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All features added for cleric, druid, fighter, monk
This commit is contained in:
@@ -1,4 +1,5 @@
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from .features import Feature
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from .. import spells
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# Cleric Features
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@@ -97,6 +98,280 @@ class DivineIntervention(Feature):
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source = "Cleric"
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class DivineStrike(Feature):
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"""
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Generic Divine Strike
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"""
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_name = "Divine Strike"
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source = "Cleric"
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@property
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def name(self):
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level = self.owner.Cleric.level
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damage = ' (1d8)'
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if level >= 14:
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damage = ' (2d8)'
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return self._name + damage
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# Knowledge Domain
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class BlessingsOfKnowledge(Feature):
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"""At 1st level, you learn two languages of your choice. You also become
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proficient in your choice o f two of the following skills: Arcana, History,
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Nature, or Religion. Your proficiency bonus is doubled for any ability
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check you make that uses either of those skills.
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"""
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name = "Blessings of Knowledge"
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source = "Cleric (Knowledge Domain)"
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class KnowledgeOfTheAncients(DivineIntervention):
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"""Starting at 2nd level, you can use your Channel Divinity to tap into a
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divine well o f knowledge. As an action, you choose one skill or tool. For
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10 minutes, you have proficiency with the chosen skill or tool.
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"""
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name = "Divine Intervention: Knowledge of the Ancients"
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source = "Cleric (Knowledge Domain)"
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class ReadThoughts(DivineIntervention):
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"""At 6th level, you can use your Channel Divinity to read a creature’s
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thoughts. You can then use your access to the creature’s mind to command
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it. As an action, choose one creature that you can see within 60 feet of
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you. That creature must make a Wisdom saving throw. If the creature
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succeeds on the saving throw, you can’t use this feature on it again until
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you finish a long rest.
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If the creature fails its save, you can read its surface thoughts (those
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foremost in its mind, reflecting its current emotions and what it is
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actively thinking about) when it is within 60 feet of you. This effect
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lasts for 1 minute. During that time, you can use your action to end this
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effect and cast the suggestion spell on the creature without expending a
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spell slot. The target automatically fails its saving throw against the
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spell.
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"""
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name = "Divine Intervention: Read Thoughts"
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source = "Cleric (Knowledge Domain)"
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class PotentSpellcasting(Feature):
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"""Starting at 8th level, you add your W isdom modifier to the damage you deal
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with any cleric cantrip.
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"""
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name = "Potent Spellcasting"
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source = "Cleric"
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class VisionsOfThePast(Feature):
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"""Starting at 17th level, you can call up visions of the past that relate to
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an object you hold or your immediate surroundings. You spend at least 1
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minute in meditation and prayer, then receive dreamlike, shadowy glimpses
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of recent events. You can meditate in this way for a number of minutes
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equal to your Wisdom score and must maintain concentration during that
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time, as if you were casting a spell. Once you use this feature, you can’t
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use it again until you finish a short or long rest.
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**Object Reading**: Holding an object as you meditate, you can see visions
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of the object’s previous owner. After meditating for 1 minute, you learn
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how the owner acquired and lost the object, as well as the most recent
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significant event involving the object and that owner. If the object was
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owned by another creature in the recent past (within a number of days equal
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to your Wisdom score), you can spend 1 additional minute for each owner to
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learn the same information about that creature.
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**Area Reading**: As you meditate, you see visions of recent events in your
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immediate vicinity (a room, street, tunnel, clearing, or the like, up to a
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50-foot cube), going back a number of days equal to your Wisdom score. For
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each minute you meditate, you learn about one significant event, beginning
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with the most recent. Significant events typically involve powerful
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emotions, such as battles and betrayals, marriages and murders, births and
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funerals. However, they might also include more mundane events that are
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nevertheless important in your current situation.
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"""
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name = "Visions of the Past"
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source = "Cleric (Knowledge Domain)"
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# Life Domain
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class DiscipleOfLife(Feature):
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"""Also starting at 1st level, your healing spells are more
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effective. Whenever you use a spell of 1st level or higher to restore hit
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points to a creature, the creature regains additional hit points equal to 2
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+ the spell’s level
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"""
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name = "Disciple of Life"
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source = "Cleric (Life Domain)"
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class PreserveLife(ChannelDivinity):
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"""Starting at 2nd level, you can use your Channel Divinity to heal the badly
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injured. As an action, you present your holy symbol and evoke healing
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energy that can restore a number of hit points equal to five times your
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cleric level. Choose any creatures within 30 feet of you, and divide those
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hit points among them. This feature can restore a creature to no more than
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half of its hit point maximum. You can’t use this feature on an undead or a
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construct.
