mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-07 13:15:53 +02:00
Fixed some docstrings for spells and features.
This commit is contained in:
@@ -189,35 +189,38 @@ class OathOfCrown(PaladinOath):
|
||||
|
||||
|
||||
class OathOfConquest(PaladinOath):
|
||||
"""The Oath of Conquest calls to paladins who seek glory in battle and the
|
||||
subjugation of their enemies. It isn't enough for these paladins to
|
||||
establish order. They must crush the forces of chaos. Sometimes called
|
||||
knight ty- rants or iron mongers, those who swear this oath gather into
|
||||
grim orders that serve gods or philosophies of war and well-ordered might.
|
||||
"""The Oath of Conquest calls to paladins who seek glory in battle and
|
||||
the subjugation of their enemies. It isn't enough for these
|
||||
paladins to establish order. They must crush the forces of
|
||||
chaos. Sometimes called knight tyrants or iron mongers, those
|
||||
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
|
||||
Hells, valuing the rule of law over the balm of mercy. The archdevil Bel,
|
||||
warlord of Avernus, counts many of these paladins-called hell knights-as
|
||||
his most ardent supporters. Hell knights cover their armor with trophies
|
||||
taken from fallen en- emies, a grim~warning to any who dare oppose them and
|
||||
the decrees of their lords. These knights are often most fiercely resisted
|
||||
by other paladins of this oath, who believe that the hell knights have
|
||||
wandered too far into darkness.
|
||||
Some of these paladins go so far as to consort with the powers of
|
||||
the Nine Hells, valuing the rule of law over the balm of
|
||||
mercy. The archdevil Bel, warlord of Avernus, counts many of these
|
||||
paladins--called hell knights--as his most ardent supporters. Hell
|
||||
knights cover their armor with trophies taken from fallen en-
|
||||
emies, a grim warning to any who dare oppose them and the decrees
|
||||
of their lords. These knights are often most fiercely resisted by
|
||||
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
|
||||
conquest seared on the upper arm.
|
||||
**Tenets of Conquest:** A paladin who takes this oath has the
|
||||
tenets of conquest seared on the upper arm.
|
||||
|
||||
--Douse the Flame of Hope. It is not enough
|
||||
to merely defeat an enemy in battle. Your victory must be so over- whelming
|
||||
that your enemies' will to 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
|
||||
dissent. Your word is 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
|
||||
must grow mightier and meet the challenge, or fall to your own ruin.
|
||||
Douse the Flame of Hope.
|
||||
It is not enough to merely defeat an enemy in battle. Your
|
||||
victory must be so overwhelming that your enemies' will to
|
||||
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 dissent. Your word is
|
||||
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 must grow
|
||||
mightier and meet the challenge, or fall to your own ruin.
|
||||
|
||||
"""
|
||||
name = "Oath of Conquest"
|
||||
|
||||
+163
-177
@@ -52,7 +52,6 @@ class ArtificerSpellcasting(Feature):
|
||||
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.
|
||||
"""
|
||||
|
||||
name = "Spellcasting"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -61,7 +60,6 @@ class ArtificerRitualCasting(Feature):
|
||||
"""You can cast an artificer spell as a ritual if that spell has the ritual
|
||||
tag and you have the spell prepared.
|
||||
"""
|
||||
|
||||
name = "Ritual Casting"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -73,41 +71,40 @@ class FirearmProficiency(Feature):
|
||||
your artificer has been exposed to the operation of such weapons, your
|
||||
artificer is proficient with them.
|
||||
"""
|
||||
|
||||
name = "Optional Rule: Firearm Proficiency"
|
||||
source = "Artificer"
|
||||
|
||||
|
||||
class MagicalTinkering(Feature):
|
||||
"""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
|
||||
artisan's tools in hand. You then touch a Tiny nonmagical object as an
|
||||
action and give it one of the following magical properties of your choice:
|
||||
objects. To use this ability, you must have tinker's tools or
|
||||
other artisan's tools in hand. You then touch a Tiny nonmagical
|
||||
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 \
|
||||
additional 5 feet.
|
||||
- The object sheds bright light in a 5-foot radius and dim light
|
||||
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"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -117,35 +114,37 @@ class InfuseItem(Feature):
|
||||
magical infusions. The magic items you create with this feature are
|
||||
effectively prototypes of permanent items.
|
||||
|
||||
**Infusions known**
|
||||
When you gain this feature, pick four artificer infusions
|
||||
to learn, choosing from the "Artificer Infusions" section at the end of the
|
||||
class's description. You learn additional infusions of your choice when you
|
||||
reach certain levels in this class, as shown in the Infusions Known column
|
||||
of the Artificer table. Whenever you gain a level in this class, you can
|
||||
replace one of the artificer infusions you learned with a new one.
|
||||
Infusions known
|
||||
When you gain this feature, pick four artificer infusions to
|
||||
learn, choosing from the "Artificer Infusions" section at the
|
||||
end of the class's description. You learn additional infusions
|
||||
of your choice when you reach certain levels in this class, as
|
||||
shown in the Infusions Known column of the Artificer
|
||||
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"
|
||||
source = "Artificer"
|
||||
_infusions = {
|
||||
@@ -185,7 +184,6 @@ class ArtificerSpecialist(Feature):
|
||||
class's description. Your choice grants you features at 5th level and again
|
||||
at 9th and 15th level.
|
||||
"""
|
||||
|
||||
name = "Artificer Specialist"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -198,7 +196,6 @@ class TheRightToolForTheJob(Feature):
|
||||
Though the product of magic, the tools are nonmagical, and they vanish when
|
||||
you use this feature again.
|
||||
"""
|
||||
|
||||
name = "The Right Tool For The Job"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -207,22 +204,22 @@ class ToolExpertise(Feature):
|
||||
"""Starting at 6th level, your proficiency bonus is doubled for any ability
|
||||
check you make that uses your proficiency with a tool.
|
||||
"""
|
||||
|
||||
name = "Tool Expertise"
|
||||
source = "Artificer"
|
||||
|
||||
|
||||
class FlashOfGenius(Feature):
|
||||
"""Starting at 7th level, you gain the ability to come up with solutions
|
||||
under pressure. When you or another creature you can see within 30 feet of
|
||||
you makes an ability check or a saving throw, you can use your reaction to
|
||||
add your Intelligence modifier to the roll.
|
||||
"""Starting at 7th level, you gain the ability to come up with
|
||||
solutions under pressure. When you or another creature you can see
|
||||
within 30 feet of you makes an ability check or a saving throw,
|
||||
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"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -232,31 +229,31 @@ class MagicItemAdept(Feature):
|
||||
to use and make magic items:
|
||||
|
||||
- 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"
|
||||
source = "Artificer"
|
||||
|
||||
|
||||
class SpellStoringItem(Feature):
|
||||
"""At 11th level, you learn how to store a spell in an object. Whenever you
|
||||
finish a long rest, you can touch one simple or martial weapon or one item
|
||||
that you can use as a spellcasting focus, and you store a spell in it,
|
||||
choosing a 1st- or 2nd-level spell from the artificer spell list that
|
||||
requires 1 action to cast (you needn't have it prepared).
|
||||
"""At 11th level, you learn how to store a spell in an
|
||||
object. Whenever you finish a long rest, you can touch one simple
|
||||
or martial weapon or one item that you can use as a spellcasting
|
||||
focus, and you store a spell in it, choosing a 1st- or 2nd-level
|
||||
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
|
||||
spell's effect from it, using your spellcasting ability modifier. If the
|
||||
spell requires concentration, the creature must concentrate. The spell
|
||||
stays in the object until it's been used a number of times equal to twice
|
||||
your Intelligence modifier (minimum of twice) or until you use this fe
|
||||
ature again to store a spell in an object.
|
||||
While holding the object, a creature can take an action to produce
|
||||
the spell's effect from it, using your spellcasting ability
|
||||
modifier. If the spell requires concentration, the creature must
|
||||
concentrate. The spell stays in the object until it's been used a
|
||||
number of times equal to twice your Intelligence modifier (minimum
|
||||
of twice) or until you use this fe ature again to store a spell in
|
||||
an object.
|
||||
"""
|
||||
|
||||
name = "Spell-Storing Item"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -265,11 +262,10 @@ class MagicItemSavant(Feature):
|
||||
"""At 14th level, your skill with magic items deepens more:
|
||||
|
||||
- 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"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -278,7 +274,6 @@ class MagicItemMaster(Feature):
|
||||
"""Starting at 18th level, you can attune to up to six magic items at
|
||||
once.
|
||||
"""
|
||||
|
||||
name = "Magic Item Master"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -289,12 +284,11 @@ class SoulOfArtifice(Feature):
|
||||
|
||||
- You gain a +1 bonus to all saving throws per magic item you are currently
|
||||
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"
|
||||
source = "Artificer"
|
||||
|
||||
@@ -305,7 +299,6 @@ class AlchemistToolProficiency(Feature):
|
||||
with alchemist's supplies. If you already have this proficiency, you gain
|
||||
proficiency with one other type of artisan's tools of your choice.
|
||||
"""
|
||||
|
||||
name = "Tool Proficiency"
|
||||
source = "Artificer (Alchemist)"
|
||||
|
||||
@@ -316,7 +309,6 @@ class AlchemistSpells(_SpecialistSpells):
|
||||
table. These spells count as artificer spells for you, but they don't count
|
||||
against the number of artificer spells you prepare.
|
||||
"""
|
||||
|
||||
_name = "Alchemist"
|
||||
_spells = {
|
||||
3: [spells.HealingWord, spells.RayOfSickness],
|
||||
@@ -369,7 +361,6 @@ class ExperimentalElixir(Feature):
|
||||
alter self spell. The drinker determines the transformation caused by the
|
||||
spell, the effects of which last for 10 minutes.
|
||||
"""
|
||||
|
||||
name = "Experimental Elixir"
|
||||
source = "Artificer (Alchemist)"
|
||||
|
||||
@@ -382,7 +373,6 @@ class AlchemicalSavant(Feature):
|
||||
be a damage roll that deals acid, fire, necrotic, or poison damage, and the
|
||||
bonus equals your Intelligence modifier (minimum of +1).
|
||||
"""
|
||||
|
||||
name = "Alchemical Savant"
|
||||
source = "Artificer (Alchemist)"
|
||||
|
||||
@@ -401,7 +391,6 @@ class RestorativeReagents(Feature):
|
||||
Intelligence modifier (minimum of once), and you regain all expended uses
|
||||
when you finish a long rest.
|
||||
"""
|
||||
|
||||
name = "Restorative Reagents"
|
||||
source = "Artificer (Alchemist)"
|
||||
|
||||
@@ -420,7 +409,6 @@ class ChemicalMastery(Feature):
|
||||
you cast either spell with this feature, you can't cast that spell with
|
||||
it again until you finish a long rest.
|
||||
"""
|
||||
|
||||
name = "Chemical Mastery"
|
||||
source = "Artificer (Alchemist)"
|
||||
|
||||
@@ -432,7 +420,6 @@ class ArtilleristSpells(_SpecialistSpells):
|
||||
Spells table. These spells count as artificer spells for you, but they
|
||||
don't count against the number of artificer spells you prepare.
|
||||
"""
|
||||
|
||||
_name = "Artillerist"
|
||||
_spells = {
|
||||
3: [spells.Shield, spells.Thunderwave],
|
||||
@@ -448,7 +435,6 @@ class ArtilleristToolProficiency(Feature):
|
||||
with woodcarver's tools. If you already have this proficiency, you gain
|
||||
proficiency with one other type of artisan's tools of your choice.
|
||||
"""
|
||||
|
||||
name = "Tool Proficiency"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
@@ -498,25 +484,25 @@ class EldritchCannon(Feature):
|
||||
number of temporary hit points equal to 1d8 + your Intelligence modifier
|
||||
(minimum of +1)
|
||||
"""
|
||||
|
||||
name = "Eldritch Cannon"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
|
||||
class ArcaneFirearm(Feature):
|
||||
"""At 5th level, you know how to turn a wand, staff, or rod into an arcane
|
||||
firearm, a conduit for your destructive spells. When you finish a long
|
||||
rest, you can use woodcarver's tools to carve special sigils into a wand,
|
||||
staff, or rod and thereby turn it into your arcane firearm. The sigils
|
||||
disappear from the object if you later carve them on a different item. The
|
||||
sigils otherwise last indefinitely.
|
||||
"""At 5th level, you know how to turn a wand, staff, or rod into an
|
||||
arcane firearm, a conduit for your destructive spells. When you
|
||||
finish a long rest, you can use woodcarver's tools to carve
|
||||
special sigils into a wand, staff, or rod and thereby turn it into
|
||||
your arcane firearm. The sigils disappear from the object if you
|
||||
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"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
@@ -526,14 +512,13 @@ class ExplosiveCannon(Feature):
|
||||
destructive:
|
||||
|
||||
- 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"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
@@ -542,29 +527,29 @@ class FortifiedPosition(Feature):
|
||||
"""Starting at 15th level, you're a master at forming well-defended
|
||||
emplacements using Eldritch Cannon:
|
||||
|
||||
- You and your allies have half cover while within 10 feet of a cannon you
|
||||
create with Eldritch Cannon, as a result of a shimmering field of magical
|
||||
protection that the cannon emits.
|
||||
- You and your allies have half cover while within 10 feet of a
|
||||
cannon you create with Eldritch Cannon, as a result of a
|
||||
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"
|
||||
source = "Artificer (Artillerist)"
|
||||
|
||||
|
||||
# Battle Smith
|
||||
class BattleSmithSpells(_SpecialistSpells):
|
||||
"""Starting at 3rd level, you always have certain spells prepared after you
|
||||
reach particular levels in this class, as shown in the Battle Smith Spells
|
||||
table. These spells count as artificer spells for you, but they don't count
|
||||
against the number of artificer spells you prepare.
|
||||
"""
|
||||
"""Starting at 3rd level, you always have certain spells prepared
|
||||
after you reach particular levels in this class, as shown in the
|
||||
Battle Smith Spells table. These spells count as artificer spells
|
||||
for you, but they don't count against the number of artificer
|
||||
spells you prepare.
