **At Higher Levels:** If you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
level above 1st (to a maximum of 6d10). level above 1st (to a maximum of 6d10).
""" """
@@ -183,7 +183,7 @@ class Heal(Spell):
ends blindness, deafness, and any diseases affecting the target. This spell has ends blindness, deafness, and any diseases affecting the target. This spell has
no effect on constructs or undead. no effect on constructs or undead.
At Higher Levels: When you cast this spell **At Higher Levels:** When you cast this spell
using aspell slot of 7th level or higher, the amount of healing increases by 10 using aspell slot of 7th level or higher, the amount of healing increases by 10
for each slot level above 6th. for each slot level above 6th.
""" """
@@ -209,7 +209,7 @@ class HealingSpirit(Spell):
heal constructs or undead. As a bonus action on your turn, you can move the heal constructs or undead. As a bonus action on your turn, you can move the
Spirit up to 30 feet to a space you can see. Spirit up to 30 feet to a space you can see.
At Higher Levels: When you cast **At Higher Levels:** When you cast
this spell using a spell slot of 3rd level or higher, the healing increases 1d6 this spell using a spell slot of 3rd level or higher, the healing increases 1d6
for each slot level above 2nd. for each slot level above 2nd.
""" """
@@ -231,7 +231,7 @@ class HealingWord(Spell):
This spell has no effect on undead This spell has no effect on undead
or constructs. or constructs.
At Higher Levels: When you cast this spell using a spell slot **At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, the healing increases by 1d4 for each slot level above of 2nd level or higher, the healing increases by 1d4 for each slot level above
1st. 1st.
""" """
@@ -260,7 +260,7 @@ class HeatMetal(Spell):
doesn't drop the object, it has disadvantage on attack rolls and ability checks doesn't drop the object, it has disadvantage on attack rolls and ability checks
until the start of your next turn. until the start of your next turn.
At Higher Levels: When you cast this spell **At Higher Levels:** When you cast this spell
using a spell slot of 3rd level or higher, the damage increases by 1d8 for each using a spell slot of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd. slot level above 2nd.
""" """
@@ -285,7 +285,7 @@ class HellishRebuke(Spell):
It takes 2d10 fire damage on a failed save, or half as much damage on a It takes 2d10 fire damage on a failed save, or half as much damage on a
successful one. successful one.
At Higher Levels: When you cast this spell using a spell slot **At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d10 for each slot level above of 2nd level or higher, the damage increases by 1d10 for each slot level above
1st. 1st.
""" """
@@ -333,7 +333,7 @@ class Heroism(Spell):
spell ends, the target loses any remaining temporary hit points from this spell. spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot level above 1st. higher, you can target one additional creature for each slot level above 1st.
""" """
name = "Heroism" name = "Heroism"
@@ -361,7 +361,7 @@ class Hex(Spell):
A remove curse cast on the A remove curse cast on the
target ends this spell early. target ends this spell early.
At Higher Levels: When you cast this spell using **At Higher Levels:** When you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your concentration on the a spell slot of 3rd or 4th level, you can maintain your concentration on the
spell for up to 8 hours. spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you When you use a spell slot of 5th level or higher, you
@@ -408,7 +408,7 @@ class HoldPerson(Spell):
turns, the target can make another Wisdom saving throw. On a success, the spell turns, the target can make another Wisdom saving throw. On a success, the spell
ends on the target. ends on the target.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional humanoid for each slot of 3rd level or higher, you can target one additional humanoid for each
slot level above 2nd. The humanoids must be within 30 feet of each other when slot level above 2nd. The humanoids must be within 30 feet of each other when
you target them. you target them.
@@ -507,7 +507,7 @@ class HuntersMark(Spell):
to 0 hit points before this spell ends, you can use a bonus action on a to 0 hit points before this spell ends, you can use a bonus action on a
subsequent turn of yours to mark a new creature. subsequent turn of yours to mark a new creature.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 3rd or 4th level, you can maintain your cast this spell using a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. concentration on the spell for up to 8 hours.