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"""
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name = "Channel Divinity: Preserve Life"
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source = "Cleric (Life Domain)"
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class BlessedHealer(Feature):
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"""Beginning at 6th level, the healing spells you cast on others heal you as
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well. When you cast a spell of 1st level or higher that restores hit points
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to a creature other than you, you regain hit points equal to 2 + the
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spell’s level.
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"""
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name = "Blessed Healer"
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source = "Cleric (Life Domain)"
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class DivineStrikeLife(DivineStrike):
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"""At 8th level, you gain the ability to infuse your weapon strikes with
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divine energy. Once on each o f your turns when you hit a creature with a
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weapon attack, you can cause the attack to deal an extra 1d8 radiant damage
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to the target. When you reach 14th level, the extra damage increases to
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2d8.
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"""
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source = "Cleric (Life Domain)"
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class SupremeHealing(Feature):
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"""Starting at 17th level, when you would normally roll one or more dice to
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restore hit points with a spell, you instead use the highest number
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possible for each die. For example, instead of restoring 2d6 hit points to
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a creature, you restore 12.
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"""
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name = "Supreme Healing"
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source = "Cleric (Life Domain)"
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# Light Domain
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class WardingFlare(Feature):
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"""At 1st level, you can interpose divine light between yourself and an
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attacking enemy. When you are attacked by a creature within 30 feet of you
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that you can see, you can use your reaction to impose disadvantage on the
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attack roll, causing light to flare before the attacker before it hits or
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misses. An attacker that can’t be blinded is immune to this feature. You
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can use this feature a number of times equal to your Wisdom modifier (a
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minimum of once). You regain all expended uses when you finish a long rest
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"""
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_name = "Warding Flare"
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source = "Cleric (Light Domain)"
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@property
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def name(self):
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times = max(1, self.owner.wisdom.modifier)
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return self._name + " ({:d}x/LR)".format(times)
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class RadianceOfTheDawn(ChannelDivinity):
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"""Starting at 2nd level, you can use your Channel Divinity to harness
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sunlight, banishing darkness and dealing radiant damage to your foes. As an
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action, you present your holy symbol, and any magical darkness within 30
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feet of you is dispelled.
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Additionally, each hostile creature within 30 feet of you must make a
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Constitution saving throw. A creature takes radiant damage equal to 2d10 +
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your cleric level on a failed saving throw, and half as much damage on a
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successful one. A creature that has total cover from you is not affected.
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"""
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name = "Channel Divinity: Radiance of the Dawn"
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source = "Cleric (Light Domain)"
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class ImprovedFlare(Feature):
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"""Starting at 6th level, you can also use your Warding Flare feature when a
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creature that you can see within 30 feet o f you attacks a creature other
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than you.
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"""
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name = "Improved Flare"
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source = "Cleric (Light Domain)"
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class CoronaOfLight(Feature):
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"""Starting at 17th level, you can use your action to activate an aura of
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sunlight that lasts for 1 minute or until you dismiss it using another
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action. You emit bright light in a 60-foot radius and dim light 30 feet
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beyond that. Your enemies in the bright light have disadvantage on saving
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throws against any spell that deals fire or radiant damage
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"""
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name = "Corona of Light"
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source = "Cleric (Light Domain)"
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# Nature Domain
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class AcolyteOfNature(Feature):
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"""At 1st level, you learn one druid cantrip of your choice. You also gain
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proficiency in one of the following skills of your choice: Animal Handling,
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Nature, or Survival.
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"""
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name = "Acolyte of Nature"
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source = "Cleric (Nature Domain)"
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class CharmAnimalsAndPlants(ChannelDivinity):
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"""Starting at 2nd level, you can use your Channel Divinity to charm animals
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and plants. As an action, you present your holy symbol and invoke the name
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of your deity. Each beast or plant creature that can see you within 30 feet
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of you must make a Wisdom saving throw.