|
||||
|
||||
"""
|
||||
_name = "Battle Smith"
|
||||
_spells = {
|
||||
3: [spells.Heroism, spells.Shield],
|
||||
@@ -576,11 +561,12 @@ class BattleSmithSpells(_SpecialistSpells):
|
||||
|
||||
|
||||
class BattleSmithToolProficiency(Feature):
|
||||
"""When you adopt this specialization at 3rd level, you gain proficiency
|
||||
with smith's tools. If you already have this proficiency, you gain
|
||||
proficiency with one other type of artisan's tools of your choice.
|
||||
"""
|
||||
"""When you adopt this specialization at 3rd level, you gain
|
||||
proficiency with smith's tools. If you already have this
|
||||
proficiency, you gain proficiency with one other type of artisan's
|
||||
tools of your choice.
|
||||
|
||||
"""
|
||||
name = "Tool Proficiency"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
@@ -590,69 +576,70 @@ class BattleReady(Feature):
|
||||
magic have paid off in two ways:
|
||||
|
||||
- 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"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class SteelDefender(Feature):
|
||||
"""By 3rd level, your tinkering has borne you a faithful companion, a steel
|
||||
defender. It is friendly to you and your companions, and it obeys your
|
||||
commands. See this creature's game statistics in the steel defender stat
|
||||
block. You determine the creature's appearance and whether it has two legs
|
||||
or fo ur; your choice has no effect on its game statistics.
|
||||
"""By 3rd level, your tinkering has borne you a faithful companion, a
|
||||
steel defender. It is friendly to you and your companions, and it
|
||||
obeys your commands. See this creature's game statistics in the
|
||||
steel defender stat block. You determine the creature's appearance
|
||||
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
|
||||
its turn immediately after yours. It can move and use its reaction on its
|
||||
own, but the only action it takes on its turn is the Dodge action, unless
|
||||
you take a bonus action on your turn to command it to take one of the
|
||||
actions in its stat block or the Dash, Disengage, Help, Hide, or Search
|
||||
action.
|
||||
In combat, the steel defender shares your initiative count, but it
|
||||
takes its turn immediately after yours. It can move and use its
|
||||
reaction on its own, but the only action it takes on its turn is
|
||||
the Dodge action, unless you take a bonus action on your turn to
|
||||
command it to take one of the actions in its stat block or the
|
||||
Dash, Disengage, Help, Hide, or Search action.
|
||||
|
||||
If the *mending* spell is cast on it, it regains 2d6 hit points. If it has
|
||||
died within the last hour, you can use your smith's tools as an action to
|
||||
revive it, provided you are within 5 feet of it and you expend a spell slot
|
||||
of 1st level or higher. The steel defender returns to life after 1 minute
|
||||
with all its hit points restored.
|
||||
If the *mending* spell is cast on it, it regains 2d6 hit
|
||||
points. If it has died within the last hour, you can use your
|
||||
smith's tools as an action to revive it, provided you are within 5
|
||||
feet of it and you expend a spell slot of 1st level or higher. The
|
||||
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"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class ExtraAttackBattleSmith(Feature):
|
||||
"""Starting at 5th level, you can attack twice, rather than once, whenever
|
||||
you take the Attack action on your turn.
|
||||
"""
|
||||
"""Starting at 5th level, you can attack twice, rather than once,
|
||||
whenever you take the Attack action on your turn.
|
||||
|
||||
"""
|
||||
name = "Extra Attack"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
|
||||
class ArcaneJolt(Feature):
|
||||
"""At 9th level, you learn new ways to channel arcane energy to harm or
|
||||
heal. When either you hit a target with a magic weapon attack or your steel
|
||||
defender hits a target, you can channel magical energy through the strike
|
||||
to create one of the following effects:
|
||||
"""At 9th level, you learn new ways to channel arcane energy to harm
|
||||
or heal. When either you hit a target with a magic weapon attack
|
||||
or your steel defender hits a target, you can channel magical
|
||||
energy through the strike to create one of the following effects:
|
||||
|
||||
- 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"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
@@ -661,14 +648,13 @@ class ImprovedDefender(Feature):
|
||||
"""At 15th level, your Arcane jolt and steel defender become more
|
||||
powerful:
|
||||
|
||||
- The extra damage and the healing of your Arcane jolt both increase to
|
||||
4d6.
|
||||
|
||||
- The extra damage and the healing of your Arcane jolt both
|
||||
increase to 4d6.
|
||||
- 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"
|
||||
source = "Artificer (Battle Smith)"
|
||||
|
||||
@@ -8,15 +8,13 @@ class Rage(Feature):
|
||||
rage as a bonus action. While raging, you gain the following benefits if
|
||||
you aren't wearing heavy armor:
|
||||
|
||||
--You have advantage on Strength checks and
|
||||
Strength saving throws.
|
||||
|
||||
--When you make a melee weapon attack using
|
||||
Strength, you gain a bonus to the damage roll that increases as you gain
|
||||
levels as a barbarian, as shown in the Rage Damage column of the Barbarian
|
||||
- You have advantage on Strength checks and Strength saving
|
||||
throws.
|
||||
- When you make a melee weapon attack using Strength, you gain a
|
||||
bonus to the damage roll that increases as you gain levels as a
|
||||
barbarian, as shown in the Rage Damage column of the Barbarian
|
||||
table.
|
||||
|
||||
--You have resistance to bludgeoning, piercing, and slashing
|
||||
- You have resistance to bludgeoning, piercing, and slashing
|
||||
damage.
|
||||
|
||||
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):
|
||||
"""You gain the might of a bear. Your carrying capacity (including maximum
|
||||
load and maximum lift) is doubled, and you have advantage on Strength
|
||||
checks made to push, pull, lift, or break objects.
|
||||
"""You gain the might of a bear. Your carrying capacity (including
|
||||
maximum load and maximum lift) is doubled, and you have advantage
|
||||
on Strength checks made to push, pull, lift, or break objects.
|
||||
|
||||
"""
|
||||
name = "Aspect of the Beast (Bear)"
|
||||
|
||||
@@ -4,62 +4,68 @@ from dungeonsheets.features.features import Feature, FeatureSelector
|
||||
|
||||
# PHB
|
||||
class WildShape(Feature):
|
||||
"""Starting at 2nd level, you can use your action to magically assume the
|
||||
shape of a beast that you have seen before. You can use this feature
|
||||
twice. You regain expended uses when you finish a short or long rest. Your
|
||||
druid level determines the beasts you can transform into, as shown in the
|
||||
Beast Shapes table. At 2nd level, for example, you can transform into any
|
||||
beast that has a challenge rating of 1/4 or lower that doesn't have a
|
||||
flying or swimming speed.
|
||||
"""Starting at 2nd level, you can use your action to magically assume
|
||||
the shape of a beast that you have seen before. You can use this
|
||||
feature twice. You regain expended uses when you finish a short or
|
||||
long rest. Your druid level determines the beasts you can
|
||||
transform into, as shown in the Beast Shapes table. At 2nd level,
|
||||
for example, you can transform into any beast that has a challenge
|
||||
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)
|
||||
|
||||
8th Level: Max CR 1 (ex: Giant Eagle)
|
||||
|
||||
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 form unless you
|
||||
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.
|
||||
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
|
||||
form unless you 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:
|
||||
|
||||
• Your game statistics are replaced by the statistics of the beast, but
|
||||
you retain your alignment, personality, and Intelligence, Wisdom, and
|
||||
Charisma scores. You also retain all of your skill and saving throw
|
||||
proficiencies, in addition to gaining those of the creature. If the
|
||||
creature has the same proficiency as you and the bonus in its stat block is
|
||||
higher than yours, use the creature's bonus instead of yours. If the
|
||||
- Your game statistics are replaced by the statistics of the
|
||||
beast, but you retain your alignment, personality, and
|
||||
Intelligence, Wisdom, and Charisma scores. You also retain all
|
||||
of your skill and saving throw proficiencies, in addition to
|
||||
gaining those of the creature. If the creature has the same
|
||||
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.
|
||||
|
||||
• When you transform, you assume the beast's hit points and Hit Dice. When
|
||||
you revert to your normal form, you return to the number of hit points you
|
||||
had before you transformed. However, if you revert as a result of dropping
|
||||
to 0 hit points, any excess damage carries over to your normal form. For
|
||||
example, if you take 10 damage in animal form and have only 1 hit point
|
||||
left, you revert and take 9 damage. As long as the excess damage 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
|
||||
requires hands is limited to the capabilities of your beast
|
||||
form. Transforming doesn't break your concentration on a spell you've
|
||||
already cast, however, or prevent you from 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
|
||||
source and can use them if the new form is physically capable of doing
|
||||
so. However, you can't use any of your special senses, such as darkvision,
|
||||
unless your new form also has that sense.
|
||||
|
||||
• You choose whether your equipment falls to the ground in your space,
|
||||
merges into your new form, or is worn by it. Worn equipment functions as
|
||||
normal, but the DM decides whether it is practical for the new form to wear
|
||||
a piece of equipment, based on the creature's shape and size. Your
|
||||
equipment doesn't change size or shape to match the new form, and any
|
||||
equipment that the 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
|
||||
- When you transform, you assume the beast's hit points and Hit
|
||||
Dice. When you revert to your normal form, you return to the
|
||||
number of hit points you had before you transformed. However, if
|
||||
you revert as a result of dropping to 0 hit points, any excess
|
||||
damage carries over to your normal form. For example, if you
|
||||
take 10 damage in animal form and have only 1 hit point left,
|
||||
you revert and take 9 damage. As long as the excess damage
|
||||
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 requires hands is limited to the capabilities of
|
||||
your beast form. Transforming doesn't break your concentration
|
||||
on a spell you've already cast, however, or prevent you from
|
||||
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 source and can use them if the new form is physically
|
||||
capable of doing so. However, you can't use any of your special
|
||||
senses, such as darkvision, unless your new form also has that
|
||||
sense.
|
||||
- You choose whether your equipment falls to the ground in your
|
||||
space, merges into your new form, or is worn by it. Worn
|
||||
equipment functions as normal, but the DM decides whether it is
|
||||
practical for the new form to wear a piece of equipment, based
|
||||
on the creature's shape and size. Your equipment doesn't change
|
||||
size or shape to match the new form, and any equipment that the
|
||||
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.
|
||||
|
||||
"""
|
||||
|
||||
+494
-519
File diff suppressed because it is too large
Load Diff
+228
-214
@@ -3,10 +3,12 @@ from dungeonsheets.features.features import Feature
|
||||
|
||||
|
||||
class UnarmoredDefenseMonk(Feature):
|
||||
"""Beginning at 1st level, while you are wearing no armor and not wearing a
|
||||
shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
|
||||
"""Beginning at 1st level, while you are wearing no armor and not
|
||||
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"
|
||||
@@ -14,30 +16,31 @@ class UnarmoredDefenseMonk(Feature):
|
||||
|
||||
|
||||
class MartialArts(Feature):
|
||||
"""At 1st level, your practice of martial arts gives you mastery of combat
|
||||
styles that use unarmed strikes and monk weapons, which are shortswords and
|
||||
any simple melee weapons that don't have the two-handed or heavy
|
||||
property. You gain the following benefits while you are unarmed or wielding
|
||||
only monk weapons and you aren't wearing armor or wielding a shield:
|
||||
"""At 1st level, your practice of martial arts gives you mastery of
|
||||
combat styles that use unarmed strikes and monk weapons, which are
|
||||
shortswords and any simple melee weapons that don't have the
|
||||
two-handed or heavy property. You gain the following benefits
|
||||
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
|
||||
of your unarmed strikes and monk weapons.
|
||||
- You can use Dexterity instead of Strength for the attack and
|
||||
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
|
||||
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.
|
||||
|
||||
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
|
||||
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"
|
||||
@@ -45,9 +48,7 @@ class MartialArts(Feature):
|
||||
die = 'd4'
|
||||
|
||||
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)
|
||||
for w in weapons.monk_weapons])
|
||||
level = self.owner.Monk.level
|
||||
@@ -67,22 +68,24 @@ class MartialArts(Feature):
|
||||
|
||||
|
||||
class Ki(Feature):
|
||||
"""Starting at 2nd level, your training allows you to harness the mystic
|
||||
energy of ki. Your access to this energy is represented by a number of ki
|
||||
points. Your monk level determines the number of points you have, as shown
|
||||
in the Ki Points column of the Monk table. You can spend these points to
|
||||
fuel various ki features.
|
||||
"""Starting at 2nd level, your training allows you to harness the
|
||||
mystic energy of ki. Your access to this energy is represented by
|
||||
a number of ki points. Your monk level determines the number of
|
||||
points you have, as shown in the Ki Points column of the Monk
|
||||
table. You can spend these points to fuel various ki features.
|
||||
|
||||
You start knowing three such features: Flurry of Blows, Patient Defense,
|
||||
and Step of the Wind. You learn more ki features as you gain levels in this
|
||||
class. When you spend a ki point, it is unavailable until you finish a
|
||||
short or long rest, at the end of which you draw all of your expended ki
|
||||
back into yourself. You must spend at least 30 minutes of the rest
|
||||
meditating to regain your ki points.
|
||||
You start knowing three such features: Flurry of Blows, Patient
|
||||
Defense, and Step of the Wind. You learn more ki features as you
|
||||
gain levels in this class. When you spend a ki point, it is
|
||||
unavailable until you finish a short or long rest, at the end of
|
||||
which you draw all of your expended ki back into yourself. You
|
||||
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
|
||||
resist the feature's effects. The saving throw DC is calculated as follows:
|
||||
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
|
||||
Some of your ki features require your target to make a saving
|
||||
throw to resist the feature's effects. The saving throw DC is
|
||||
calculated as follows: Ki save DC = 8 + your proficiency bonus +
|
||||
your Wisdom modifier
|
||||
|
||||
"""
|
||||
_name = "Ki"
|
||||
@@ -150,18 +153,18 @@ class UnarmoredMovement(Feature):
|
||||
|
||||
|
||||
class DeflectMissiles(Feature):
|
||||
"""Starting at 3rd level, you can use your reaction to deflect or catch the
|
||||
missile when you are hit by a ranged weapon attack. When you do so, the
|
||||
damage you take from the attack is reduced by 1d10 + your Dexterity
|
||||
modifier + your monk level. If you reduce the damage to 0, you can catch
|
||||
the missile if it is small enough for you to hold in one hand and you have
|
||||
at least one hand free.