When you use a spell slot of 5th When you use a spell slot of 5th
+4 -4
View File
@@ -35,7 +35,7 @@ class IceStorm(Spell):
Hailstones turn the storm's area of effect into difficult terrain until the end Hailstones turn the storm's area of effect into difficult terrain until the end
of your next turn. of your next turn.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
slot level above 4th. slot level above 4th.
""" """
@@ -326,7 +326,7 @@ class InfernalCalling(Spell):
rating plus 1, and it obeys all your commands, with rating plus 1, and it obeys all your commands, with
no Charisma checks required. no Charisma checks required.
At Higher Levels: When you cast this spell using **At Higher Levels:** When you cast this spell using
a spell slot of 6th level or higher, the challenge rating increases by 1 for a spell slot of 6th level or higher, the challenge rating increases by 1 for
each slot level above 5th. each slot level above 5th.
""" """
@@ -369,7 +369,7 @@ class InflictWounds(Spell):
"""Make a melee spell attack against a creature you can reach. On a hit, the target """Make a melee spell attack against a creature you can reach. On a hit, the target
takes 3d10 necrotic damage. takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a **At Higher Levels:** When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
level above 1st. level above 1st.
""" """
@@ -397,7 +397,7 @@ class InsectPlague(Spell):
when it enters the spell's area for the first time on a turn or ends its turn when it enters the spell's area for the first time on a turn or ends its turn
there. there.
At Higher Levels: When you cast this spell using a spell slot of 6th **At Higher Levels:** When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d10 for each slot level above 5th. level or higher, the damage increases by 1d10 for each slot level above 5th.
""" """
name = "Insect Plague" name = "Insect Plague"
+4 -4
View File
@@ -140,7 +140,7 @@ class LifeTransference(Spell):
range regains a number of hit points equal to twice the necrotic damage you range regains a number of hit points equal to twice the necrotic damage you
take. take.
At Higher Levels: When you cast this spell using a spell slot of 4th **At Higher Levels:** When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d8 for each slot level above 3rd. level or higher, the damage increases by 1d8 for each slot level above 3rd.
""" """
name = "Life Transference" name = "Life Transference"
@@ -218,7 +218,7 @@ class LightningBolt(Spell):
The lightning ignites flammable The lightning ignites flammable
objects in the area that aren't being worn or carried. objects in the area that aren't being worn or carried.
At Higher Levels: When **At Higher Levels:** When
you cast this spell using a spell slot of 4th level or higher, the damage you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 3rd. increases by 1d6 for each slot level above 3rd.
""" """
@@ -241,7 +241,7 @@ class LightningLure(Spell):
saving throw or be pulled up to 10 feet in a straight line toward you and then saving throw or be pulled up to 10 feet in a straight line toward you and then
take 1d8 lightning damage if it is within 5 feet of you. take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This **At Higher Levels:** This
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8). (3d8), and 17th level (4d8).
""" """
@@ -332,7 +332,7 @@ class Longstrider(Spell):
"""You touch a creature. The target's speed increases by 10 feet until the spell """You touch a creature. The target's speed increases by 10 feet until the spell
ends. ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd **At Higher Levels:** When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot level level or higher, you can target one additional creature for each slot level
above 1st. above 1st.
""" """
+7 -7
View File
@@ -112,7 +112,7 @@ class MagicCircle(Spell):
preventing a creature of the specified type from leaving the cylinder and preventing a creature of the specified type from leaving the cylinder and
protecting targets outside it. protecting targets outside it.
At Higher Levels: When you cast this spell using **At Higher Levels:** When you cast this spell using
a spell slot of 4th level or higher, the duration increases by 1 hour for each a spell slot of 4th level or higher, the duration increases by 1 hour for each
slot level above 3rd. slot level above 3rd.
""" """
@@ -190,7 +190,7 @@ class MagicMissile(Spell):
simultaneously and you can direct them to hit one creature or simultaneously and you can direct them to hit one creature or
several. several.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
2nd level or higher, the spell creates one more dart for each slot 2nd level or higher, the spell creates one more dart for each slot
level above 1st. level above 1st.