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If the creature fails its saving throw, it is charmed by you for 1 minute
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or until it takes damage. While it is charmed by you, it is friendly to you
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and other creatures you designate.
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"""
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name = "Channel Divinity: Charm Animals and Plants"
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source = "Cleric (Nature Domain)"
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class DampenElements(Feature):
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"""Starting at 6th level, when you or a creature within 30 feet of you takes
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acid, cold, fire, lightning, or thunder damage, you can use your reaction
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to grant resistance to the creature against that instance of the damage.
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"""
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name = "Dampen Elements"
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source = "Cleric (Nature Domain)"
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class DivineStrikeNature(DivineStrike):
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"""At 8th level, you gain the ability to infuse your weapon strikes with
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divine energy. Once on each of your turns when you hit a creature with a
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weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or
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lightning damage (your choice) to the target. When you reach 14th level,
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the extra damage increases to 2d8.
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"""
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source = "Cleric (Nature Domain)"
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class MasterOfNature(Feature):
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"""At 17th level, you gain the ability to command animals and plant
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creatures. While creatures are charmed by your Charm Animals and Plants
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feature, you can take a bonus action on your turn to verbally command what
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each of those creatures will do on its next turn.
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"""
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name = "Master of Nature"
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source = "Cleric (Nature Domain)"
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# Tempest Domain
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class WrathOfTheStorm(Feature):
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"""Also at 1st level, you can thunderously rebuke attackers. When a creature
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@@ -139,7 +414,7 @@ class ThunderboltStrike(Feature):
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source = "Cleric (Tempest Domain)"
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class DivineStrikeTempest(Feature):
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class DivineStrikeTempest(DivineStrike):
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"""At 8th level, you gain the ability to infuse your weapon strikes with
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divine energy. Once on each of your turns when you hit a creature with a
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weapon attack, you can cause the attack to deal an extra 1d8 thunder damage
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@@ -147,21 +422,360 @@ class DivineStrikeTempest(Feature):
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2d8.
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"""
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_name = "Divine Strike"
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source = "Cleric (Tempest Domain)"
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@property
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def name(self):
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level = self.owner.Cleric.level
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if level < 14:
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return self._name + " (1d8)"
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else:
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return self._name + " (2d8)"
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class Stormborn(Feature):
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"""At 17th level, you have a flying speed equal to your current walking speed
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whenever you are not underground or indoors.
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whenever you are not underground or indoors.
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"""
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name = "Stormborn"
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source = "Cleric (Tempest Domain)"
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# Trickery Domain
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class BlessingOfTheTrickster(Feature):
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"""Starting when you choose this domain at 1st level, you can use your action
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to touch a willing creature other than yourself to give it advantage on
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Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use
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this feature again
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"""
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name = "Blessing of the Trickster"
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source = "Cleric (Trickery Domain)"
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class InvokeDuplicity(ChannelDivinity):
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"""Starting at 2nd level, you can use your Channel Divinity to create an
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illusory duplicate o f yourself. As an action, you create a perfect
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illusion of yourself that lasts for 1 minute, or until you lose your
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concentration (as if you were concentrating on a spell). The illusion
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appears in an unoccupied space that you can see within 30 feet of you. As a
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bonus action on your turn, you can move the illusion up to 30 feet to a
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space you can see, but it must remain within 120 feet of you.
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For the duration, you can cast spells as though you were in the illusion’s
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space, but you must use your own senses. Additionally, when both you and
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your illusion are within 5 feet of a creature that can see the illusion,
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you have advantage on attack rolls against that creature, given how
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distracting the illusion is to the target.
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"""
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name = "Channel Divinity: Invoke Duplicity"
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source = "Cleric (Trickery Domain)"
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class CloakOfShadows(ChannelDivinity):
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"""Starting at 6th level, you can use your Channel Divinity to vanish. As an
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action, you become invisible until the end of your next turn. You become
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visible if you attack or cast a spell.
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"""
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name = "Channel Divinity: Cloak of Shadows"
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source = "Cleric (Trickery Domain)"
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class DivineStrikeTrickery(DivineStrike):
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"""At 8th level, you gain the ability to infuse your weapon strikes with
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poison—a gift from your deity. Once on each of your turns when you hit a
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creature with a weapon attack, you can cause the attack to deal an extra
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1d8 poison damage to the target. When you reach 14th level, the extra
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damage increases to 2d8.