|
||||
"""Starting at 3rd level, you can use your reaction to deflect or
|
||||
catch the missile when you are hit by a ranged weapon attack. When
|
||||
you do so, the damage you take from the attack is reduced by 1d10
|
||||
+ your Dexterity modifier + your monk level. If you reduce the
|
||||
damage to 0, you can catch the missile if it is small enough for
|
||||
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
|
||||
ranged attack with the weapon or piece of ammunition you just caught, as
|
||||
part of the same reaction. You make this attack with proficiency,
|
||||
regardless of your weapon proficiencies, and the missile counts as a monk
|
||||
weapon for the attack
|
||||
If you catch a missile in this way, you can spend 1 ki point to
|
||||
make a ranged attack with the weapon or piece of ammunition you
|
||||
just caught, as part of the same reaction. You make this attack
|
||||
with proficiency, regardless of your weapon proficiencies, and the
|
||||
missile counts as a monk weapon for the attack
|
||||
|
||||
"""
|
||||
_name = "Deflect Missiles"
|
||||
@@ -174,9 +177,9 @@ class DeflectMissiles(Feature):
|
||||
|
||||
|
||||
class SlowFall(Feature):
|
||||
"""Beginning at 4th level, you can use your reaction when you fall to reduce
|
||||
any falling damage you take by an amount equal to five times your monk
|
||||
level.
|
||||
"""Beginning at 4th level, you can use your reaction when you fall to
|
||||
reduce any falling damage you take by an amount equal to five
|
||||
times your monk level.
|
||||
|
||||
"""
|
||||
name = "Slow Fall"
|
||||
@@ -184,8 +187,8 @@ class SlowFall(Feature):
|
||||
|
||||
|
||||
class ExtraAttackMonk(Feature):
|
||||
"""Beginning at 5th level, you can attack twice, instead of once, whenever you
|
||||
take the Attack action on your turn
|
||||
"""Beginning at 5th level, you can attack twice, instead of once,
|
||||
whenever you take the Attack action on your turn
|
||||
|
||||
"""
|
||||
name = "Extra Attack (2x)"
|
||||
@@ -194,10 +197,10 @@ class ExtraAttackMonk(Feature):
|
||||
|
||||
class StunningStrike(Feature):
|
||||
"""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,
|
||||
you can spend 1 ki point to attempt a stunning strike. The target must
|
||||
succeed on a Constitution saving throw or be stunned until the end of your
|
||||
next turn
|
||||
opponent's body. When you hit another creature with a melee weapon
|
||||
attack, you can spend 1 ki point to attempt a stunning strike. The
|
||||
target must succeed on a Constitution saving throw or be stunned
|
||||
until the end of your next turn
|
||||
|
||||
"""
|
||||
name = "Stunning Strike"
|
||||
@@ -205,9 +208,9 @@ class StunningStrike(Feature):
|
||||
|
||||
|
||||
class KiEmpoweredStrikes(Feature):
|
||||
"""Starting at 6th level, your unarmed strikes count as magical for the
|
||||
purpose of overcoming resistance and immunity to nonmagical attacks and
|
||||
damage
|
||||
"""Starting at 6th level, your unarmed strikes count as magical for
|
||||
the purpose of overcoming resistance and immunity to nonmagical
|
||||
attacks and damage
|
||||
|
||||
"""
|
||||
name = "Ki-Empowered Strikes"
|
||||
@@ -224,8 +227,8 @@ class StillnessOfMind(Feature):
|
||||
|
||||
|
||||
class PurityOfBody(Feature):
|
||||
"""At 10th level, your mastery of the ki flowing through you makes you immune
|
||||
to disease and poison.
|
||||
"""At 10th level, your mastery of the ki flowing through you makes you
|
||||
immune to disease and poison.
|
||||
|
||||
"""
|
||||
name = "Purity of Body"
|
||||
@@ -233,9 +236,9 @@ class PurityOfBody(Feature):
|
||||
|
||||
|
||||
class TongueOfTheSunAndMoon(Feature):
|
||||
"""Starting at 13th level, you learn to touch the ki of other minds so that
|
||||
you understand all spoken languages. Moreover, any creature that can
|
||||
understand a language can understand what you say.
|
||||
"""Starting at 13th level, you learn to touch the ki of other minds so
|
||||
that you understand all spoken languages. Moreover, any creature
|
||||
that can understand a language can understand what you say.
|
||||
|
||||
"""
|
||||
name = "Tongue of the Sun and Moon"
|
||||
@@ -243,9 +246,10 @@ class TongueOfTheSunAndMoon(Feature):
|
||||
|
||||
|
||||
class DiamondSoul(Feature):
|
||||
"""Beginning at 14th level, your mastery of ki grants you proficiency in all
|
||||
saving throws. Additionally, whenever you make a saving throw and fail, you
|
||||
can spend 1 ki point to reroll it and take the second result.
|
||||
"""Beginning at 14th level, your mastery of ki grants you proficiency
|
||||
in all saving throws. Additionally, whenever you make a saving
|
||||
throw and fail, you can spend 1 ki point to reroll it and take the
|
||||
second result.
|
||||
|
||||
"""
|
||||
name = "Diamond Soul"
|
||||
@@ -253,9 +257,10 @@ class DiamondSoul(Feature):
|
||||
|
||||
|
||||
class TimelessBody(Feature):
|
||||
"""At 15th level, your ki sustains you so that you suffer none of the frailty
|
||||
of old age, and you can't be aged magically. You can still die of old age,
|
||||
however. In addition, you no longer need food or water.
|
||||
"""At 15th level, your ki sustains you so that you suffer none of the
|
||||
frailty of old age, and you can't be aged magically. You can still
|
||||
die of old age, however. In addition, you no longer need food or
|
||||
water.
|
||||
|
||||
"""
|
||||
name = "Timeless Body"
|
||||
@@ -263,11 +268,12 @@ class TimelessBody(Feature):
|
||||
|
||||
|
||||
class EmptyBody(Feature):
|
||||
"""Beginning at 18th level, you can use your action to spend 4 ki points to
|
||||
become invisible for 1 minute. During that time, you also have resistance
|
||||
to all damage but force damage. Additionally, you can spend 8 ki points to
|
||||
cast the astral projection spell, without needing material components. When
|
||||
you do so, you can't take any other creatures with you.
|
||||
"""Beginning at 18th level, you can use your action to spend 4 ki
|
||||
points to become invisible for 1 minute. During that time, you
|
||||
also have resistance to all damage but force damage. Additionally,
|
||||
you can spend 8 ki points to cast the astral projection spell,
|
||||
without needing material components. When you do so, you can't
|
||||
take any other creatures with you.
|
||||
|
||||
"""
|
||||
name = "Empty Body"
|
||||
@@ -285,17 +291,16 @@ class PerfectSelf(Feature):
|
||||
|
||||
# Way of the Open Hand
|
||||
class OpenHandTechnique(Feature):
|
||||
"""Starting when you choose this tradition at 3rd level, you can manipulate
|
||||
your enemy's ki when you harness your own. Whenever you hit a creature with
|
||||
one of the attacks granted by your Flurry of Blows, you can impose one of
|
||||
the following effects on that target:
|
||||
"""Starting when you choose this tradition at 3rd level, you can
|
||||
manipulate your enemy's ki when you harness your own. Whenever you
|
||||
hit a creature with one of the attacks granted by your *Flurry of
|
||||
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 make a Strength saving throw. If it fails, you can push it up to
|
||||
15 feet away from you.
|
||||
|
||||
• It can't take reactions until the end of your next turn
|
||||
- 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 up to 15 feet away from you.
|
||||
- It can't take reactions until the end of your next turn
|
||||
|
||||
"""
|
||||
name = "Open Hand Technique"
|
||||
@@ -303,9 +308,10 @@ class OpenHandTechnique(Feature):
|
||||
|
||||
|
||||
class WholenessOfBody(Feature):
|
||||
"""At 6th level, you gain the ability to heal yourself. As an action, you can
|
||||
regain hit points equal to three times your monk level. You must finish a
|
||||
long rest before you can use this feature again
|
||||
"""At 6th level, you gain the ability to heal yourself. As an action,
|
||||
you can regain hit points equal to three times your monk
|
||||
level. You must finish a long rest before you can use this feature
|
||||
again
|
||||
|
||||
"""
|
||||
name = "Wholeness of Body"
|
||||
@@ -313,11 +319,12 @@ class WholenessOfBody(Feature):
|
||||
|
||||
|
||||
class Tranquility(Feature):
|
||||
"""Beginning at 11th level, you can enter a special meditation that surrounds
|
||||
you with an aura of peace. At the end of a long rest, you gain the effect
|
||||
of a sanctuary spell that lasts until the start of your next long rest (the
|
||||
spell can end early as normal). The saving throw DC for the spell equals 8
|
||||
+ your Wisdom modifier + your proficiency bonus
|
||||
"""Beginning at 11th level, you can enter a special meditation that
|
||||
surrounds you with an aura of peace. At the end of a long rest,
|
||||
you gain the effect of a sanctuary spell that lasts until the
|
||||
start of your next long rest (the spell can end early as
|
||||
normal). The saving throw DC for the spell equals 8 + your Wisdom
|
||||
modifier + your proficiency bonus
|
||||
|
||||
"""
|
||||
name = "Tranquility"
|
||||
@@ -326,15 +333,17 @@ class Tranquility(Feature):
|
||||
|
||||
class QuiveringPalm(Feature):
|
||||
"""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
|
||||
spend 3 ki points to start these imperceptible vibrations, which last for a
|
||||
number of days equal to your monk level. The vibrations are harmless unless
|
||||
you use your action to end them. To do so, you and the target must be on
|
||||
the same plane of existence. When you use this action, the creature must
|
||||
make a Constitution saving throw. If it fails, it is reduced to 0 hit
|
||||
points. If it succeeds, it takes 10d10 necrotic damage. You can 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.
|
||||
someone's body. When you hit a creature with an unarmed strike,
|
||||
you can spend 3 ki points to start these imperceptible vibrations,
|
||||
which last for a number of days equal to your monk level. The
|
||||
vibrations are harmless unless you use your action to end them. To
|
||||
do so, you and the target must be on the same plane of
|
||||
existence. When you use this action, the creature must make a
|
||||
Constitution saving throw. If it fails, it is reduced to 0 hit
|
||||
points. If it succeeds, it takes 10d10 necrotic damage. You can
|
||||
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"
|
||||
@@ -343,11 +352,12 @@ class QuiveringPalm(Feature):
|
||||
|
||||
# Way of Shadow
|
||||
class ShadowArts(Feature):
|
||||
"""Starting when you choose this tradition at 3rd level, you can use your ki
|
||||
to duplicate the effects of certain spells. As an action, you can spend 2
|
||||
ki points to cast darkness, darkvision, pass without trace, or silence,
|
||||
without providing material components. Additionally, you gain the minor
|
||||
illusion cantrip if you don't already know it.
|
||||
"""Starting when you choose this tradition at 3rd level, you can use
|
||||
your ki to duplicate the effects of certain spells. As an action,
|
||||
you can spend 2 ki points to cast darkness, darkvision, pass
|
||||
without trace, or silence, without providing material
|
||||
components. Additionally, you gain the minor illusion cantrip if
|
||||
you don't already know it.
|
||||
|
||||
"""
|
||||
name = "Shadow Arts"
|
||||
@@ -356,10 +366,10 @@ class ShadowArts(Feature):
|
||||
|
||||
class ShadowStep(Feature):
|
||||
"""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
|
||||
teleport up to 60 feet to an unoccupied space you can see that is also in
|
||||
dim light or darkness. You then have advantage on the first melee attack
|
||||
you make before the end of the turn.
|
||||
another. When you are in dim light or darkness, as a bonus action
|
||||
you can teleport up to 60 feet to an unoccupied space you can see
|
||||
that is also in dim light or darkness. You then have advantage on
|
||||
the first melee attack you make before the end of the turn.
|
||||
|
||||
"""
|
||||
name = "Shadow Step"
|
||||
@@ -367,10 +377,11 @@ class ShadowStep(Feature):
|
||||
|
||||
|
||||
class CloakOfShadows(Feature):
|
||||
"""By 11th level, you have learned to become one with the shadows. When you
|
||||
are in an area of dim light or darkness, you can use your action to become
|
||||
invisible. You remain invisible until you make an attack, cast a spell, or
|
||||
are in an area of bright light.
|
||||
"""By 11th level, you have learned to become one with the
|
||||
shadows. When you are in an area of dim light or darkness, you can
|
||||
use your action to become invisible. You remain invisible until
|
||||
you make an attack, cast a spell, or are in an area of bright
|
||||
light.
|
||||
|
||||
"""
|
||||
name = "Cloak of Shadows"
|
||||
@@ -378,10 +389,10 @@ class CloakOfShadows(Feature):
|
||||
|
||||
|
||||
class Opportunist(Feature):
|
||||
"""At 17th level, you can exploit a creature's momentary distraction when it
|
||||
is hit by an attack. Whenever a creature within 5 feet of you is hit by an
|
||||
attack made by a creature other than you, you can use your reaction to make
|
||||
a melee attack against that creature.
|
||||
"""At 17th level, you can exploit a creature's momentary distraction
|
||||
when it is hit by an attack. Whenever a creature within 5 feet of
|
||||
you is hit by an attack made by a creature other than you, you can
|
||||
use your reaction to make a melee attack against that creature.
|
||||
|
||||
"""
|
||||
name = "Opportunist"
|
||||
@@ -390,35 +401,38 @@ class Opportunist(Feature):
|
||||
|
||||
# Way of the Four Elements
|
||||
class DiscipleOfTheElements(Feature):
|
||||
"""When you choose this tradition at 3rd level, you learn magical disciplines
|
||||
that harness the power of the four elements. A discipline requires you to
|
||||
spend ki points each time you use it. You know the Elemental Attunement
|
||||
discipline and one other elemental discipline of your choice, which are
|
||||
detailed in the "Elemental Disciplines" section below.
|
||||
"""When you choose this tradition at 3rd level, you learn magical
|
||||
disciplines that harness the power of the four elements. A
|
||||
discipline requires you to spend ki points each time you use
|
||||
it. You know the Elemental Attunement discipline and one other
|
||||
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,
|
||||
and 17th level. Whenever you learn a new elemental discipline, you can also
|
||||
replace one elemental discipline that you already know with a different
|
||||
discipline.