@@ -313,7 +313,7 @@ class MajorImage(Spell):
the creature can see through the image, and its other sensory qualities become the creature can see through the image, and its other sensory qualities become
faint to the creature. faint to the creature.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 6th level or higher, the spell lasts until dispelled, without requiring slot of 6th level or higher, the spell lasts until dispelled, without requiring
your concentration. your concentration.
""" """
@@ -783,7 +783,7 @@ class MindSliver(Spell):
an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4
from the next saving throw it makes before the end of your next turn. from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spells damage increases by 1d6 when you reach **At Higher Levels:** This spells damage increases by 1d6 when you reach
certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
""" """
name = "Mind Sliver" name = "Mind Sliver"
@@ -807,7 +807,7 @@ class MindSpike(Spell):
become hidden from you, and if it's invisible, it gains no benefit from that become hidden from you, and if it's invisible, it gains no benefit from that
condition against you. condition against you.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for each slot level slot of 3rd level or higher, the damage increases by 1d8 for each slot level
above 2nd. above 2nd.
""" """
@@ -1007,7 +1007,7 @@ class ModifyMemory(Spell):
A remove curse or greater restoration spell A remove curse or greater restoration spell
cast on the target restores the creature's true memory. cast on the target restores the creature's true memory.
At Higher Levels: If **At Higher Levels:** If
you cast this spell using a spell slot of 6th level or higher, you can alter the you cast this spell using a spell slot of 6th level or higher, you can alter the
target's memories of an event that took place up to 7 days ago (6th level), 30 target's memories of an event that took place up to 7 days ago (6th level), 30
days ago (7th level), 1 year ago (8th level), or any time in the creature's past days ago (7th level), 1 year ago (8th level), or any time in the creature's past
@@ -1182,7 +1182,7 @@ class MordenkainensPrivateSanctum(Spell):
Casting this spell on the same spot every day for a Casting this spell on the same spot every day for a
year makes this effect permanent. year makes this effect permanent.
At Higher Levels: When you cast this spell **At Higher Levels:** When you cast this spell
using a spell slot of 5th level or higher, you can increase the size of the cube using a spell slot of 5th level or higher, you can increase the size of the cube
by 100 feet for each slot level beyond 4th. Thus you could protect a cube that by 100 feet for each slot level beyond 4th. Thus you could protect a cube that
can be up to 200 feet on one side by using a spell slot o f 5th level. can be up to 200 feet on one side by using a spell slot o f 5th level.
+4 -4
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@@ -103,7 +103,7 @@ class PhantasmalKiller(Spell):
spell ends, the target must succeed on a Wisdom saving throw or take 4d10 spell ends, the target must succeed on a Wisdom saving throw or take 4d10
psychic damage. On a successful save, the spell ends. psychic damage. On a successful save, the spell ends.
At Higher Levels: When **At Higher Levels:** When
you cast this spell using a spell slot of 5th level or higher, the damage you cast this spell using a spell slot of 5th level or higher, the damage
increases by 1d1O for each slot level above 4th. increases by 1d1O for each slot level above 4th.
""" """
@@ -220,7 +220,7 @@ class PlanarBinding(Spell):
plane of existence, it returns to the place where you bound it and remains there plane of existence, it returns to the place where you bound it and remains there
until the spell ends. until the spell ends.
At Higher Levels: When you cast this spell using a spell **At Higher Levels:** When you cast this spell using a spell
slot of a higher level, the duration increases to: slot of a higher level, the duration increases to:
10 days with a 6th-level 10 days with a 6th-level
slot, slot,
@@ -310,7 +310,7 @@ class PoisonSpray(Spell):
puff of noxious gas from your palm. The creature must succeed on a Constitution puff of noxious gas from your palm. The creature must succeed on a Constitution
saving throw or take 1d12 poison damage. saving throw or take 1d12 poison damage.
At Higher Levels: This spell's damage **At Higher Levels:** This spell's damage
increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level
(4d12). (4d12).
""" """
@@ -452,7 +452,7 @@ class PrayerOfHealing(Spell):
points equal to 2d8 + your spellcasting ability modifier. This spell has no points equal to 2d8 + your spellcasting ability modifier. This spell has no
effect on undead or constructs. effect on undead or constructs.