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"""
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source = "Cleric (Trickery Domain)"
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class ImprovedDuplicity(Feature):
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"""At 17th level, you can create up to four duplicates of yourself, instead of
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one, when you use Invoke Duplicity. As a bonus action on your turn, you can
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move any number of them up to 30 feet, to a maximum range of 120 feet.
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"""
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name = "Improved Duplicity"
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source = "Cleric (Trickery Domain)"
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# War Domain
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class WarPriest(Feature):
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"""From 1st level, your god delivers bolts of inspiration to you while you are
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engaged in battle. When you use the Attack action, you can make one weapon
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attack as a bonus action. You can use this feature a number of times equal
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to your Wisdom modifier (a minimum of once). You regain all expended uses
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when you finish a long rest
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"""
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_name = "War Priest"
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source = "Cleric (War Domain)"
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@property
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def name(self):
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num = max(1, self.owner.wisdom.modifier)
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return self._name + " ({:d}x/LR)".format(num)
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class GuidedStrike(ChannelDivinity):
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"""Starting at 2nd level, you can use your Channel Divinity to strike with
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supernatural accuracy. When you make an attack roll, you can use your
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Channel Divinity to gain a +10 bonus to the roll. You make this choice
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after you see the roll, but before the DM says whether the attack hits or
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misses
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"""
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name = "Channel Divinity: Guided Strike"
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source = "Cleric (War Domain)"
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class WarGodsBlessing(ChannelDivinity):
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"""At 6th level, when a creature within 30 feet of you makes an attack roll,
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you can use your reaction to grant that creature a +10 bonus to the roll,
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using your Channel Divinity. You make this choice after you see the roll,
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but before the DM says whether the attack hits or misses.
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"""
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name = "Channel Divinity: War Gods Blessing"
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source = "Cleric (War Domain)"
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class DivineStrikeWar(DivineStrike):
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"""At 8th level, you gain the ability to infuse your weapon strikes with
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divine energy. Once on each of your turns when you hit a creature with a
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weapon attack, you can cause the attack to deal an extra 1d8 damage of the
|
||||
same type dealt by the weapon to the target. When you reach 14th level, the
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extra damage increases to 2d8.
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"""
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source = "Cleric (War Domain)"
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class AvatarOfBattle(Feature):
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"""At 17th level, you gain resistance to bludgeoning, piercing, and slashing
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damage from nonmagical weapons.
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"""
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name = "Avatar of Battle"
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source = "Cleric (War Domain)"
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# Arcana Domain
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class ArcaneInitiate(Feature):
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"""When you choose this domain at 1st level, you gain proficiency in the
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Arcana skill, and you gain two cantrips of your choice from the wizard
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spell list. For you, these cantrips count as cleric cantrips
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"""
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name = "Arcane Initiate"
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source = "Cleric (Arcana Domain)"
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class ArcaneAbjuration(ChannelDivinity):
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"""Starting at 2nd level, you can use your Channel Divinity to abjure
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otherworldly creatures. As an action, you present your holy symbol, and one
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celestial, elemental, fey, or fiend of your choice that is within 30 feet
|
||||
of you must make a Wisdom saving throw, provided that the creature can see
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||||
or hear you. If the creature fails its saving throw, it is turned for 1
|
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minute or until it takes any damage.
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||||
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A turned creature must spend its turns trying to move as far away from you
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as it can, and it can't willingly end its move in a space within 30 feet of
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you. It also can't take reactions. For its action, it can only use the Dash
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action or try to escape from an effect that prevents it from moving. If
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||||
there's nowhere to move, the creature can use the Dodge action.
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||||
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||||
After you reach 5th level, when a creature fails its saving throw against
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||||
your Arcane Abjuration feature, the creature is banished for 1 minute (as
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||||
in the banishment spell, no concentration required) if it isn't on its
|
||||
plane of origin and its challenge rating is at or below a certain
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||||
threshold, as shown on the Arcane Banishment table.