|
||||
You learn one additional elemental discipline of your choice at
|
||||
6th, 11th, and 17th level. Whenever you learn a new elemental
|
||||
discipline, you can also replace one elemental discipline that you
|
||||
already know with a different discipline.
|
||||
|
||||
Add your chosen disciplines under "features" in your .py file
|
||||
|
||||
**Casting Elemental Spells**: Some elemental disciplines allow you to cast
|
||||
spells. See chapter 10 for the general rules of spellcasting. To cast one o
|
||||
f these spells, you use its casting time and other rules, but you don't
|
||||
need to provide material components for it. Once you reach 5th level in
|
||||
this class, you can spend additional ki points to increase the level of an
|
||||
elemental discipline spell that you cast, provided that the spell has an
|
||||
enhanced effect at a higher level, as burning hands does. The spell's level
|
||||
increases by 1 for each additional ki point you spend. For example, if you
|
||||
are a 5th-level monk and use Sweeping 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).
|
||||
**Casting Elemental Spells:** Some elemental disciplines allow you
|
||||
to cast spells. See chapter 10 for the general rules of
|
||||
spellcasting. To cast one o f these spells, you use its casting
|
||||
time and other rules, but you don't need to provide material
|
||||
components for it. Once you reach 5th level in this class, you can
|
||||
spend additional ki points to increase the level of an elemental
|
||||
discipline spell that you cast, provided that the spell has an
|
||||
enhanced effect at a higher level, as burning hands does. The
|
||||
spell's level increases by 1 for each additional ki point you
|
||||
spend. For example, if you are a 5th-level monk and use Sweeping
|
||||
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
|
||||
(including its base ki point cost and any additional ki points you spend to
|
||||
increase its level) is determined by your monk level, as shown in the
|
||||
Spells and Ki Points table.
|
||||
The maximum number of ki points you can spend to cast a spell in
|
||||
this way (including its base ki point cost and any additional ki
|
||||
points you spend to increase its level) is determined by your monk
|
||||
level, as shown in the Spells and Ki Points table.
|
||||
|
||||
Monk Levels 5-8 : 3 Ki points Max
|
||||
|
||||
@@ -436,18 +450,16 @@ class DiscipleOfTheElements(Feature):
|
||||
class ElementalAttunement(Feature):
|
||||
"""You can use your action to briefly control elemental forces nearby, causing
|
||||
one of the following effects of your choice:
|
||||
|
||||
• Create a harmless, instantaneous sensory effect related to air, earth,
|
||||
fire, or water, such as a shower of sparks, a puff of wind, a spray o f
|
||||
light mist, or a gentle rumbling of stone.
|
||||
|
||||
• Instantaneously light or snuff out a candle, a torch, or a small
|
||||
- Create a harmless, instantaneous sensory effect related to air,
|
||||
earth, fire, or water, such as a shower of sparks, a puff of
|
||||
wind, a spray o f light mist, or a gentle rumbling of stone.
|
||||
- Instantaneously light or snuff out a candle, a torch, or a small
|
||||
campfire.
|
||||
|
||||
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
|
||||
|
||||
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to
|
||||
shape itself into a crude form you desig nate for 1 minute.
|
||||
- Chill or warm up to 1 pound of nonliving material for up to 1
|
||||
hour.
|
||||
- Cause earth, fire, water, or mist that can fit within a 1-foot
|
||||
cube to shape itself into a crude form you desig nate for 1
|
||||
minute.
|
||||
|
||||
"""
|
||||
name = "Elemental Attunement"
|
||||
@@ -457,7 +469,7 @@ class ElementalAttunement(Feature):
|
||||
class BreathOfWinter(Feature):
|
||||
"""You can spend 6 ki points to cast cone of cold.
|
||||
|
||||
**Prerequisite**: 17th Level
|
||||
**Prerequisite:** 17th Level
|
||||
|
||||
"""
|
||||
name = "Breath of Winter"
|
||||
@@ -468,7 +480,7 @@ class BreathOfWinter(Feature):
|
||||
class ClenchOfTheNorthWind(Feature):
|
||||
"""You can spend 3 ki points to cast hold person.
|
||||
|
||||
**Prerequisite**: 6th Level
|
||||
**Prerequisite:** 6th Level
|
||||
|
||||
"""
|
||||
name = "Clench of the North Wind"
|
||||
@@ -479,7 +491,8 @@ class ClenchOfTheNorthWind(Feature):
|
||||
class EternalMountainDefense(Feature):
|
||||
"""You can spend 5 ki points to cast stoneskin, targeting yourself.
|
||||
|
||||
**Prerequisite**: 11th Level
|
||||
**Prerequisite:** 11th Level
|
||||
|
||||
"""
|
||||
name = "Eternal Mountain Defense"
|
||||
source = "Monk (Way of the Four Elements)"
|
||||
@@ -487,12 +500,13 @@ class EternalMountainDefense(Feature):
|
||||
|
||||
|
||||
class FangsOfTheFireSnake(Feature):
|
||||
"""When you use the Attack action on your turn, you can spend 1 ki point to
|
||||
cause tendrils of flame to stretch out from your fists and feet. Your reach
|
||||
with your unarmed strikes increases by 10 feet for that action, as well as
|
||||
the rest o f the turn. A hit with such an attack deals fire damage instead
|
||||
of bludgeoning damage, and if you spend 1 ki point when the attack hits, it
|
||||
also deals an extra 1d10 fire damage
|
||||
"""When you use the Attack action on your turn, you can spend 1 ki
|
||||
point to cause tendrils of flame to stretch out from your fists
|
||||
and feet. Your reach with your unarmed strikes increases by 10
|
||||
feet for that action, as well as the rest o f the turn. A hit with
|
||||
such an attack deals fire damage instead of bludgeoning 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"
|
||||
@@ -500,9 +514,7 @@ class FangsOfTheFireSnake(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"
|
||||
source = "Monk (Way of the Four Elements)"
|
||||
spells_known = (spells.Thunderwave,)
|
||||
@@ -510,13 +522,14 @@ class FistOfFourThunders(Feature):
|
||||
|
||||
class FistOfUnbrokenAir(Feature):
|
||||
"""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
|
||||
30 feet of you. That creature must make a Strength saving throw. On a
|
||||
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
|
||||
bludgeoning damage for each additional ki point you spend, and you can push
|
||||
the creature up to 20 feet away from you and knock it prone. On a
|
||||
successful save, the creature takes half as much damage, and you don't push
|
||||
it or knock it prone.
|
||||
fist. As an action, you can spend 2 ki points and choose a
|
||||
creature within 30 feet of you. That creature must make a Strength
|
||||
saving throw. On a failed save, the creature takes 3d10
|
||||
bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
|
||||
additional ki point you spend, and you can push the creature up to
|
||||
20 feet away from you and knock it prone. On a successful save,
|
||||
the creature takes half as much damage, and you don't push it or
|
||||
knock it prone.
|
||||
|
||||
"""
|
||||
name = "Fist of Unbroken Air"
|
||||
@@ -526,7 +539,7 @@ class FistOfUnbrokenAir(Feature):
|
||||
class FlamesOfThePhoenix(Feature):
|
||||
"""You can spend 4 ki points to cast fireball.
|
||||
|
||||
**Prerequisite**: 11th Level
|
||||
**Prerequisite:** 11th Level
|
||||
|
||||
"""
|
||||
name = "Flames of the Phoenix"
|
||||
@@ -537,7 +550,7 @@ class FlamesOfThePhoenix(Feature):
|
||||
class GongOfTheSummit(Feature):
|
||||
"""You can spend 3 ki points to cast shatter.
|
||||
|
||||
**Prerequisite**: 6th Level
|
||||
**Prerequisite:** 6th Level
|
||||
|
||||
"""
|
||||
name = "Gong of the Summit"
|
||||
@@ -548,7 +561,7 @@ class GongOfTheSummit(Feature):
|
||||
class MistStance(Feature):
|
||||
"""You can spend 4 ki points to cast gaseous form, targeting yourself.
|
||||
|
||||
**Prerequisite**: 11th Level
|
||||
**Prerequisite:** 11th Level
|
||||
|
||||
"""
|
||||
name = "Mist Stance"
|
||||
@@ -559,7 +572,7 @@ class MistStance(Feature):
|
||||
class RideTheWind(Feature):
|
||||
"""You can spend 4 ki points to cast fly, targeting yourself
|
||||
|
||||
**Prerequisite**: 11th Level
|
||||
**Prerequisite:** 11th Level
|
||||
|
||||
"""
|
||||
name = "Ride the Wind"
|
||||
@@ -570,7 +583,7 @@ class RideTheWind(Feature):
|
||||
class RiverOfHungryFlame(Feature):
|
||||
"""You can spend 5 ki points to cast wall of fire.
|
||||
|
||||
**Prerequisite**: 17th Level
|
||||
**Prerequisite:** 17th Level
|
||||
|
||||
"""
|
||||
name = "River of Hungry Flame"
|
||||
@@ -588,16 +601,18 @@ class RushOfTheGaleSpirits(Feature):
|
||||
|
||||
|
||||
class ShapeTheFlowingRiver(Feature):
|
||||
"""As an action, you can spend 1 ki point to choose an area of ice or water no
|
||||
larger than 30 feet on a side within 120 feet o f you. You can change water
|
||||
to ice within the area and vice versa, and you can reshape ice in the area
|
||||
in any manner you choose. You can raise or lower the ice's elevation,
|
||||
create or fill in a trench, erect or flatten a wall, or form a pillar. The
|
||||
extent of any such changes can't exceed half the area's largest
|
||||
dimension. For example, if you affect a 30-foot square, you can create a
|
||||
pillar up to 15 feet high, raise or lower the square's 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.
|
||||
"""As an action, you can spend 1 ki point to choose an area of ice or
|
||||
water no larger than 30 feet on a side within 120 feet o f
|
||||
you. You can change water to ice within the area and vice versa,
|
||||
and you can reshape ice in the area in any manner you choose. You
|
||||
can raise or lower the ice's elevation, create or fill in a
|
||||
trench, erect or flatten a wall, or form a pillar. The extent of
|
||||
any such changes can't exceed half the area's largest
|
||||
dimension. For example, if you affect a 30-foot square, you can
|
||||
create a pillar up to 15 feet high, raise or lower the square's
|
||||
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"
|
||||
@@ -605,23 +620,22 @@ class ShapeTheFlowingRiver(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"
|
||||
source = "Monk (Way of the Four Elements)"
|
||||
spells_known = (spells.BurningHands,)
|
||||
|
||||
|
||||
class WaterWhip(Feature):
|
||||
"""You can spend 2 ki points as a bonus action to create a whip of water that
|
||||
shoves and pulls a creature to unbalance it. A creature that you can see
|
||||
that is within 30 feet of you must make a Dexterity saving throw. On a
|
||||
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
|
||||
bludgeoning damage for each additional ki point you spend, and you can
|
||||
either knock it prone or pull it up to 25 feet closer to you. On a
|
||||
successful save, the creature takes half as much damage, and you don't pull
|
||||
it or knock it prone
|
||||
"""You can spend 2 ki points as a bonus action to create a whip of
|
||||
water that shoves and pulls a creature to unbalance it. A creature
|
||||
that you can see that is within 30 feet of you must make a
|
||||
Dexterity saving throw. On a failed save, the creature takes 3d10
|
||||
bludgeoning damage, plus an extra 1d10 bludgeoning damage for each
|
||||
additional ki point you spend, and you can either knock it prone
|
||||
or pull it up to 25 feet closer to you. On a successful save, the
|
||||
creature takes half as much damage, and you don't pull it or knock
|
||||
it prone
|
||||
|
||||
"""
|
||||
name = "Water Whip"
|
||||
@@ -631,7 +645,7 @@ class WaterWhip(Feature):
|
||||
class WaveOfRollingEarth(Feature):
|
||||
"""You can spend 6 ki points to cast wall of stone
|
||||
|
||||
**Prerequisite**: 17th Level
|
||||
**Prerequisite:** 17th Level
|
||||
|
||||
"""
|
||||
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
|
||||
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.
|
||||
|
||||
**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
|
||||
creature of your choice, other than the attacker, that you can see within 5
|
||||
feet of you.
|
||||
@@ -812,7 +826,7 @@ class PathOfTheKensei(Feature):
|
||||
includes instruction in the deft strokes of calligraphy or painting. You
|
||||
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
|
||||
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
|
||||
@@ -822,19 +836,19 @@ class PathOfTheKensei(Feature):
|
||||
choose another type of weapon-either melee or ranged-to be a kensei weapon
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
|
||||
"""
|
||||
@@ -846,11 +860,11 @@ class OneWithTheBlade(Feature):
|
||||
"""At 6th level, you extend your ki into your kensei weap- ons, granting you
|
||||
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
|
||||
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
|
||||
your Martial Arts die. You can use this feature only once on each of
|
||||
your turns.
|
||||
|
||||
@@ -28,30 +28,30 @@ class FavoredEnemy(Feature):
|
||||
|
||||
|
||||
class NaturalExplorer(Feature):
|
||||
"""You are particularly familiar with one type of natural environment and are
|
||||
adept at traveling and surviving in such regions. Choose one type of
|
||||
favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp,
|
||||
or the Underdark. You choose additional favored terrain types at 6th and
|
||||
10th
|
||||
"""You are particularly familiar with one type of natural environment
|
||||
and are adept at traveling and surviving in such regions. Choose
|
||||
one type of favored terrain: arctic, coast, desert, forest,
|
||||
grassland, mountain, swamp, or the Underdark. You choose
|
||||
additional favored terrain types at 6th and 10th
|
||||
|
||||
When you make an Intelligence or Wisdom check related to your favored
|
||||
terrain, your proficiency bonus is doubled if you are using a skill that
|
||||
you're proficient in. While traveling for an hour or more in your favored
|
||||
terrain, you gain the following benefits:
|
||||
When you make an Intelligence or Wisdom check related to your
|
||||
favored terrain, your proficiency bonus is doubled if you are
|
||||
using a skill that you're proficient in. While traveling for an
|
||||
hour or more in your favored terrain, you gain the following
|
||||
benefits:
|
||||
|
||||
• Difficult terrain doesn't slow your group's travel.