At Higher Levels: When you cast this spell **At Higher Levels:** When you cast this spell
using a spell slot of 3rd level or higher, the healing increases by 1d8 for each using a spell slot of 3rd level or higher, the healing increases by 1d8 for each
slot level above 2nd. slot level above 2nd.
""" """
+1 -1
View File
@@ -108,7 +108,7 @@ class RayOfSickness(Spell):
poison damage and must make a Constitution saving throw. On a failed save, it is poison damage and must make a Constitution saving throw. On a failed save, it is
also poisoned until the end of your next turn. also poisoned until the end of your next turn.
At Higher Levels: When you cast **At Higher Levels:** When you cast
this spell using a spell slot of 2nd level or higher, the damage increases by this spell using a spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st. 1d8 for each slot level above 1st.
""" """
+23 -22
View File
@@ -6,7 +6,7 @@ class SacredFlame(Spell):
target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw. target gains no benefit from cover for this saving throw.
At Higher Levels: The **At Higher Levels:** The
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8). (3d8), and 17th level (4d8).
""" """
@@ -70,7 +70,7 @@ class ScorchingRay(Spell):
hurl them at one target or several. Make a ranged spell attack for each ray. On hurl them at one target or several. Make a ranged spell attack for each ray. On
a hit, the target takes 2d6 fire damage. a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this **At Higher Levels:** When you cast this
spell using a spell slot of 3rd level or higher, you create one additional ray spell using a spell slot of 3rd level or higher, you create one additional ray
for each slot level above 2nd. for each slot level above 2nd.
""" """
@@ -415,19 +415,21 @@ class Shapechange(Spell):
class Shatter(Spell): class Shatter(Spell):
"""A sudden loud ringing noise, painfully intense, erupts from a point of your """A sudden loud ringing noise, painfully intense, erupts from a point
choice within range. Each creature in a 10-foot-radius sphere centered on that of your choice within range. Each creature in a 10-foot-radius
point must make a Constitution saving throw. A creature takes 3d8 thunder damage sphere centered on that point must make a Constitution saving
on a failed save, or half as much damage on a successful one. A creature made throw. A creature takes 3d8 thunder damage on a failed save, or
of inorganic material such as stone, crystal, or metal has disadvantage on this half as much damage on a successful one. A creature made of
saving throw. inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes A nonmagical object that isn't being worn or carried also takes
the damage if it's in the spell's area. the damage if it's in the spell's area.
At Higher Levels: When you cast this **At Higher Levels:** When you cast this spell using a spell slot
spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for of 3rd level or higher, the damage increases by 1d8 for each slot
each slot level above 2nd. level above 2nd.
""" """
name = "Shatter" name = "Shatter"
level = 2 level = 2
@@ -442,16 +444,15 @@ class Shatter(Spell):
class Shield(Spell): class Shield(Spell):
"""Reaction trigger: You are hit by an attack or targeted by the magic missile """An invisible barrier of magical force appears and protects
spell you. Until the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage
from *magic missile*.
An invisible barrier of magical force appears and protects you. Until the
start of your next turn, you have a +5 bonus to AC, including against the
triggering attack, and you take no damage from magic missile.
""" """
name = "Shield" name = "Shield"
level = 1 level = 1
casting_time = "Special" casting_time = "1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell."
casting_range = "Self" casting_range = "Self"
components = ('V', 'S') components = ('V', 'S')
materials = """""" materials = """"""
@@ -506,7 +507,7 @@ class ShockingGrasp(Spell):
takes 1d8 lightning damage, and it can't take reactions until the start of its takes 1d8 lightning damage, and it can't take reactions until the start of its
next turn. next turn.
At Higher Levels: The spell's damage increases by 1d8 when you reach **At Higher Levels:** The spell's damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8). 5th level (2d8), 11th level (3d8), and 17th level (4d8).
""" """
name = "Shocking Grasp" name = "Shocking Grasp"
@@ -685,7 +686,7 @@ class Sleep(Spell):
Undead and creatures immune to being charmed Undead and creatures immune to being charmed
aren't affected by this spell. aren't affected by this spell.
At Higher Levels: When you cast this spell using **At Higher Levels:** When you cast this spell using
a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level
above 1st. above 1st.