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||||
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||||
5th level : CR 1/2
|
||||
8th level : CR 1
|
||||
11th level : CR 2
|
||||
14th level : CR 3
|
||||
17th level : CR 4
|
||||
|
||||
"""
|
||||
name = "Channel Divinity: Arcane Abjuration"
|
||||
source = "Cleric (Arcana Domain)"
|
||||
|
||||
|
||||
class SpellBreaker(Feature):
|
||||
"""Starting at 6th level, when you restore hit points to an ally with a spell
|
||||
of 1st level or higher, you can also end one spell of your choice on that
|
||||
creature. The level of the spell you end must be equal to or lower than the
|
||||
level of the spell slot you use to cast the healing spell
|
||||
|
||||
"""
|
||||
name = "Spell Breaker"
|
||||
source = "Cleric (Arcana Domain)"
|
||||
|
||||
|
||||
class ArcaneMastery(Feature):
|
||||
"""At 17th level, you choose four spells from the wizard spell list, one from
|
||||
each of the following levels: 6th, 7th, 8th, and 9th. You add them to your
|
||||
list of domain spells. Like your other domain spells, they are always
|
||||
prepared and count as cleric spells for you.
|
||||
|
||||
"""
|
||||
name = "Arcane Mastery"
|
||||
source = "Cleric (Arcana Domain)"
|
||||
|
||||
|
||||
# Forge Domain
|
||||
class BlessingOfTheForge(Feature):
|
||||
"""At 1st level, you gain the ability to imbue magic into a weapon or
|
||||
armor. At the end of a long rest, you can touch one nonmagical object that
|
||||
is a suit of armor or a simple or martial weapon. Until the end of your
|
||||
next long rest or until you die, the object becomes a magic item, granting
|
||||
a +1 bonus to AC if it’s armor or a +1 bo— nus to attack and damage rolls
|
||||
if it’s a weapon. Once you use this feature, you can’t use it again until
|
||||
you finish a long rest
|
||||
|
||||
"""
|
||||
name = "Blessing of the Forge"
|
||||
source = "Cleric (Forge Domain)"
|
||||
|
||||
|
||||
class ArtisansBlessing(Feature):
|
||||
"""Starting at 2nd level, you can use your Channel Divinity to create simple
|
||||
items. You conduct an hour—long ritual that crafts a nonmagi— cal item that
|
||||
must include some metal: a simple or martial weapon, a suit of armor, ten
|
||||
pieces of ammunition, a set of tools, or another metal Object (see chapter
|
||||
5, “Equipment,” in the Player’s Handbook for examples of these items). The
|
||||
creation is completed at the end of the hour, coalescing in an unoccupied
|
||||
space of your choice on a surface within 5 feet of you. The thing you
|
||||
create can be something that is worth no more than 100 gp.
|
||||
|
||||
As part of this ritual, you must lay out metal, which can include coins,
|
||||
with a value equal to the creation. The metal irretrievably coalesces and
|
||||
transforms into the creation at the ritual’s end, magically forming even
|
||||
nonmetal parts of the creation. The ritual can create a duplicate of a
|
||||
nonmagical item that contains metal, such as a key, if you possess the
|
||||
original during the ritual.
|
||||
|
||||
"""
|
||||
name = "Channel Divinity: Artisans Blessing"
|
||||
source = "Cleric (Forge Domain)"
|
||||
|
||||
|
||||
class SoulOfTheForge(Feature):
|
||||
"""Starting at 6th level, your mastery of the forge grants you special
|
||||
abilities:
|
||||
|
||||
-- You gain resistance to fire damage.
|
||||
|
||||
-- While wearing heavy armor, you gain a +1 bonus to AC.
|
||||
|
||||
"""
|
||||
name = "Soul of the Forge"
|
||||
source = "Cleric (Forge Domain)"
|
||||
|
||||
|
||||
class DivineStrikeForge(DivineStrike):
|
||||
"""At 8th level, you gain the ability to infuse your weapon strikes with the
|
||||
fiery power of the forge. Once on each ofyour turns when you hit a creature
|
||||
with a weapon attack, you can cause the attack to deal an extra 1d8 fire
|
||||
damage to the target. When you reach 14th level, the extra damage
|
||||
increases to 2d8
|
||||
|
||||
"""
|
||||
source = "Cleric (Forge Domain)"
|
||||
|
||||
|
||||
class SaintOfForgeAndFire(Feature):
|
||||
"""At 17th level, your blessed affinity with fire and metal becomes more
|
||||
powerful:
|
||||
|
||||
-- You gain immunity to fire damage.