|
||||
|
||||
• 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 danger.
|
||||
|
||||
• 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.
|
||||
|
||||
• While tracking other creatures, you also learn their exact number, their
|
||||
sizes, and how long ago they passed through the area.
|
||||
- Difficult terrain doesn't slow your group's travel.
|
||||
- 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
|
||||
danger.
|
||||
- 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.
|
||||
- While tracking other creatures, you also learn their exact
|
||||
number, their sizes, and how long ago they passed through the
|
||||
area.
|
||||
|
||||
"""
|
||||
name = "Natural Explorer"
|
||||
|
||||
@@ -418,26 +418,25 @@ class HoundOfIllOmen(Feature):
|
||||
(see the Monster Manual or appendix C in the Player's Handbook), with the
|
||||
following changes:
|
||||
|
||||
• The hound is size Medium, not Large, and it counts as a monstrosity, not
|
||||
a beast.
|
||||
- The hound is size Medium, not Large, and it counts as a
|
||||
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
|
||||
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.
|
||||
|
||||
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
|
||||
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.
|
||||
|
||||
"""
|
||||
|
||||
@@ -428,14 +428,12 @@ class HexbladesCurse(Feature):
|
||||
target dies, you die, or you are incapacitated. Until the curse ends, you
|
||||
gain the following benefits:
|
||||
|
||||
• You gain a bonus to damage rolls against the
|
||||
cursed target. The bonus equals your proficiency bonus.
|
||||
|
||||
• Any attack roll you make against the cursed target is a critical hit on
|
||||
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).
|
||||
- You gain a bonus to damage rolls against the cursed target. The
|
||||
bonus equals your proficiency bonus.
|
||||
- Any attack roll you make against the cursed target is a critical
|
||||
hit on 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).
|
||||
|
||||
You can't use this feature again until you finish a short or long rest.
|
||||
|
||||
|
||||
@@ -525,24 +525,24 @@ class MinorAlchemy(Feature):
|
||||
|
||||
|
||||
class TransmutersStone(Feature):
|
||||
"""Starting at 6th level, you can spend 8 hours creating a transmuter's stone
|
||||
that stores transmutation magic. You can benefit from the stone yourself or
|
||||
give it to another creature. A creature gains a benefit of your choice as
|
||||
long as the stone is in the creature's possession. When you create the
|
||||
stone, choose the benefit from the following options:
|
||||
"""Starting at 6th level, you can spend 8 hours creating a
|
||||
transmuter's stone that stores transmutation magic. You can
|
||||
benefit from the stone yourself or give it to another creature. A
|
||||
creature gains a benefit of your choice as long as the stone is in
|
||||
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
|
||||
|
||||
• Proficiency in Constitution saving throws
|
||||
|
||||
• 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
|
||||
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"
|
||||
@@ -550,12 +550,13 @@ class TransmutersStone(Feature):
|
||||
|
||||
|
||||
class Shapechanger(Feature):
|
||||
"""At 10th level, you add the polymorph spell to your spellbook, if it is not
|
||||
there already. You can cast polymorph without expending a spell slot. When
|
||||
you do so, you can target only yourself and transform into a beast whose
|
||||
challenge rating is 1 or lower. Once you cast polymorph in this way, you
|
||||
can't do so again until you finish a short or long rest, though you can
|
||||
still cast it normally using an available spell slot
|
||||
"""At 10th level, you add the polymorph spell to your spellbook, if it
|
||||
is not there already. You can cast polymorph without expending a
|
||||
spell slot. When you do so, you can target only yourself and
|
||||
transform into a beast whose challenge rating is 1 or lower. Once
|
||||
you cast polymorph in this way, you can't do so again until you
|
||||
finish a short or long rest, though you can still cast it normally
|
||||
using an available spell slot
|
||||
|
||||
"""
|
||||
name = "Shapechanger"
|
||||
|
||||
@@ -24,22 +24,22 @@ class AbiDalzimsHorridWilting(Spell):
|
||||
|
||||
|
||||
class AbsorbElements(Spell):
|
||||
"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
|
||||
damage
|
||||
"""The spell captures some of the incoming energy, lessening its
|
||||
effect on you and storing it for your next melee attack. You have
|
||||
resistance to the triggering damage type until the start of your
|
||||
next turn. Also, the first time you hit with a melee attack on
|
||||
your next turn, the target takes an extra 1d6 damage of the
|
||||
triggering type, and the spell ends.
|
||||
|
||||
The spell captures some of the incoming energy, lessening its effect on
|
||||
you and storing it for your next melee attack. You have resistance to the
|
||||
triggering damage type until the start of your next turn. Also, the first time
|
||||
you hit with a melee attack on your next turn, the target takes an extra 1d6
|
||||
damage of the triggering type, and the spell ends.
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, the extra damage increases by 1d6 for each
|
||||
slot level above 1st.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the extra damage
|
||||
increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Absorb Elements"
|
||||
level = 1
|
||||
casting_time = "Special"
|
||||
casting_time = ("1 Reaction, which you take when you take "
|
||||
"acid, cold, fire, lightning, or thunder damage")
|
||||
casting_range = "Self"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
@@ -123,7 +123,7 @@ class Aid(Spell):
|
||||
creatures within range. Each target's hit point maximum and current hit points
|
||||
increase by 5 for the duration.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using a spell slot of 3rd level or higher, a target's hit points increase by an
|
||||
additional 5 for each slot level above 2nd.
|
||||
"""
|
||||
@@ -245,7 +245,7 @@ class AnimalMessenger(Spell):
|
||||
the message is lost, and the beast makes it way back to where you cast this
|
||||
spell.
|
||||
|
||||
At Higher Levels: If you cast this spell using a spell slot of 3rd level
|
||||
**At Higher Levels:** If you cast this spell using a spell slot of 3rd level
|
||||
or higher, the duration of the spell increases by 48 hours for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
@@ -322,7 +322,7 @@ class AnimateDead(Spell):
|
||||
reasserts your control over up to four creatures you have animated with this
|
||||
spell, rather than animating a new one.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 4th level or higher, you animate or reassert control
|
||||
over two additional undead creatures for each slot level above 3rd. Each of the
|
||||
creatures must come from a different corpse or pile of bones.
|
||||
@@ -359,8 +359,7 @@ class AnimateObjects(Spell):
|
||||
given an order, the creature continues to follow it until its task
|
||||
is complete.
|
||||
|
||||
Animated Object Statistics
|
||||
--------------------------
|
||||
**Animated Object Statistics:**
|
||||
|
||||
- Tiny -- HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str:
|
||||
4, Dex: 18
|
||||
@@ -374,24 +373,26 @@ class AnimateObjects(Spell):
|
||||
18, Dex: 6
|
||||
|
||||
An animated object is a construct with AC, hit points, attacks,
|
||||
Strength, and Dexterity determine by its size. Its Constitution is 10 and its
|
||||
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
|
||||
the objects lack legs or other appendages it can use for locomotion, it instead
|
||||
has a flying speed of 30 feet and can hover. If the object is securely attached
|
||||
to a surface or larger object, such as a chain bolted to a wall, its speed is 0.
|
||||
It has blindsight with a radius of 30 feet and is blind beyond that distance.
|
||||
When the animated object drops to 0 hit points, it reverts to its original
|
||||
object form, and any remaining damage carries over to its original object form.
|
||||
Strength, and Dexterity determine by its size. Its Constitution is
|
||||
10 and its Intelligence and Wisdom are 3, and its Charisma is
|
||||
1. Its speed is 30 feet; if the objects lack legs or other
|
||||
appendages it can use for locomotion, it instead has a flying
|
||||
speed of 30 feet and can hover. If the object is securely attached
|
||||
to a surface or larger object, such as a chain bolted to a wall,
|
||||
its speed is 0. It has blindsight with a radius of 30 feet and is
|
||||
blind beyond that distance. When the animated object drops to 0
|
||||
hit points, it reverts to its original object form, and any
|
||||
remaining damage carries over to its original object form.
|
||||
|
||||
If you command an object to attack, it can make a single melee
|
||||
attack against a creature within 5 feet of it. It makes a slam
|
||||
attack with an attack bonus and bludgeoning damage determine by
|
||||
its size. The DM might rule that a specific object inflicts
|
||||
slashing or piercing damage based on its form.
|
||||
|
||||
If you command an object to attack, it can make a single melee attack against
|
||||
a creature within 5 feet of it. It makes a slam attack with an attack bonus and
|
||||
bludgeoning damage determine by its size. The DM might rule that a specific
|
||||
object inflicts slashing or piercing damage based on its form.
|
||||
|
||||
At Higher
|
||||
Levels: If you cast this spell using a spell slot of 6th level or higher, you
|
||||
can animate two additional objects for each slot level above 5th.
|
||||
**At Higher:** If you cast this spell using a spell slot of 6th
|
||||
level or higher, you can animate two additional objects for each
|
||||
slot level above 5th.
|
||||
|
||||
"""
|
||||
name = "Animate Objects"
|
||||
@@ -636,15 +637,16 @@ class ArcaneLock(Spell):
|
||||
|
||||
|
||||
class ArmorOfAgathys(Spell):
|
||||
"""A protective magical force surrounds you, manifesting as a spectral frost that
|
||||
covers you and your gear.
|
||||
You gain 5 temporary hit points for the duration. If
|
||||
a creature hits you with a melee attack while you have these hit points, the
|
||||
creature takes 5 cold damage.
|
||||
"""A protective magical force surrounds you, manifesting as a spectral
|
||||
frost that covers you and your gear. You gain 5 temporary hit
|
||||
points for the duration. If a creature hits you with a melee
|
||||
attack while you have these hit points, the creature takes 5 cold
|
||||
damage.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 2nd level or higher, both the temporary hit points and the cold
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, both the temporary hit points and the cold
|
||||
damage increase by 5 for each slot
|
||||
|
||||
"""
|
||||
name = "Armor Of Agathys"
|
||||
level = 1
|
||||
@@ -737,19 +739,19 @@ class Augury(Spell):
|
||||
entity about the results of a specific course of action that you plan to take
|
||||
within the next 30 minutes. The DM chooses from the following possible omens:
|
||||
|
||||
|
||||
- Weal, for good results
|
||||
- Woe, for bad results
|
||||
- Weal and woe, for both good
|
||||
and bad results
|
||||
- Nothing, for results that aren't especially good or bad
|
||||
|
||||
The
|
||||
spell doesn't take into account any possible circumstances that might change
|
||||
the outcome, such as the casting of additional spells or the loss or gain of a
|
||||
companion. If you cast the spell two or more times before completing your
|
||||
next long rest, there is a cumulative 25 percent chance for each casting after
|
||||
the first that you get a random reading. The DM makes this roll in secret.
|
||||
The spell doesn't take into account any possible circumstances
|
||||
that might change the outcome, such as the casting of additional
|
||||
spells or the loss or gain of a companion. If you cast the spell
|
||||
two or more times before completing your next long rest, there is
|
||||
a cumulative 25 percent chance for each casting after the first
|
||||
that you get a random reading. The DM makes this roll in secret.
|
||||
|
||||
"""
|
||||
name = "Augury"
|
||||
level = 2
|
||||
|
||||
@@ -64,7 +64,7 @@ class Banishment(Spell):
|
||||
reappears in the space it left or in the nearest unoccupied space if that space
|
||||
is occupied. Otherwise, the target doesn't return.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
additional creature for each slot level above 4th.
|
||||
"""
|
||||
@@ -175,7 +175,7 @@ class BestowCurse(Spell):
|
||||
The DM has final say on
|
||||
such a curse's effect.
|
||||
|
||||
At Higher Levels: If you cast this spell using a spell
|
||||
**At Higher Levels:** If you cast this spell using a spell
|
||||
slot of 4th level or higher, the duration is concentration, up to 10 minutes.
|
||||
|
||||
If you use a spell slot of 5th level or higher, the duration is 8 hours.
|
||||
@@ -390,7 +390,7 @@ class BlindnessDeafness(Spell):
|
||||
duration. At the end of each of its turns, the target can make a
|
||||
Constitution saving throw. On a success, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
3rd level or higher, you can target one additional creature for
|
||||
each slot level above 2nd.
|
||||
|
||||
@@ -529,7 +529,7 @@ class BrandingSmite(Spell):
|
||||
the target sheds dim light in a 5-foot radius and can't become invisible until
|
||||
the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 3rd level or higher, the extra damage increases by 1d6 for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
|
||||
@@ -20,7 +20,7 @@ class CallLightning(Spell):
|
||||
you control over the existing storm instead of creating a new one. Under such
|
||||
conditions, the spell's damage increases by 1d10.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 4th or higher level, the damage increases
|
||||
by 1d10 for each slot level above 3rd.
|
||||
"""
|
||||
@@ -97,7 +97,7 @@ class Catnap(Spell):
|
||||
that target gains the benefit of a short rest, and it can't be affected by this
|
||||
spell again until it finishes a long rest.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 4th level or higher, you can target one additional
|
||||
willing creature for each slot level above 3rd.
|
||||
"""
|
||||
@@ -120,7 +120,7 @@ class CauseFear(Spell):
|
||||
frightened target can repeat the saving throw at the end of each of its turns,
|
||||
ending the effect on itself on a success.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 2nd level or higher, you can target one additional
|
||||
creature for each slot level above lst. The creatures must be within 30 feet of
|
||||
each other when you target them.
|
||||
@@ -227,7 +227,7 @@ class ChaosBolt(Spell):
|
||||
leap again. A creature can be targeted only once by each casting
|
||||
of this spell.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
2nd level or higher, each target takes 1d6 extra damage of the
|
||||
type rolled for each slot level above 1st.
|
||||
|
||||
@@ -253,7 +253,7 @@ class CharmMonster(Spell):
|
||||
friendly to you. When the spell ends, the creature knows it was
|
||||
charmed by you.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
5th level or higher, you can target one additional creature for
|
||||
each slot level above 4th. The creatures must be within 30 feet of
|
||||
each other when you target them.
|
||||
@@ -280,7 +280,7 @@ class CharmPerson(Spell):
|
||||
you as a friendly acquaintance. When the spell ends, the creature
|
||||
knows it was charmed by you.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
2nd level or higher, you can target one additional creature for
|
||||
each slot level above 1st. The creatures must be within 30 feet of
|
||||
each other when you target them.