""" """
@@ -1048,7 +1049,7 @@ class SpiritualWeapon(Spell):
particular weapon (as St. Cuthbert is known for his mace and Thor for his particular weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell's effect resemble that weapon. hammer) make this spell's effect resemble that weapon.
At Higher Levels: When **At Higher Levels:** When
you cast this spell using a spell slot of 3rd level or higher, the damage you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d8 for every two slot levels above the 2nd. increases by 1d8 for every two slot levels above the 2nd.
""" """
@@ -1306,7 +1307,7 @@ class SummonGreaterDemon(Spell):
within it. Using the material component in this manner consumes it when the within it. Using the material component in this manner consumes it when the
spell ends. spell ends.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
5th level or higher, the challenge rating increases by 1 for each slot level 5th level or higher, the challenge rating increases by 1 for each slot level
above 4th. above 4th.
""" """
@@ -1449,7 +1450,7 @@ class SwordBurst(Spell):
creature within range, other than you, must succeed on a Dexterity saving throw creature within range, other than you, must succeed on a Dexterity saving throw
or take 1d6 force damage. or take 1d6 force damage.
At Higher Levels: This spell's damage increases by **At Higher Levels:** This spell's damage increases by
1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
""" """
name = "Sword Burst" name = "Sword Burst"
+69 -65
View File
@@ -113,62 +113,66 @@ class Teleport(Spell):
================= ====== ============ ========== ========= ================= ====== ============ ========== =========
Familiarity Mishap Similar Area Off Target On Target Familiarity Mishap Similar Area Off Target On Target
================= ====== ============ ========== ========= ================= ====== ============ ========== =========
Permanent circle 01-100 Permanent circle -- -- -- 01-100
Associated object 01-100 Associated object -- -- -- 01-100
Very familiar 0105 0613 1424 25100 Very familiar 0105 0613 1424 25100
Seen casually 0133 3443 4453 54100 Seen casually 0133 3443 4453 54100
Viewed once 0143 4453 5473 74100 Viewed once 0143 4453 5473 74100
Description 0143 4453 5473 74100 Description 0143 4453 5473 74100
False destination 0150 51100 -- False destination 0150 51100 -- --
================= ====== ============ ========== ========= ================= ====== ============ ========== =========
Familiarity. Familiarity.
"Permanent circle" means a permanent "Permanent circle" means a permanent teleportation circle whose
teleportation circle whose sigil sequence you know. "Associated object" means sigil sequence you know. "Associated object" means that you
that you possess an object taken from the desired destination within the last possess an object taken from the desired destination within the
six months, such as a book from a wizard's library, bed linen from a royal last six months, such as a book from a wizard's library, bed
suite, or a chunk of marble from a lich's secret tomb. linen from a royal suite, or a chunk of marble from a lich's
"Very familiar" is a secret tomb.
place you have been very often, a place you have carefully studied, or a place
you can see when you cast the spell. "Seen casually" is someplace you have seen
more than once but with which you aren't very familiar. "Viewed once" is a place
you have seen once, possibly using magic. "Description" is a place whose
location and appearance you know through someone else's description, perhaps
from a map.
"False destination" is a place that doesn't exist. Perhaps you tried
to scry an enemy's sanctum but instead viewed an illusion, or you are
attempting to teleport to a familiar location that no longer exists.
"Very familiar" is a place you have been very often, a place you
have carefully studied, or a place you can see when you cast the
spell. "Seen casually" is someplace you have seen more than once
but with which you aren't very familiar. "Viewed once" is a
place you have seen once, possibly using magic. "Description" is
a place whose location and appearance you know through someone
else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you
tried to scry an enemy's sanctum but instead viewed an illusion,
or you are attempting to teleport to a familiar location that no
longer exists.
On Target On Target
You and your group (or the target object) appear where you want
You and your group (or the target object) appear where you want to. to.