|
||||
|
||||
-- While wearing heavy armor, you have resistance to bludgeoning, piercing,
|
||||
and slashing damage from non-magical attacks
|
||||
|
||||
"""
|
||||
name = "Saint of Forge and Fire"
|
||||
source = "Cleric (Forge Domain)"
|
||||
|
||||
|
||||
# Grave Domain
|
||||
class CircleOfMortality(Feature):
|
||||
"""At 1st level, you gain the ability to manipulate the line between life and
|
||||
death. When you would normally roll one or more dice to restore hit points
|
||||
with a spell to a creature at 0 hit points, you instead use the highest
|
||||
number possible for each die. In addition, you learn the spare the dying
|
||||
cantrip, which doesn’t count against the number of cleric cantrips you
|
||||
know. For you, it has a range of 30 feet, and you can cast it as a bonus
|
||||
action
|
||||
|
||||
"""
|
||||
spells_known = (spells.SpareTheDying,)
|
||||
spells_prepared = (spells.SpareTheDying,)
|
||||
name = "Circle of Mortality"
|
||||
source = "Cleric (Grave Domain)"
|
||||
|
||||
|
||||
class EyesOfTheGrave(Feature):
|
||||
"""At lst level, you gain the ability to occasionally sense the presence of the
|
||||
undead, whose existence is an insult to the natural cycle of life. As an
|
||||
action, you can open your awareness to magically detect undead. Until the
|
||||
end ofyour next turn, you know the location of any undead within 60 feet of
|
||||
you that isn’t behind total cover and that isn’t protected from divination
|
||||
magic.
|
||||
|
||||
This sense doesn’t tell you anything about a creature's capabilities or
|
||||
identity. You can use this feature a number of times equal to your Wisdom
|
||||
modifier (minimum Of once). You regain all expended uses when you finish a
|
||||
long rest
|
||||
|
||||
"""
|
||||
_name = "Eyes of the Grave"
|
||||
source = "Cleric (Grave Domain)"
|
||||
|
||||
@property
|
||||
def name(self):
|
||||
num = max(1, self.owner.wisdom.modifier)
|
||||
return self._name + " ({:d}x/LR)".format(num)
|
||||
|
||||
|
||||
class PathToTheGrave(ChannelDivinity):
|
||||
"""Starting at 2nd level, you can use your Channel Divinity to mark another
|
||||
creature’s life force for termination. As an action, you choose one
|
||||
creature you can see within 30 feet of you, cursing it until the end Of
|
||||
your next turn. The next time you or an ally Ofyours hits the cursed
|
||||
creature with an attack, the creature has vulnerability tO all of that
|
||||
attack's damage, and then the curse ends
|
||||
|
||||
"""
|
||||
name = "Channel Divinity: Path to the Grave"
|
||||
source = "Cleric (Grave Domain)"
|
||||
|
||||
|
||||
class SentinelAtDeathsDoor(Feature):
|
||||
"""At 6th level, you gain the ability to impede death’s progress. As a
|
||||
reaction when you or a creature you can see within 30 feet of you suffers a
|
||||
critical hit, you can turn that hit into a normal hit. Any effects
|
||||
triggered by a critical hit are canceled. You can use this feature a
|
||||
number of times equal to your Wisdom modifier (minimum of once). You regain
|
||||
all expended uses when you finish a long rest.
|
||||
|
||||
"""
|
||||
_name = "Sentinel at Death's Door"
|
||||
source = "Cleric (Grave Domain)"
|
||||
|
||||
@property
|
||||
def name(self):
|
||||
num = max(1, self.owner.wisdom.modifier)
|
||||
return self._name + " ({:d}x/LR)".format(num)
|
||||
|
||||
|
||||
class KeeperOfSouls(Feature):
|
||||
"""Starting at 17th level. you can seize a trace of vitality from a parting
|
||||
soul and use it to heal the living. When an enemy you can see dies within
|
||||
60 feet of you, you or one creature of your choice that is within 60 feet
|
||||
of you regains hit points equal to the enemy’s number of Hit Dice. You can
|
||||
use this feature only if you aren’t incapacitated. Once you use it, you
|
||||
can't do so again until the start ofyour next turn.
|
||||
|
||||
"""
|
||||
name = "Keeper of Souls"
|
||||
source = "Cleric (Grave Domain)"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user