|
||||
@@ -307,7 +307,7 @@ class ChillTouch(Spell):
|
||||
target. If you hit an undead target, it also has disadvantage on attack rolls
|
||||
against you until the end of your next turn.
|
||||
|
||||
At Higher Levels: This spell's
|
||||
**At Higher Levels:** This spell's
|
||||
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
|
||||
17th level (4d8).
|
||||
"""
|
||||
@@ -351,7 +351,7 @@ class CircleOfDeath(Spell):
|
||||
A target takes 8d6 necrotic damage on a failed save, or half as much damage on a
|
||||
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
|
||||
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.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
|
||||
higher, the damage increases by 2d4 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Cloud Of Daggers"
|
||||
@@ -483,7 +483,7 @@ class Cloudkill(Spell):
|
||||
vapors, being heavier than air, sink to the lowest level of the land, even
|
||||
pouring down openings.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**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.
|
||||
"""
|
||||
@@ -513,7 +513,7 @@ class ColorSpray(Spell):
|
||||
next lowest hit points. A creature's hit points must be equal to or less than
|
||||
the remaining total for the creature to be affected.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 2nd level or higher, roll an additional
|
||||
2d10 for each slot level above 1st.
|
||||
"""
|
||||
@@ -541,26 +541,26 @@ class Command(Spell):
|
||||
determines how the target behaves. If the target can't follow your
|
||||
command, the spell ends.
|
||||
|
||||
**Approach:** The target moves toward you by the shortest and most
|
||||
direct route, ending its turn if it moves within 5 feet of you.
|
||||
|
||||
**Drop:** The target drops whatever it is holding and then ends
|
||||
its turn.
|
||||
|
||||
**Flee:** The target spends its turn moving away from you by the
|
||||
fastest available means.
|
||||
|
||||
**Grovel:** The target falls prone and then ends its turn.
|
||||
|
||||
**Halt:** The target doesn't move and takes no actions. A flying
|
||||
creature stays aloft, provided that it is able to do so. If it
|
||||
must move to stay aloft, it flies the minimum distance needed to
|
||||
remain in the air.
|
||||
Approach.
|
||||
The target moves toward you by the shortest and most direct
|
||||
route, ending its turn if it moves within 5 feet of you.
|
||||
Drop.
|
||||
The target drops whatever it is holding and then ends its turn.
|
||||
Flee.
|
||||
The target spends its turn moving away from you by the fastest
|
||||
available means.
|
||||
Grovel.
|
||||
The target falls prone and then ends its turn.
|
||||
Halt.
|
||||
The target doesn't move and takes no actions. A flying creature
|
||||
stays aloft, provided that it is able to do so. If it must move
|
||||
to stay aloft, it flies the minimum distance needed to remain in
|
||||
the air.
|
||||
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, you can affect one additional creature
|
||||
for each slot level above 1st. The creatures must be within 30
|
||||
feet of each other when you target them
|
||||
of 2nd level or higher, you can affect one additional creature for
|
||||
each slot level above 1st. The creatures must be within 30 feet of
|
||||
each other when you target them
|
||||
|
||||
"""
|
||||
name = "Command"
|
||||
@@ -725,7 +725,7 @@ class ConeOfCold(Spell):
|
||||
failed save, or half as much damage on a successful one. A creature killed by
|
||||
this spell becomes a frozen statue until it thaws.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 6th level or higher, the damage increases
|
||||
by 1d8 for each slot level above 5th.
|
||||
"""
|
||||
@@ -865,7 +865,7 @@ class ConjureCelestial(Spell):
|
||||
The DM has the celestial's statistics.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a 9th-level spell slot, you
|
||||
**At Higher Levels:** When you cast this spell using a 9th-level spell slot, you
|
||||
summon a celestial of challenge rating 5 or lower.
|
||||
"""
|
||||
name = "Conjure Celestial"
|
||||
@@ -902,7 +902,7 @@ class ConjureElemental(Spell):
|
||||
disappears 1 hour after you summoned it. The DM has the elemental's statistics.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 6th level or
|
||||
higher, the challenge rating increases by 1 for each slot level above 5th.
|
||||
"""
|
||||
name = "Conjure Elemental"
|
||||
@@ -977,7 +977,7 @@ class ConjureMinorElementals(Spell):
|
||||
take no actions.
|
||||
The DM has the creatures' statistics.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using certain higher-level spell slots, you choose one of
|
||||
the summoning options above, and more creatures appear: twice as many with a
|
||||
6th-level slot and three times as many with an 8th-level slot.
|
||||
@@ -1407,7 +1407,7 @@ class CordonOfArrows(Spell):
|
||||
spell, you can designate any creatures you choose, and the spell ignores them.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
|
||||
higher, the amount of ammunition that can be affected increases by two for each
|
||||
slot level above 2nd.
|
||||
"""
|
||||
@@ -1433,7 +1433,7 @@ class Counterspell(Spell):
|
||||
check using your spellcasting ability. The DC equals 10+ the spell's level. On
|
||||
a success, the creature's spell fails and has no effect.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 4th level or higher, the interrupted
|
||||
spell has no effect if its level is less than or equal to the level of the spell
|
||||
slot you used.
|
||||
@@ -1537,7 +1537,7 @@ class CreateOrDestroyWater(Spell):
|
||||
container within range. Alternatively, you destroy fog in a 30-foot cube within
|
||||
range.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd
|
||||
level or higher, you create or destroy 10 additional gallons of water, or the
|
||||
size of the cube increases by 5 feet, for each slot level above 1st.
|
||||
"""
|
||||
@@ -1575,7 +1575,7 @@ class CreateUndead(Spell):
|
||||
spell reasserts your control over up to three creatures you have animated with
|
||||
this spell, rather than animating new ones.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a 7th-level spell slot, you can animate or reassert control
|
||||
over four ghouls.
|
||||
When you cast this spell using an 8th-level spell slot, you
|
||||
@@ -1676,7 +1676,7 @@ class CrownOfStars(Spell):
|
||||
feet. Ifyou have one to three motes remaining, they shed dim light
|
||||
in a 30-foot radius.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
8th level or higher, the number of motes created increases by two
|
||||
for each slot level above 7th.
|
||||
|
||||
@@ -1718,7 +1718,7 @@ class CureWounds(Spell):
|
||||
spellcasting ability modifier. This spell has no effect on undead or constructs.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
|
||||
higher, the healing increases by 1d8 for each slot level above 1st.
|
||||
"""
|
||||
name = "Cure Wounds"
|
||||
|
||||
@@ -42,7 +42,7 @@ class DanseMacabre(Spell):
|
||||
The creatures are under your control until the spell ends,
|
||||
after which they become inanimate once more.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot‘ of 6th level or higher, you animate up to two
|
||||
additional corpses for each slot level above 5th.
|
||||
"""
|
||||
@@ -452,7 +452,7 @@ class Disintegrate(Spell):
|
||||
or creation of force, this spell disintegrates a 10-foot-cube portion of it. A
|
||||
magic item is unaffected by this spell.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 7th level or higher, the damage increases by 3d6 for
|
||||
each slot level above 6th.
|
||||
"""
|
||||
@@ -652,7 +652,7 @@ class DominateBeast(Spell):
|
||||
Each time the target takes damage, it makes a new Wisdom saving throw
|
||||
against the spell. If the saving throw succeeds, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell with a 5th-level spell slot,
|
||||
**At Higher Levels:** When you cast this spell with a 5th-level spell slot,
|
||||
the duration is concentration, up to 10 minutes. When you use a 6th-level
|
||||
spell slot, the duration is concentration, up to 1 hour. When you use
|
||||
a spell slot of 7th level or higher, the duration is concentration, up to
|
||||
@@ -696,7 +696,7 @@ class DominateMonster(Spell):
|
||||
damage, it makes a new Wisdom saving throw against the spell. If the saving
|
||||
throw succeeds, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell with
|
||||
**At Higher Levels:** When you cast this spell with
|
||||
a 9th-level spell slot, the duration is concentration, up to 8 hours.
|
||||
"""
|
||||
name = "Dominate Monster"
|
||||
@@ -735,7 +735,7 @@ class DominatePerson(Spell):
|
||||
Each time the target takes damage, it makes a new Wisdom saving throw
|
||||
against the spell. If the saving throw succeeds, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a 6th-level spell slot,
|
||||
**At Higher Levels:** When you cast this spell using a 6th-level spell slot,
|
||||
the duration is concentration, up to 10 minutes. When you use a 7th-level
|
||||
spell slot, the duration is concentration, up to 1 hour. When you use
|
||||
a spell slot of 8th level or higher, the duration is concentration, up to
|
||||
@@ -761,7 +761,7 @@ class DragonsBreath(Spell):
|
||||
Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save,
|
||||
or half as much damage on a successful one.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot of 3rd level or higher, the damage increases by
|
||||
1d6 for each slot level above 2nd.
|
||||
"""
|
||||
@@ -914,17 +914,18 @@ class Druidcraft(Spell):
|
||||
within range:
|
||||
|
||||
- You create a tiny, harmless sensory effect that predicts what
|
||||
the weather will be at your location for the next 24 hours. The effect might
|
||||
manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes
|
||||
for snow, and so on. This effect persists for 1 round.
|
||||
- You instantly make a
|
||||
flower blossom, a seed pod open, or a leaf bud bloom.
|
||||
- You create an
|
||||
instantaneous, harmless sensory effect, such as falling leaves, a puff of wind,
|
||||
the sound of a small animal, or the faint odor of skunk. The effect must fit in
|
||||
a 5-foot cube.
|
||||
- You instantly light or snuff out a candle, a torch, or a
|
||||
small campfire.
|
||||
the weather will be at your location for the next 24 hours. The
|
||||
effect might manifest as a golden orb for clear skies, a cloud
|
||||
for rain, falling snowflakes for snow, and so on. This effect
|
||||
persists for 1 round.
|
||||
- You instantly make a flower blossom, a seed pod open, or a leaf
|
||||
bud bloom.
|
||||
- You create an instantaneous, harmless sensory effect, such as
|
||||
falling leaves, a puff of wind, the sound of a small animal, or
|
||||
the faint odor of skunk. The effect must fit in a 5-foot cube.
|
||||
- You instantly light or snuff out a candle, a torch, or a small
|
||||
campfire.
|
||||
|
||||
"""
|
||||
name = "Druidcraft"
|
||||
level = 0
|
||||
|
||||
@@ -99,7 +99,7 @@ class EldritchBlast(Spell):
|
||||
spell attack against the target. On a hit, the target takes 1d10 force damage.
|
||||
|
||||
|
||||
At Higher Levels: The spell creates more than one beam when you reach higher
|
||||
**At Higher Levels:** The spell creates more than one beam when you reach higher
|
||||
levels:
|
||||
Two beams at 5th level
|
||||
Three beams at 11th level
|
||||
@@ -129,7 +129,7 @@ class ElementalBane(Spell):
|
||||
target takes an extra 2d6 damage of that type. Moreover, the target loses any
|
||||
resistance to that damage type until the spell ends.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
additional creature for each slot level above 4th. The creatures must be within
|
||||
30 feet of each other when you target them.
|
||||
@@ -153,7 +153,7 @@ class ElementalWeapon(Spell):
|
||||
duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4
|
||||
damage of the chosen type when it hits.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 5th or 6th level, the bonus to attack rolls
|
||||
increases to +2 and the extra damage increases to 2d4.
|
||||
When you use a spell
|
||||
@@ -208,7 +208,7 @@ class Enervation(Spell):
|
||||
regain hit points equal to half the amount of necrotic damage the target takes.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 6th level or
|
||||
higher, the damage increases by 1d8 for each slot level above 5th.
|
||||
"""
|
||||
name = "Enervation"
|
||||
@@ -241,7 +241,7 @@ class EnhanceAbility(Spell):
|
||||
- Owl's Wisdom. The target has
|
||||
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
|
||||
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.
|
||||
On a success, the target is freed.
|
||||
|
||||
At Higher Levels: If you cast this spell
|
||||
**At Higher Levels:** If you cast this spell
|
||||
using a spell slot of 2nd level or higher, the damage increases by 1d6 for each
|
||||
slot level above 1st.
|
||||
"""
|
||||
@@ -384,7 +384,7 @@ class EruptingEarth(Spell):
|
||||
away. Each 5-foot-square portion of the area requires at least 1 minute to clear
|
||||
by hand.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 4rd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 4rd
|
||||
level or higher, the damage increases by 1d12 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Erupting Earth"
|
||||
@@ -425,10 +425,11 @@ class Etherealness(Spell):
|
||||
no effect if you cast it while you are on the Ethereal Plane or a plane that
|
||||
doesn't border it, such as one of the Outer Planes.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 8th level or higher, you can target up to
|
||||
three willing creatures (including you) for each slot level above 7th. The
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 8th level or higher, you can target up to three willing
|
||||
creatures (including you) for each slot level above 7th. The
|
||||
creatures must be within 10 feet of you when you cast the spell.
|
||||
|
||||
"""
|
||||
name = "Etherealness"
|
||||
level = 7
|
||||
|
||||
@@ -60,7 +60,7 @@ class FalseLife(Spell):
|
||||
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
|
||||
temporary hit points for the duration.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 2nd level or higher, you gain 5 additional temporary
|
||||
hit points for each slot level above 1st.
|
||||
"""
|
||||
@@ -392,7 +392,7 @@ class FireBolt(Spell):
|
||||
flammable object hit by this spell ignites if it isn't being worn or carried.
|
||||
|
||||
|
||||
At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level
|
||||
**At Higher Levels:** This spell's damage increases by 1d10 when you reach 5th level
|
||||
(2d10), 11th level (3d10), and 17th level (4d10).
|
||||
"""
|
||||
name = "Fire Bolt"
|
||||
@@ -460,16 +460,16 @@ class FireStorm(Spell):
|
||||
|
||||
class Fireball(Spell):
|
||||
"""A bright streak flashes from your pointing finger to a point you choose within
|
||||
range then blossoms with a low roar into an explosion of flame.
|
||||
Each creature in
|
||||
range then blossoms with a low roar into an explosion of flame. Each creature in
|
||||
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
|
||||
damage on a failed save, or half as much damage on a successful one. The fire
|
||||
spreads around corners. It ignites flammable objects in the area that aren't
|
||||
being worn or carried.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 4th level or higher, the damage increases by 1d6 for each slot level
|
||||
above 3rd.