Off Target Off Target
You and your group (or the target object) appear a random
You and your group (or the target object) appear a random distance away from the distance away from the destination in a random
destination in a random direction. Distance off target is 1d10 x 1d10 percent direction. Distance off target is 1d10 x 1d10 percent of the
of the distance that was to be traveled. For example, if you tried to travel 120 distance that was to be traveled. For example, if you tried to
miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would travel 120 miles, landed off target, and rolled a 5 and 3 on the
be off target by 15 percent, or 18 miles. The DM determines the direction off two d10s, then you would be off target by 15 percent, or 18
target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as miles. The DM determines the direction off target randomly by
east, and so on around the points of the compass. If you were teleporting to a rolling a d8 and designating 1 as north, 2 as northeast, 3 as
coastal city and wound up 18 miles out at sea, you could be in trouble. east, and so on around the points of the compass. If you were
teleporting to a coastal city and wound up 18 miles out at sea,
Similar you could be in trouble.
Area Similar Area
You and your group (or the target object) wind up in a different area You and your group (or the target object) wind up in a different
that's visually or thematically similar to the target area. If you are heading area that's visually or thematically similar to the target
for your home laboratory, for example, you might wind up in another wizard's area. If you are heading for your home laboratory, for example,
laboratory or in an alchemical supply shop that has many of the same tools and you might wind up in another wizard's laboratory or in an
implements as your laboratory. Generally, you appear in the closest similar alchemical supply shop that has many of the same tools and
place, but since the spell has no range limit, you could conceivably wind up implements as your laboratory. Generally, you appear in the
anywhere on the plane. closest similar place, but since the spell has no range limit,
you could conceivably wind up anywhere on the plane.
Mishap Mishap
The spell's unpredictable magic results in a The spell's unpredictable magic results in a difficult
difficult journey. Each teleporting creature (or the target object) takes 3d10 journey. Each teleporting creature (or the target object) takes
force damage, and the DM rerolls on the table to see where you wind up (multiple 3d10 force damage, and the DM rerolls on the table to see where
mishaps can occur, dealing damage each time). you wind up (multiple mishaps can occur, dealing damage each
time).
""" """
name = "Teleport" name = "Teleport"
level = 7 level = 7
@@ -333,26 +337,26 @@ class TensersTransformation(Spell):
class Thaumaturgy(Spell): class Thaumaturgy(Spell):
"""You manifest a minor wonder, a sign of supernatural power, within range. You """You manifest a minor wonder, a sign of supernatural power, within
create one of the following magical effects within range: range. You create one of the following magical effects within
range:
* Your voice booms up - Your voice booms up to three times as loud as normal for 1
to three times as loud as normal for 1 minute.
* You cause flames to flicker,
brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the
ground for 1 minute.
* You create an instantaneous sound that originates from a
point of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
* You instantaneously cause an unlocked door or
window to fly open or slam shut.
* You alter the appearance of your eyes for 1
minute. minute.
- You cause flames to flicker, brighten, dim, or change color for
1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the
cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open
or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of
its 1-minute effects active at a time, and you can dismiss such an
effect as an action.
If you cast this spell multiple times, you can have up to three of its
1-minute effects active at a time, and you can dismiss such an effect as an
action.
""" """
name = "Thaumaturgy" name = "Thaumaturgy"
level = 0 level = 0
@@ -373,7 +377,7 @@ class ThornWhip(Spell):
creature is Large or smaller, you pull the creature up to 10 feet closer to you. creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th **At Higher Levels:** This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6). level (2d6), 11th level (3d6), and 17th level (4d6).
""" """
name = "Thorn Whip" name = "Thorn Whip"
@@ -402,7 +406,7 @@ class ThunderStep(Spell):
your destination space for the creature to appear in; otherwise, the creature is your destination space for the creature to appear in; otherwise, the creature is
left behind. left behind.
At Higher Levels: When you cast this spell using a spell slot of **At Higher Levels:** When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d10 for each slot level above 3rd. 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
""" """
name = "Thunder Step" name = "Thunder Step"
@@ -469,7 +473,7 @@ class Thunderwave(Spell):
automatically pushed 10 feet away from you by the spell's effect, and the spell automatically pushed 10 feet away from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300 feet. emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 2nd level or higher, the damage increases cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d8 for each slot level above 1st. by 1d8 for each slot level above 1st.
""" """
+3 -3
View File
@@ -8,7 +8,7 @@ class VampiricTouch(Spell):
half the amount of necrotic damage dealt. Until the spell ends, you can make the half the amount of necrotic damage dealt. Until the spell ends, you can make the
attack again on each of your turns as an action. attack again on each of your turns as an action.
At Higher Levels: When you **At Higher Levels:** When you
cast this spell using a spell slot of 4th level or higher, the damage increases cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd. by 1d6 for each slot level above 3rd.
""" """
@@ -32,7 +32,7 @@ class ViciousMockery(Spell):
damage and have disadvantage on the next attack roll it makes before the end of damage and have disadvantage on the next attack roll it makes before the end of
its next turn. its next turn.
At Higher Levels: This spell's damage increases by 1d4 when you **At Higher Levels:** This spell's damage increases by 1d4 when you
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
""" """
name = "Vicious Mockery" name = "Vicious Mockery"
@@ -55,7 +55,7 @@ class VitriolicSphere(Spell):
next turn. On a successful save, a creature takes half the initial damage and no next turn. On a successful save, a creature takes half the initial damage and no
damage at the end of its next turn. damage at the end of its next turn.
At Higher Levels: When you cast this spell **At Higher Levels:** When you cast this spell
using a spell slot of 5th level or higher, the initial damage increases by 2d4 using a spell slot of 5th level or higher, the initial damage increases by 2d4
for each slot level above 4th. for each slot level above 4th.
""" """
+15 -18
View File
@@ -2,24 +2,25 @@ from dungeonsheets.spells.spells import Spell
class WallOfFire(Spell): class WallOfFire(Spell):
"""You create a wall of fire on a solid surface within range. You can make the wall """You create a wall of fire on a solid surface within range. You can
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 make the wall up to 60 feet long, 20 feet high, and 1 foot thick,
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
for the duration. foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must When the wall appears, each creature within its area must make a
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire Dexterity saving throw. On a failed save, a creature takes 5d8
damage, or half as much damage on a successful save. fire damage, or half as much damage on a successful save.
One side of the wall, One side of the wall, selected by you when you cast this spell,
selected by you when you cast this spell, deals 5d8 fire damage to each creature deals 5d8 fire damage to each creature that ends its turn within
that ends its turn within 10 feet of that side or inside the wall. A creature 10 feet of that side or inside the wall. A creature takes the same
takes the same damage when it enters the wall for the first time on a turn or damage when it enters the wall for the first time on a turn or
ends its turn there. The other side of the wall deals no damage. ends its turn there. The other side of the wall deals no damage.
At Higher **At Higher Levels:** When you cast this spell using a spell slot
Levels: When you cast this spell using a spell slot of 5th level or higher, the of 5th level or higher, the damage increases by 1d8 for each slot
damage increases by 1d8 for each slot level above 4th. level above 4th.
""" """
name = "Wall Of Fire" name = "Wall Of Fire"
level = 4 level = 4
@@ -637,19 +638,15 @@ class Wish(Spell):
magic item. The object can be no more than 300 feet in any magic item. The object can be no more than 300 feet in any
dimension, and it appears in an unoccupied space you can see on dimension, and it appears in an unoccupied space you can see on
the ground. the ground.
- You allow up to twenty creatures that you can see to regain all - You allow up to twenty creatures that you can see to regain all
hit points, and you end all effects on them described in the hit points, and you end all effects on them described in the
greater restoration spell. greater restoration spell.
- You grant up to ten creatures that you can see resistance to a - You grant up to ten creatures that you can see resistance to a
damage type you choose. damage type you choose.
- You grant up to ten creatures you can see immunity to a single - You grant up to ten creatures you can see immunity to a single
spell or other magical effect for 8 hours. For instance, you spell or other magical effect for 8 hours. For instance, you
could make yourself and all your com panions immune to a lich's could make yourself and all your com panions immune to a lich's
life drain attack. life drain attack.
- You undo a single recent event by forcing a reroll of any roll - You undo a single recent event by forcing a reroll of any roll
made within the last round (including your last turn). Reality made within the last round (including your last turn). Reality
reshapes itself to accommodate the new result. For example, a reshapes itself to accommodate the new result. For example, a