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 4th level or higher, the damage increases by 1d6 for each slot
|
||||
level above 3rd.
|
||||
|
||||
"""
|
||||
name = "Fireball"
|
||||
level = 3
|
||||
@@ -490,7 +490,7 @@ class FlameArrows(Spell):
|
||||
ammunition when it hits or misses, and the spell ends when twelve pieces of
|
||||
ammunition have been drawn from the quiver.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot of 4th level or higher, the number of pieces of
|
||||
ammunition you can affect with this spell increases by two for each slot level
|
||||
above 3rd.
|
||||
@@ -519,7 +519,7 @@ class FlameBlade(Spell):
|
||||
The flaming blade sheds bright light in a 10-foot
|
||||
radius and dim light for an additional 10 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 4th level or higher, the damage increases
|
||||
by 1d6 for every two slot levels above 2nd.
|
||||
"""
|
||||
@@ -542,7 +542,7 @@ class FlameStrike(Spell):
|
||||
damage and 4d6 radiant damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 6th level or higher, the fire damage or the radiant damage (your choice)
|
||||
increases by 1d6 for each slot level above 5th.
|
||||
"""
|
||||
@@ -576,7 +576,7 @@ class FlamingSphere(Spell):
|
||||
it sheds bright light in a 20-foot radius and dim light for an additional 20
|
||||
feet.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 3rd
|
||||
level or higher, the damage increases by 1d6 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Flaming Sphere"
|
||||
@@ -628,7 +628,7 @@ class Fly(Spell):
|
||||
duration. When the spell ends, the target falls if it is still aloft, unless it
|
||||
can stop the fall.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 4th level or higher, you can target one additional creature for each
|
||||
slot level above 3rd.
|
||||
"""
|
||||
@@ -650,7 +650,7 @@ class FogCloud(Spell):
|
||||
the duration or until a wind of moderate or greater speed (at least 10 miles per
|
||||
hour) disperses it.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the radius of the fog increases by 20 feet for each
|
||||
slot level above 1st.
|
||||
"""
|
||||
|
||||
@@ -395,7 +395,7 @@ class GreenFlameBlade(Spell):
|
||||
spellcasting ability modifier. This spell's damage increases when you reach
|
||||
higher levels.
|
||||
|
||||
At Higher Levels: At 5th level, the melee attack deals an extra
|
||||
**At Higher Levels:** At 5th level, the melee attack deals an extra
|
||||
1d8 fire damage to the target, and the fire damage to the second creature
|
||||
increases to 1d8 + your spellcasting ability modifier. Both damage rolls
|
||||
increase by 1d8 at 11th level and 17th level.
|
||||
@@ -569,7 +569,7 @@ class GuidingBolt(Spell):
|
||||
next turn has advantage, thanks to the mystical dim light glittering on the
|
||||
target until then.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
|
||||
@@ -9,7 +9,7 @@ class HailOfThorns(Spell):
|
||||
throw. A creature takes 1d10 piercing damage on a failed save, or half as much
|
||||
damage on a successful one.
|
||||
|
||||
At Higher Levels: If you cast this spell using a
|
||||
**At Higher Levels:** If you cast this spell using a
|
||||
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||||
level above 1st (to a maximum of 6d10).
|
||||
"""
|
||||
@@ -183,7 +183,7 @@ class Heal(Spell):
|
||||
ends blindness, deafness, and any diseases affecting the target. This spell has
|
||||
no effect on constructs or undead.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using aspell slot of 7th level or higher, the amount of healing increases by 10
|
||||
for each slot level above 6th.
|
||||
"""
|
||||
@@ -209,7 +209,7 @@ class HealingSpirit(Spell):
|
||||
heal constructs or undead. As a bonus action on your turn, you can move the
|
||||
Spirit up to 30 feet to a space you can see.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
**At Higher Levels:** When you cast
|
||||
this spell using a spell slot of 3rd level or higher, the healing increases 1d6
|
||||
for each slot level above 2nd.
|
||||
"""
|
||||
@@ -231,7 +231,7 @@ class HealingWord(Spell):
|
||||
This spell has no effect on undead
|
||||
or constructs.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, the healing increases by 1d4 for each slot level above
|
||||
1st.
|
||||
"""
|
||||
@@ -260,7 +260,7 @@ class HeatMetal(Spell):
|
||||
doesn't drop the object, it has disadvantage on attack rolls and ability checks
|
||||
until the start of your next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using a spell slot of 3rd level or higher, the damage increases by 1d8 for each
|
||||
slot level above 2nd.
|
||||
"""
|
||||
@@ -285,7 +285,7 @@ class HellishRebuke(Spell):
|
||||
It takes 2d10 fire damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 2nd level or higher, the damage increases by 1d10 for each slot level above
|
||||
1st.
|
||||
"""
|
||||
@@ -333,7 +333,7 @@ class Heroism(Spell):
|
||||
spell ends, the target loses any remaining temporary hit points from this spell.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
|
||||
higher, you can target one additional creature for each slot level above 1st.
|
||||
"""
|
||||
name = "Heroism"
|
||||
@@ -361,7 +361,7 @@ class Hex(Spell):
|
||||
A remove curse cast on the
|
||||
target ends this spell early.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
**At Higher Levels:** When you cast this spell using
|
||||
a spell slot of 3rd or 4th level, you can maintain your concentration on the
|
||||
spell for up to 8 hours.
|
||||
When you use a spell slot of 5th level or higher, you
|
||||
@@ -408,7 +408,7 @@ class HoldPerson(Spell):
|
||||
turns, the target can make another Wisdom saving throw. On a success, the spell
|
||||
ends on the target.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 3rd level or higher, you can target one additional humanoid for each
|
||||
slot level above 2nd. The humanoids must be within 30 feet of each other when
|
||||
you target them.
|
||||
@@ -507,7 +507,7 @@ class HuntersMark(Spell):
|
||||
to 0 hit points before this spell ends, you can use a bonus action on a
|
||||
subsequent turn of yours to mark a new creature.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 3rd or 4th level, you can maintain your
|
||||
concentration on the spell for up to 8 hours.
|
||||
When you use a spell slot of 5th
|
||||
|
||||
@@ -35,7 +35,7 @@ class IceStorm(Spell):
|
||||
Hailstones turn the storm's area of effect into difficult terrain until the end
|
||||
of your next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
|
||||
slot level above 4th.
|
||||
"""
|
||||
@@ -326,7 +326,7 @@ class InfernalCalling(Spell):
|
||||
rating plus 1, and it obeys all your commands, with
|
||||
no Charisma checks required.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
**At Higher Levels:** When you cast this spell using
|
||||
a spell slot of 6th level or higher, the challenge rating increases by 1 for
|
||||
each slot level above 5th.
|
||||
"""
|
||||
@@ -369,7 +369,7 @@ class InflictWounds(Spell):
|
||||
"""Make a melee spell attack against a creature you can reach. On a hit, the target
|
||||
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
|
||||
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
|
||||
there.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 6th
|
||||
level or higher, the damage increases by 1d10 for each slot level above 5th.
|
||||
"""
|
||||
name = "Insect Plague"
|
||||
|
||||
@@ -140,7 +140,7 @@ class LifeTransference(Spell):
|
||||
range regains a number of hit points equal to twice the necrotic damage you
|
||||
take.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 4th
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 4th
|
||||
level or higher, the damage increases by 1d8 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Life Transference"
|
||||
@@ -218,7 +218,7 @@ class LightningBolt(Spell):
|
||||
The lightning ignites flammable
|
||||
objects in the area that aren't being worn or carried.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 4th level or higher, the damage
|
||||
increases by 1d6 for each slot level above 3rd.
|
||||
"""
|
||||
@@ -241,7 +241,7 @@ class LightningLure(Spell):
|
||||
saving throw or be pulled up to 10 feet in a straight line toward you and then
|
||||
take 1d8 lightning damage if it is within 5 feet of you.
|
||||
|
||||
At Higher Levels: This
|
||||
**At Higher Levels:** This
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(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
|
||||
ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of 2nd
|
||||
level or higher, you can target one additional creature for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
|
||||
@@ -112,7 +112,7 @@ class MagicCircle(Spell):
|
||||
preventing a creature of the specified type from leaving the cylinder and
|
||||
protecting targets outside it.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
**At Higher Levels:** When you cast this spell using
|
||||
a spell slot of 4th level or higher, the duration increases by 1 hour for each
|
||||
slot level above 3rd.
|
||||
"""
|
||||
@@ -190,7 +190,7 @@ class MagicMissile(Spell):
|
||||
simultaneously and you can direct them to hit one creature or
|
||||
several.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
2nd level or higher, the spell creates one more dart for each slot
|
||||
level above 1st.
|
||||
|
||||
@@ -313,7 +313,7 @@ class MajorImage(Spell):
|
||||
the creature can see through the image, and its other sensory qualities become
|
||||
faint to the creature.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
**At Higher Levels:** When you cast this spell using a spell
|
||||
slot of 6th level or higher, the spell lasts until dispelled, without requiring
|
||||
your concentration.
|
||||
"""
|
||||
@@ -783,7 +783,7 @@ class MindSliver(Spell):
|
||||
an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4
|
||||
from the next saving throw it makes before the end of your next turn.
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d6 when you reach
|
||||
**At Higher Levels:** This spell’s damage increases by 1d6 when you reach
|
||||
certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
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
|
||||
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
|
||||
above 2nd.
|
||||
"""
|
||||
@@ -1007,7 +1007,7 @@ class ModifyMemory(Spell):
|
||||
A remove curse or greater restoration spell
|
||||
cast on the target restores the creature's true memory.
|
||||
|
||||
At Higher Levels: If
|
||||
**At Higher Levels:** If
|
||||
you cast this spell using a spell slot of 6th level or higher, you can alter the
|
||||
target's memories of an event that took place up to 7 days ago (6th level), 30
|
||||
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
|
||||
year makes this effect permanent.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using a spell slot of 5th level or higher, you can increase the size of the cube
|
||||
by 100 feet for each slot level beyond 4th. Thus you could protect a cube that
|
||||
can be up to 200 feet on one side by using a spell slot o f 5th level.
|
||||
|
||||
@@ -103,7 +103,7 @@ class PhantasmalKiller(Spell):
|
||||
spell ends, the target must succeed on a Wisdom saving throw or take 4d10
|
||||
psychic damage. On a successful save, the spell ends.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 5th level or higher, the damage
|
||||
increases by 1d1O for each slot level above 4th.
|
||||
"""
|
||||
@@ -220,7 +220,7 @@ class PlanarBinding(Spell):
|
||||
plane of existence, it returns to the place where you bound it and remains there
|
||||
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:
|
||||
10 days with a 6th-level
|
||||
slot,
|
||||
@@ -310,7 +310,7 @@ class PoisonSpray(Spell):
|
||||
puff of noxious gas from your palm. The creature must succeed on a Constitution
|
||||
saving throw or take 1d12 poison damage.
|
||||
|
||||
At Higher Levels: This spell's damage
|
||||
**At Higher Levels:** This spell's damage
|
||||
increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level
|
||||
(4d12).
|
||||
"""
|
||||
@@ -452,7 +452,7 @@ class PrayerOfHealing(Spell):
|
||||
points equal to 2d8 + your spellcasting ability modifier. This spell has no
|
||||
effect on undead or constructs.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
**At Higher Levels:** When you cast this spell
|
||||
using a spell slot of 3rd level or higher, the healing increases by 1d8 for each
|
||||
slot level above 2nd.
|
||||
"""
|
||||
|
||||
@@ -108,7 +108,7 @@ class RayOfSickness(Spell):
|
||||
poison damage and must make a Constitution saving throw. On a failed save, it is
|
||||
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
|
||||
1d8 for each slot level above 1st.
|
||||
"""
|
||||
|
||||
@@ -6,7 +6,7 @@ class SacredFlame(Spell):
|
||||
target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The
|
||||
target gains no benefit from cover for this saving throw.
|
||||
|
||||
At Higher Levels: The
|
||||
**At Higher Levels:** The
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(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
|
||||
a hit, the target takes 2d6 fire damage.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
**At Higher Levels:** When you cast this
|
||||
spell using a spell slot of 3rd level or higher, you create one additional ray
|
||||
for each slot level above 2nd.
|
||||
"""
|
||||
@@ -415,19 +415,21 @@ class Shapechange(Spell):
|
||||
|
||||
|
||||
class Shatter(Spell):
|
||||
"""A sudden loud ringing noise, painfully intense, erupts from a point of your
|
||||
choice within range. Each creature in a 10-foot-radius sphere centered on that
|
||||
point must make a Constitution saving throw. A creature takes 3d8 thunder damage
|
||||
on a failed save, or half as much damage on a successful one. A creature made
|
||||
of inorganic material such as stone, crystal, or metal has disadvantage on this
|
||||
saving throw.
|
||||
"""A sudden loud ringing noise, painfully intense, erupts from a point
|
||||
of your choice within range. Each creature in a 10-foot-radius
|
||||
sphere centered on that point must make a Constitution saving
|
||||
throw. A creature takes 3d8 thunder damage on a failed save, or
|
||||
half as much damage on a successful one. A creature made of
|
||||
inorganic material such as stone, crystal, or metal has
|
||||
disadvantage on this saving throw.
|
||||
|
||||
A nonmagical object that isn't being worn or carried also takes
|
||||
the damage if it's in the spell's area.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for
|
||||
each slot level above 2nd.
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 3rd level or higher, the damage increases by 1d8 for each slot
|
||||
level above 2nd.
|
||||
|
||||
"""
|
||||
name = "Shatter"
|
||||
level = 2
|
||||
@@ -442,16 +444,15 @@ class Shatter(Spell):
|
||||
|
||||
|
||||
class Shield(Spell):
|
||||
"""Reaction trigger: You are hit by an attack or targeted by the magic missile
|
||||
spell
|
||||
"""An invisible barrier of magical force appears and protects
|
||||
you. Until the start of your next turn, you have a +5 bonus to AC,
|
||||
including against the triggering attack, and you take no damage
|
||||
from *magic missile*.
|
||||
|
||||
An invisible barrier of magical force appears and protects you. Until the
|
||||
start of your next turn, you have a +5 bonus to AC, including against the
|
||||
triggering attack, and you take no damage from magic missile.
|
||||
"""
|
||||
name = "Shield"
|
||||
level = 1
|
||||
casting_time = "Special"
|
||||
casting_time = "1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell."
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
@@ -506,7 +507,7 @@ class ShockingGrasp(Spell):
|
||||
takes 1d8 lightning damage, and it can't take reactions until the start of its
|
||||
next turn.
|
||||
|
||||
At Higher Levels: The spell's damage increases by 1d8 when you reach
|
||||
**At Higher Levels:** The spell's damage increases by 1d8 when you reach
|
||||
5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Shocking Grasp"
|
||||
@@ -685,7 +686,7 @@ class Sleep(Spell):
|
||||
Undead and creatures immune to being charmed
|
||||
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
|
||||
above 1st.
|
||||
"""
|
||||
@@ -1048,7 +1049,7 @@ class SpiritualWeapon(Spell):
|
||||
particular weapon (as St. Cuthbert is known for his mace and Thor for his
|
||||
hammer) make this spell's effect resemble that weapon.
|
||||
|
||||
At Higher Levels: When
|
||||
**At Higher Levels:** When
|
||||
you cast this spell using a spell slot of 3rd level or higher, the damage
|
||||
increases by 1d8 for every two slot levels above the 2nd.
|
||||
"""
|
||||
@@ -1306,7 +1307,7 @@ class SummonGreaterDemon(Spell):
|
||||
within it. Using the material component in this manner consumes it when the
|
||||
spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
5th level or higher, the challenge rating increases by 1 for each slot level
|
||||
above 4th.
|
||||
"""
|
||||
@@ -1449,7 +1450,7 @@ class SwordBurst(Spell):
|
||||
creature within range, other than you, must succeed on a Dexterity saving throw
|
||||
or take 1d6 force damage.
|
||||
|
||||
At Higher Levels: This spell's damage increases by
|
||||
**At Higher Levels:** This spell's damage increases by
|
||||
1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Sword Burst"
|
||||
|
||||
@@ -113,62 +113,66 @@ class Teleport(Spell):
|
||||
================= ====== ============ ========== =========
|
||||
Familiarity Mishap Similar Area Off Target On Target
|
||||
================= ====== ============ ========== =========
|
||||
Permanent circle • • • 01-100
|
||||
Associated object • • • 01-100
|
||||
Permanent circle -- -- -- 01-100
|
||||
Associated object -- -- -- 01-100
|
||||
Very familiar 01–05 06–13 14–24 25–100
|
||||
Seen casually 01–33 34–43 44–53 54–100
|
||||
Viewed once 01–43 44–53 54–73 74–100
|
||||
Description 01–43 44–53 54–73 74–100
|
||||
False destination 01–50 51–100 • --
|
||||
False destination 01–50 51–100 -- --
|
||||
================= ====== ============ ========== =========
|
||||
|
||||
Familiarity.
|
||||
"Permanent circle" means a permanent
|
||||
teleportation circle whose sigil sequence you know. "Associated object" means
|
||||
that you possess an object taken from the desired destination within the last
|
||||
six months, such as a book from a wizard's library, bed linen from a royal
|
||||
suite, or a chunk of marble from a lich's secret tomb.
|
||||
"Very familiar" is a
|
||||
place you have been very often, a place you have carefully studied, or a place
|
||||
you can see when you cast the spell. "Seen casually" is someplace you have seen
|
||||
more than once but with which you aren't very familiar. "Viewed once" is a place
|
||||
you have seen once, possibly using magic. "Description" is a place whose
|
||||
location and appearance you know through someone else's description, perhaps
|
||||
from a map.
|
||||
"False destination" is a place that doesn't exist. Perhaps you tried
|
||||
to scry an enemy's sanctum but instead viewed an illusion, or you are
|
||||
attempting to teleport to a familiar location that no longer exists.
|
||||
"Permanent circle" means a permanent teleportation circle whose
|
||||
sigil sequence you know. "Associated object" means that you
|
||||
possess an object taken from the desired destination within the
|
||||
last six months, such as a book from a wizard's library, bed
|
||||
linen from a royal suite, or a chunk of marble from a lich's
|
||||
secret tomb.
|
||||
|
||||
"Very familiar" is a place you have been very often, a place you
|
||||
have carefully studied, or a place you can see when you cast the
|
||||
spell. "Seen casually" is someplace you have seen more than once
|
||||
but with which you aren't very familiar. "Viewed once" is a
|
||||
place you have seen once, possibly using magic. "Description" is
|
||||
a place whose location and appearance you know through someone
|
||||
else's description, perhaps from a map.
|
||||
|
||||
"False destination" is a place that doesn't exist. Perhaps you
|
||||
tried to scry an enemy's sanctum but instead viewed an illusion,
|
||||
or you are attempting to teleport to a familiar location that no
|
||||
longer exists.
|
||||
On Target
|
||||
|
||||
You and your group (or the target object) appear where you want to.
|
||||
|
||||
You and your group (or the target object) appear where you want
|
||||
to.
|
||||
Off Target
|
||||
|
||||
You and your group (or the target object) appear a random distance away from the
|
||||
destination in a random direction. Distance off target is 1d10 x 1d10 percent
|
||||
of the distance that was to be traveled. For example, if you tried to travel 120
|
||||
miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would
|
||||
be off target by 15 percent, or 18 miles. The DM determines the direction off
|
||||
target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as
|
||||
east, and so on around the points of the compass. If you were teleporting to a
|
||||
coastal city and wound up 18 miles out at sea, you could be in trouble.
|
||||
|
||||
Similar
|
||||
Area
|
||||
You and your group (or the target object) wind up in a different area
|
||||
that's visually or thematically similar to the target area. If you are heading
|
||||
for your home laboratory, for example, you might wind up in another wizard's
|
||||
laboratory or in an alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the closest similar
|
||||
place, but since the spell has no range limit, you could conceivably wind up
|
||||
anywhere on the plane.
|
||||
|
||||
You and your group (or the target object) appear a random
|
||||
distance away from the destination in a random
|
||||
direction. Distance off target is 1d10 x 1d10 percent of the
|
||||
distance that was to be traveled. For example, if you tried to
|
||||
travel 120 miles, landed off target, and rolled a 5 and 3 on the
|
||||
two d10s, then you would be off target by 15 percent, or 18
|
||||
miles. The DM determines the direction off target randomly by
|
||||
rolling a d8 and designating 1 as north, 2 as northeast, 3 as
|
||||
east, and so on around the points of the compass. If you were
|
||||
teleporting to a coastal city and wound up 18 miles out at sea,
|
||||
you could be in trouble.
|
||||
Similar Area
|
||||
You and your group (or the target object) wind up in a different
|
||||
area that's visually or thematically similar to the target
|
||||
area. If you are heading for your home laboratory, for example,
|
||||
you might wind up in another wizard's laboratory or in an
|
||||
alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the
|
||||
closest similar place, but since the spell has no range limit,
|
||||
you could conceivably wind up anywhere on the plane.
|
||||
Mishap
|
||||
The spell's unpredictable magic results in a
|
||||
difficult journey. Each teleporting creature (or the target object) takes 3d10
|
||||
force damage, and the DM rerolls on the table to see where you wind up (multiple
|
||||
mishaps can occur, dealing damage each time).
|
||||
The spell's unpredictable magic results in a difficult
|
||||
journey. Each teleporting creature (or the target object) takes
|
||||
3d10 force damage, and the DM rerolls on the table to see where
|
||||
you wind up (multiple mishaps can occur, dealing damage each
|
||||
time).
|
||||
|
||||
"""
|
||||
name = "Teleport"
|
||||
level = 7
|
||||
@@ -333,26 +337,26 @@ class TensersTransformation(Spell):
|
||||
|
||||
|
||||
class Thaumaturgy(Spell):
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within range. You
|
||||
create one of the following magical effects within range:
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within
|
||||
range. You create one of the following magical effects within
|
||||
range:
|
||||
|
||||
* Your voice booms up
|
||||
to three times as loud as normal for 1 minute.
|
||||
* You cause flames to flicker,
|
||||
brighten, dim, or change color for 1 minute.
|
||||
* You cause harmless tremors in the
|
||||
ground for 1 minute.
|
||||
* You create an instantaneous sound that originates from a
|
||||
point of your choice within range, such as a rumble of thunder, the cry of a
|
||||
raven, or ominous whispers.
|
||||
* You instantaneously cause an unlocked door or
|
||||
window to fly open or slam shut.
|
||||
* You alter the appearance of your eyes for 1
|
||||
- Your voice booms up to three times as loud as normal for 1
|
||||
minute.
|
||||
- You cause flames to flicker, brighten, dim, or change color for
|
||||
1 minute.
|
||||
- You cause harmless tremors in the ground for 1 minute.
|
||||
- You create an instantaneous sound that originates from a point
|
||||
of your choice within range, such as a rumble of thunder, the
|
||||
cry of a raven, or ominous whispers.
|
||||
- You instantaneously cause an unlocked door or window to fly open
|
||||
or slam shut.
|
||||
- You alter the appearance of your eyes for 1 minute.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of
|
||||
its 1-minute effects active at a time, and you can dismiss such an
|
||||
effect as an action.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of its
|
||||
1-minute effects active at a time, and you can dismiss such an effect as an
|
||||
action.
|
||||
"""
|
||||
name = "Thaumaturgy"
|
||||
level = 0
|
||||
@@ -373,7 +377,7 @@ class ThornWhip(Spell):
|
||||
creature is Large or smaller, you pull the creature up to 10 feet closer to you.
|
||||
|
||||
|
||||
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th
|
||||
**At Higher Levels:** This spell's damage increases by 1d6 when you reach 5th
|
||||
level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Thorn Whip"
|
||||
@@ -402,7 +406,7 @@ class ThunderStep(Spell):
|
||||
your destination space for the creature to appear in; otherwise, the creature is
|
||||
left behind.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Thunder Step"
|
||||
@@ -469,7 +473,7 @@ class Thunderwave(Spell):
|
||||
automatically pushed 10 feet away from you by the spell's effect, and the spell
|
||||
emits a thunderous boom audible out to 300 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the damage increases
|
||||
by 1d8 for each slot level above 1st.
|
||||
"""
|
||||
|
||||
@@ -8,7 +8,7 @@ class VampiricTouch(Spell):
|
||||
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.
|
||||
|
||||
At Higher Levels: When you
|
||||
**At Higher Levels:** When you
|
||||
cast this spell using a spell slot of 4th level or higher, the damage increases
|
||||
by 1d6 for each slot level above 3rd.
|
||||
"""
|
||||
@@ -32,7 +32,7 @@ class ViciousMockery(Spell):
|
||||
damage and have disadvantage on the next attack roll it makes before the end of
|
||||
its next turn.
|
||||
|
||||
At Higher Levels: This spell's damage increases by 1d4 when you
|
||||
**At Higher Levels:** This spell's damage increases by 1d4 when you
|
||||
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
||||
"""
|
||||
name = "Vicious Mockery"
|
||||
@@ -55,7 +55,7 @@ class VitriolicSphere(Spell):
|
||||
next turn. On a successful save, a creature takes half the initial damage and no
|
||||
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
|
||||
for each slot level above 4th.
|
||||
"""
|
||||
|
||||
@@ -2,24 +2,25 @@ from dungeonsheets.spells.spells import Spell
|
||||
|
||||
|
||||
class WallOfFire(Spell):
|
||||
"""You create a wall of fire on a solid surface within range. You can make the wall
|
||||
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
|
||||
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
|
||||
for the duration.
|
||||
"""You create a wall of fire on a solid surface within range. You can
|
||||
make the wall up to 60 feet long, 20 feet high, and 1 foot thick,
|
||||
or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
|
||||
foot thick. The wall is opaque and lasts for the duration.
|
||||
|
||||
When the wall appears, each creature within its area must
|
||||
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
|
||||
damage, or half as much damage on a successful save.
|
||||
When the wall appears, each creature within its area must make a
|
||||
Dexterity saving throw. On a failed save, a creature takes 5d8
|
||||
fire damage, or half as much damage on a successful save.
|
||||
|
||||
One side of the wall,
|
||||
selected by you when you cast this spell, deals 5d8 fire damage to each creature
|
||||
that ends its turn within 10 feet of that side or inside the wall. A creature
|
||||
takes the same damage when it enters the wall for the first time on a turn or
|
||||
One side of the wall, selected by you when you cast this spell,
|
||||
deals 5d8 fire damage to each creature that ends its turn within
|
||||
10 feet of that side or inside the wall. A creature takes the same
|
||||
damage when it enters the wall for the first time on a turn or
|
||||
ends its turn there. The other side of the wall deals no damage.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 5th level or higher, the
|
||||
damage increases by 1d8 for each slot level above 4th.
|
||||
**At Higher Levels:** When you cast this spell using a spell slot
|
||||
of 5th level or higher, the damage increases by 1d8 for each slot
|
||||
level above 4th.
|
||||
|
||||
"""
|
||||
name = "Wall Of Fire"
|
||||
level = 4
|
||||
@@ -637,19 +638,15 @@ class Wish(Spell):
|
||||
magic item. The object can be no more than 300 feet in any
|
||||
dimension, and it appears in an unoccupied space you can see on
|
||||
the ground.
|
||||
|
||||
- You allow up to twenty creatures that you can see to regain all
|
||||
hit points, and you end all effects on them described in the
|
||||
greater restoration spell.
|
||||
|
||||
- You grant up to ten creatures that you can see resistance to a
|
||||
damage type you choose.
|
||||
|
||||
- You grant up to ten creatures you can see immunity to a single
|
||||
spell or other magical effect for 8 hours. For instance, you
|
||||
could make yourself and all your com panions immune to a lich's
|
||||
life drain attack.
|
||||
|
||||
- You undo a single recent event by forcing a reroll of any roll
|
||||
made within the last round (including your last turn). Reality
|
||||
reshapes itself to accommodate the new result. For example, a
|
||||
|
||||
Reference in New Issue
Block a user